Fixed up the namespace in the documentation and finished off all sections other than Game Objects and Physics (yuck).

This commit is contained in:
Richard Davey
2013-10-03 02:38:35 +01:00
parent f832bacfd6
commit 96da57cac0
156 changed files with 65938 additions and 2035 deletions
+2 -2
View File
@@ -13,7 +13,7 @@
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {Phaser.Sprite} parent - A reference to the owner of this Animation.
* @param {string} name - The unique name for this animation, used in playback commands.
* @param {Phaser.Animation.FrameData} frameData - The FrameData object that contains all frames used by this Animation.
* @param {Phaser.FrameData} frameData - The FrameData object that contains all frames used by this Animation.
* @param {(Array.<number>|Array.<string>)} frames - An array of numbers or strings indicating which frames to play in which order.
* @param {number} delay - The time between each frame of the animation, given in ms.
* @param {boolean} looped - Should this animation loop or play through once.
@@ -106,7 +106,7 @@ Phaser.Animation = function (game, parent, name, frameData, frames, delay, loope
this._frameSkip = 1;
/**
* @property {Phaser.Animation.Frame} currentFrame - The currently displayed frame of the Animation.
* @property {Phaser.Frame} currentFrame - The currently displayed frame of the Animation.
*/
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);