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
+4 -4
View File
@@ -7,7 +7,7 @@
/**
* A Frame is a single frame of an animation and is part of a FrameData collection.
*
* @class Phaser.Animation.Frame
* @class Phaser.Frame
* @constructor
* @param {number} index - The index of this Frame within the FrameData set it is being added to.
* @param {number} x - X position of the frame within the texture image.
@@ -17,7 +17,7 @@
* @param {string} name - The name of the frame. In Texture Atlas data this is usually set to the filename.
* @param {string} uuid - Internal UUID key.
*/
Phaser.Animation.Frame = function (index, x, y, width, height, name, uuid) {
Phaser.Frame = function (index, x, y, width, height, name, uuid) {
/**
* @property {number} index - The index of this Frame within the FrameData set it is being added to.
@@ -123,12 +123,12 @@ Phaser.Animation.Frame = function (index, x, y, width, height, name, uuid) {
};
Phaser.Animation.Frame.prototype = {
Phaser.Frame.prototype = {
/**
* If the frame was trimmed when added to the Texture Atlas this records the trim and source data.
*
* @method Phaser.Animation.Frame#setTrim
* @method Phaser.Frame#setTrim
* @param {boolean} trimmed - If this frame was trimmed or not.
* @param {number} actualWidth - The width of the frame before being trimmed.
* @param {number} actualHeight - The height of the frame before being trimmed.