More docs coming on.

This commit is contained in:
Richard Davey
2013-10-01 16:39:39 +01:00
parent a38ad2d1a9
commit ca113b85aa
80 changed files with 10121 additions and 4763 deletions
+13 -13
View File
@@ -136,7 +136,7 @@ Phaser.Particles.Arcade.Emitter = function (game, x, y, maxParticles) {
/**
* How often a particle is emitted in ms (if emitter is started with Explode == false).
* @property {bool} frequency
* @property {boolean} frequency
* @default
*/
this.frequency = 100;
@@ -187,7 +187,7 @@ Phaser.Particles.Arcade.Emitter = function (game, x, y, maxParticles) {
/**
* Internal helper for the style of particle emission (all at once, or one at a time).
* @property {bool} _explode
* @property {boolean} _explode
* @private
* @default
*/
@@ -196,14 +196,14 @@ Phaser.Particles.Arcade.Emitter = function (game, x, y, maxParticles) {
/**
* Determines whether the emitter is currently emitting particles.
* It is totally safe to directly toggle this.
* @property {bool} on
* @property {boolean} on
* @default
*/
this.on = false;
/**
* Determines whether the emitter is being updated by the core game loop.
* @property {bool} exists
* @property {boolean} exists
* @default
*/
this.exists = true;
@@ -212,7 +212,7 @@ Phaser.Particles.Arcade.Emitter = function (game, x, y, maxParticles) {
* The point the particles are emitted from.
* Emitter.x and Emitter.y control the containers location, which updates all current particles
* Emitter.emitX and Emitter.emitY control the emission location relative to the x/y position.
* @property {bool} emitX
* @property {boolean} emitX
*/
this.emitX = x;
@@ -220,7 +220,7 @@ Phaser.Particles.Arcade.Emitter = function (game, x, y, maxParticles) {
* The point the particles are emitted from.
* Emitter.x and Emitter.y control the containers location, which updates all current particles
* Emitter.emitX and Emitter.emitY control the emission location relative to the x/y position.
* @property {bool} emitY
* @property {boolean} emitY
*/
this.emitY = y;
@@ -281,7 +281,7 @@ Phaser.Particles.Arcade.Emitter.prototype.update = function () {
* @param {number} frames - Description.
* @param {number} quantity - The number of particles to generate when using the "create from image" option.
* @param {number} collide - Description.
* @param {bool} collideWorldBounds - Description.
* @param {boolean} collideWorldBounds - Description.
* @return This Emitter instance (nice for chaining stuff together, if you're into that).
*/
Phaser.Particles.Arcade.Emitter.prototype.makeParticles = function (keys, frames, quantity, collide, collideWorldBounds) {
@@ -582,10 +582,10 @@ Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "alpha", {
/**
* Get the emitter visible state.
* @return {bool}
* @return {boolean}
*//**
* Set the emitter visible state.
* @param {bool} value - Description
* @param {boolean} value - Description
*/
Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "visible", {
@@ -601,10 +601,10 @@ Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "visible", {
/**
* Get
* @return {bool}
* @return {boolean}
*//**
* Set
* @param {bool} value - Description
* @param {boolean} value - Description
*/
Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "x", {
@@ -620,10 +620,10 @@ Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "x", {
/**
* Get
* @return {bool}
* @return {boolean}
*//**
* Set
* @param {bool} value - Description
* @param {boolean} value - Description
*/
Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "y", {