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"onEnterBounds" is missing from phaser.d.ts #1497

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legendary-mich opened this issue Dec 31, 2014 · 6 comments
Closed

"onEnterBounds" is missing from phaser.d.ts #1497

legendary-mich opened this issue Dec 31, 2014 · 6 comments

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@legendary-mich
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and it is also missing from "destroy()" function inside the gameobjects/Events.js

@pnstickne
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(Parasite, but related, question)

How is the phaser.d.ts file generated?
And more importantly (for me), does a missing/incorrect TS entry indicate an error with the jsdoc?

I see some patches come in for updates, and I hope it's not an [entirely] manually process.

@photonstorm
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It's entirely manual.

@clark-stevenson
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It is manual for the TS and there is no relation to the docs.

@clark-stevenson
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@legendary-mich 👍 the update function already existed in the dev branch.

photonstorm added a commit that referenced this issue Jan 2, 2015
@legendary-mich
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@clark-stevenson You missed the point I had made in the first comment. In gameobjects/Events.js there is a function named destroy() and it seems to me that it lacks of "onEnterBounds" as well.

// gameobjects/Events.js
destroy: function () {
  this._parent = null;
  if (this._onDestroy) { this._onDestroy.dispose(); }
  if (this._onAddedToGroup) { this._onAddedToGroup.dispose(); }
  if (this._onRemovedFromGroup) { this._onRemovedFromGroup.dispose(); }
  if (this._onRemovedFromWorld) { this._onRemovedFromWorld.dispose(); }
  if (this._onKilled) { this._onKilled.dispose(); }
  if (this._onRevived) { this._onRevived.dispose(); }
  if (this._onOutOfBounds) { this._onOutOfBounds.dispose(); }
  if (this._onInputOver) { this._onInputOver.dispose(); }
  if (this._onInputOut) { this._onInputOut.dispose(); }
  if (this._onInputDown) { this._onInputDown.dispose(); }
  if (this._onInputUp) { this._onInputUp.dispose(); }
  if (this._onDragStart) { this._onDragStart.dispose(); }
  if (this._onDragStop) { this._onDragStop.dispose(); }
  if (this._onAnimationStart) { this._onAnimationStart.dispose(); }
  if (this._onAnimationComplete) { this._onAnimationComplete.dispose(); }
  if (this._onAnimationLoop) { this._onAnimationLoop.dispose(); }
}

@photonstorm
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Yup well spotted, have added it to the destroy method too.

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