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Merge pull request #7055 from justin-calleja/some-jsdoc-edits
some jsdoc edits
2 parents 0dc04c5 + d898f02 commit 403f940

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6 files changed

+17
-17
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6 files changed

+17
-17
lines changed

src/input/InputManager.js

+1-1
Original file line numberDiff line numberDiff line change
@@ -46,7 +46,7 @@ var InputManager = new Class({
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{
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/**
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* The Game instance that owns the Input Manager.
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* A Game only maintains on instance of the Input Manager at any time.
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* A Game only maintains one instance of the Input Manager at any time.
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*
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* @name Phaser.Input.InputManager#game
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* @type {Phaser.Game}

src/input/InputPlugin.js

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@@ -933,7 +933,7 @@ var InputPlugin = new Class({
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if (gameObject.input)
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{
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// If it is already has an InteractiveObject then just enable it and return
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// If it already has an InteractiveObject then just enable it and return
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gameObject.input.enabled = true;
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}
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else

src/loader/LoaderPlugin.js

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@@ -518,11 +518,11 @@ var LoaderPlugin = new Class({
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*
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* The file must be an instance of `Phaser.Loader.File`, or a class that extends it. The Loader will check that the key
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* used by the file won't conflict with any other key either in the loader, the inflight queue or the target cache.
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* If allowed it will then add the file into the pending list, read for the load to start. Or, if the load has already
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* If allowed it will then add the file into the pending list, ready for the load to start. Or, if the load has already
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* started, ready for the next batch of files to be pulled from the list to the inflight queue.
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*
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* You should not normally call this method directly, but rather use one of the Loader methods like `image` or `atlas`,
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* however you can call this as long as the file given to it is well formed.
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* You should not normally call this method directly, but rather use one of the Loader methods like `image` or `atlas`.
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* However you can call this as long as the file given to it is well formed.
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*
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* @method Phaser.Loader.LoaderPlugin#addFile
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* @fires Phaser.Loader.Events#ADD
@@ -627,7 +627,7 @@ var LoaderPlugin = new Class({
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* @method Phaser.Loader.LoaderPlugin#addPack
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* @since 3.7.0
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*
630-
* @param {any} pack - The Pack File data to be parsed and each entry of it to added to the load queue.
630+
* @param {any} pack - The Pack File data to be parsed and have each entry in it added to the load queue.
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* @param {string} [packKey] - An optional key to use from the pack file data.
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*
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* @return {boolean} `true` if any files were added to the queue, otherwise `false`.
@@ -1069,7 +1069,7 @@ var LoaderPlugin = new Class({
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*
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* If the process was successful, and the File isn't part of a MultiFile, its `addToCache` method is called.
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*
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* It this then removed from the queue. If there are no more files to load `loadComplete` is called.
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* It is then removed from the queue. If there are no more files to load `loadComplete` is called.
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*
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* @method Phaser.Loader.LoaderPlugin#fileProcessComplete
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* @since 3.7.0

src/physics/arcade/ArcadePhysics.js

+5-5
Original file line numberDiff line numberDiff line change
@@ -230,7 +230,7 @@ var ArcadePhysics = new Class({
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* @param {Phaser.Types.Physics.Arcade.ArcadeColliderType} object1 - The first object or array of objects to check.
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* @param {Phaser.Types.Physics.Arcade.ArcadeColliderType} [object2] - The second object or array of objects to check, or `undefined`.
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* @param {Phaser.Types.Physics.Arcade.ArcadePhysicsCallback} [overlapCallback] - An optional callback function that is called if the objects overlap.
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* @param {Phaser.Types.Physics.Arcade.ArcadePhysicsCallback} [processCallback] - An optional callback function that lets you perform additional checks against the two objects if they overlap. If this is set then `collideCallback` will only be called if this callback returns `true`.
233+
* @param {Phaser.Types.Physics.Arcade.ArcadePhysicsCallback} [processCallback] - An optional callback function that lets you perform additional checks against the two objects if they overlap. If this is set then `overlapCallback` will only be called if this callback returns `true`.
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* @param {*} [callbackContext] - The context in which to run the callbacks.
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*
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* @return {boolean} True if at least one Game Object overlaps another.
@@ -338,15 +338,15 @@ var ArcadePhysics = new Class({
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*
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* @param {Phaser.GameObjects.GameObject} sprite - The first object to check for collision.
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* @param {Phaser.Tilemaps.Tile[]} tiles - An array of Tiles to check for collision against.
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* @param {Phaser.Types.Physics.Arcade.ArcadePhysicsCallback} [collideCallback] - An optional callback function that is called if the objects overlap.
342-
* @param {Phaser.Types.Physics.Arcade.ArcadePhysicsCallback} [processCallback] - An optional callback function that lets you perform additional checks against the two objects if they collide. If this is set then `collideCallback` will only be called if this callback returns `true`.
341+
* @param {Phaser.Types.Physics.Arcade.ArcadePhysicsCallback} [overlapCallback] - An optional callback function that is called if the objects overlap.
342+
* @param {Phaser.Types.Physics.Arcade.ArcadePhysicsCallback} [processCallback] - An optional callback function that lets you perform additional checks against the two objects if they collide. If this is set then `overlapCallback` will only be called if this callback returns `true`.
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* @param {any} [callbackContext] - The context in which to run the callbacks.
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*
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* @return {boolean} True if any objects overlap (with `overlapOnly`); or true if any overlapping objects were separated.
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*/
347-
overlapTiles: function (sprite, tiles, collideCallback, processCallback, callbackContext)
347+
overlapTiles: function (sprite, tiles, overlapCallback, processCallback, callbackContext)
348348
{
349-
return this.world.overlapTiles(sprite, tiles, collideCallback, processCallback, callbackContext);
349+
return this.world.overlapTiles(sprite, tiles, overlapCallback, processCallback, callbackContext);
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},
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352352
/**

src/physics/arcade/World.js

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@@ -2254,21 +2254,21 @@ var World = new Class({
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*
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* @param {Phaser.GameObjects.GameObject} sprite - The first object to check for collision.
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* @param {Phaser.Tilemaps.Tile[]} tiles - An array of Tiles to check for collision against.
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* @param {Phaser.Types.Physics.Arcade.ArcadePhysicsCallback} [collideCallback] - An optional callback function that is called if the objects overlap.
2258-
* @param {Phaser.Types.Physics.Arcade.ArcadePhysicsCallback} [processCallback] - An optional callback function that lets you perform additional checks against the two objects if they collide. If this is set then `collideCallback` will only be called if this callback returns `true`.
2257+
* @param {Phaser.Types.Physics.Arcade.ArcadePhysicsCallback} [overlapCallback] - An optional callback function that is called if the objects overlap.
2258+
* @param {Phaser.Types.Physics.Arcade.ArcadePhysicsCallback} [processCallback] - An optional callback function that lets you perform additional checks against the two objects if they collide. If this is set then `overlapCallback` will only be called if this callback returns `true`.
22592259
* @param {any} [callbackContext] - The context in which to run the callbacks.
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*
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* @return {boolean} True if any objects overlap (with `overlapOnly`); or true if any overlapping objects were separated.
22622262
*/
2263-
overlapTiles: function (sprite, tiles, collideCallback, processCallback, callbackContext)
2263+
overlapTiles: function (sprite, tiles, overlapCallback, processCallback, callbackContext)
22642264
{
22652265
if (tiles.length === 0 || (sprite.body && !sprite.body.enable) || (sprite.isBody && !sprite.enable))
22662266
{
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return false;
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}
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else
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{
2271-
return this.collideSpriteVsTilesHandler(sprite, tiles, collideCallback, processCallback, callbackContext, true, false);
2271+
return this.collideSpriteVsTilesHandler(sprite, tiles, overlapCallback, processCallback, callbackContext, true, false);
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}
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},
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src/renderer/webgl/WebGLRenderer.js

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@@ -328,7 +328,7 @@ var WebGLRenderer = new Class({
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this.currentBlendMode = Infinity;
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/**
331-
* Indicates if the the scissor state is enabled in WebGLRenderingContext
331+
* Indicates if the scissor state is enabled in WebGLRenderingContext
332332
*
333333
* @name Phaser.Renderer.WebGL.WebGLRenderer#currentScissorEnabled
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* @type {boolean}

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