Skip to content

Commit

Permalink
Merge pull request #7035 from justin-calleja/jsdoc-trivial-changes-in…
Browse files Browse the repository at this point in the history
…-scene-systems

JSDoc changes
  • Loading branch information
photonstorm authored Feb 10, 2025
2 parents 68384c8 + e8b6f19 commit 9f65b2e
Show file tree
Hide file tree
Showing 6 changed files with 13 additions and 13 deletions.
2 changes: 1 addition & 1 deletion src/gameobjects/lights/LightsManager.js
Original file line number Diff line number Diff line change
Expand Up @@ -106,7 +106,7 @@ var LightsManager = new Class({
* ensuring they follow each other consecutively on the display list. Ideally, use a Layer
* Game Object and then add just Point Lights to it, so that it can batch together the rendering
* of the lights. You don't _have_ to do this, and if you've only a handful of Point Lights in
* your game then it's perfectly safe to mix them into the dislay list as normal. However, if
* your game then it's perfectly safe to mix them into the display list as normal. However, if
* you're using a large number of them, please consider how they are mixed into the display list.
*
* The renderer will automatically cull Point Lights. Those with a radius that does not intersect
Expand Down
2 changes: 1 addition & 1 deletion src/gameobjects/pointlight/PointLight.js
Original file line number Diff line number Diff line change
Expand Up @@ -26,7 +26,7 @@ var Render = require('./PointLightRender');
* ensuring they follow each other consecutively on the display list. Ideally, use a Layer
* Game Object and then add just Point Lights to it, so that it can batch together the rendering
* of the lights. You don't _have_ to do this, and if you've only a handful of Point Lights in
* your game then it's perfectly safe to mix them into the dislay list as normal. However, if
* your game then it's perfectly safe to mix them into the display list as normal. However, if
* you're using a large number of them, please consider how they are mixed into the display list.
*
* The renderer will automatically cull Point Lights. Those with a radius that does not intersect
Expand Down
2 changes: 1 addition & 1 deletion src/gameobjects/pointlight/PointLightFactory.js
Original file line number Diff line number Diff line change
Expand Up @@ -25,7 +25,7 @@ var PointLight = require('./PointLight');
* ensuring they follow each other consecutively on the display list. Ideally, use a Layer
* Game Object and then add just Point Lights to it, so that it can batch together the rendering
* of the lights. You don't _have_ to do this, and if you've only a handful of Point Lights in
* your game then it's perfectly safe to mix them into the dislay list as normal. However, if
* your game then it's perfectly safe to mix them into the display list as normal. However, if
* you're using a large number of them, please consider how they are mixed into the display list.
*
* The renderer will automatically cull Point Lights. Those with a radius that does not intersect
Expand Down
6 changes: 3 additions & 3 deletions src/plugins/PluginManager.js
Original file line number Diff line number Diff line change
Expand Up @@ -31,12 +31,12 @@ var CONST = require('../const');
*
* A Global Plugin is a plugin that lives within the Plugin Manager rather than a Scene. You can get
* access to it by calling `PluginManager.get` and providing a key. Any Scene that requests a plugin in
* this way will all get access to the same plugin instance, allowing you to use a single plugin across
* this way will get access to the same plugin instance, allowing you to use a single plugin across
* multiple Scenes.
*
* A Scene Plugin is a plugin dedicated to running within a Scene. These are different to Global Plugins
* in that their instances do not live within the Plugin Manager, but within the Scene Systems class instead.
* And that every Scene created is given its own unique instance of a Scene Plugin. Examples of core Scene
* Also, every Scene created is given its own unique instance of a Scene Plugin. Examples of core Scene
* Plugins include the Input Plugin, the Tween Plugin and the physics Plugins.
*
* You can add a plugin to Phaser in three different ways:
Expand Down Expand Up @@ -125,7 +125,7 @@ var PluginManager = new Class({
},

/**
* Run once the game has booted and installs all of the plugins configured in the Game Config.
* Runs once the game has booted and installs all of the plugins configured in the Game Config.
*
* @method Phaser.Plugins.PluginManager#boot
* @protected
Expand Down
2 changes: 1 addition & 1 deletion src/scene/Scene.js
Original file line number Diff line number Diff line change
Expand Up @@ -27,7 +27,7 @@ var Scene = new Class({
function Scene (config)
{
/**
* The Scene Systems. You must never overwrite this property, or all hell will break lose.
* The Scene Systems. You must never overwrite this property, or all hell will break loose.
*
* @name Phaser.Scene#sys
* @type {Phaser.Scenes.Systems}
Expand Down
12 changes: 6 additions & 6 deletions src/scene/Systems.js
Original file line number Diff line number Diff line change
Expand Up @@ -124,7 +124,7 @@ var Systems = new Class({
this.anims;

/**
* A reference to the global Cache. The Cache stores all files bought in to Phaser via
* A reference to the global Cache. The Cache stores all files brought in to Phaser via
* the Loader, with the exception of images. Images are stored in the Texture Manager.
*
* In the default set-up you can access this from within a Scene via the `this.cache` property.
Expand Down Expand Up @@ -196,7 +196,7 @@ var Systems = new Class({
/**
* A reference to the Scene's Game Object Factory.
*
* Use this to quickly and easily create new Game Object's.
* Use this to quickly and easily create new Game Objects.
*
* In the default set-up you can access this from within a Scene via the `this.add` property.
*
Expand Down Expand Up @@ -248,7 +248,7 @@ var Systems = new Class({
/**
* A reference to the Scene's Game Object Creator.
*
* Use this to quickly and easily create new Game Object's. The difference between this and the
* Use this to quickly and easily create new Game Objects. The difference between this and the
* Game Object Factory, is that the Creator just creates and returns Game Object instances, it
* doesn't then add them to the Display List or Update List.
*
Expand All @@ -263,7 +263,7 @@ var Systems = new Class({
/**
* A reference to the Scene Manager Plugin.
*
* Use this to manipulate both this and other Scene's in your game, for example to launch a parallel Scene,
* Use this to manipulate both this and other Scenes in your game. For example, to launch a parallel Scene,
* or pause or resume a Scene, or switch from this Scene to another.
*
* In the default set-up you can access this from within a Scene via the `this.scene` property.
Expand All @@ -280,7 +280,7 @@ var Systems = new Class({
* Use this to organize the children contained in the update list.
*
* The Update List is responsible for managing children that need their `preUpdate` methods called,
* in order to process so internal components, such as Sprites with Animations.
* in order to process internal components - such as Sprites with Animations.
*
* In the default set-up there is no reference to this from within the Scene itself.
*
Expand Down Expand Up @@ -786,7 +786,7 @@ var Systems = new Class({
},

/**
* Destroy this Scene and send a destroy event all of its systems.
* Destroy this Scene and send a destroy event to all of its systems.
* A destroyed Scene cannot be restarted.
* You should not call this directly, instead use `SceneManager.remove`.
*
Expand Down

0 comments on commit 9f65b2e

Please sign in to comment.