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22 | 22 | * @property {?boolean} [yoyo=false] - Select keys and frames by moving forward then backward through `key` and `frame`. |
23 | 23 | * @property {?number} [frameQuantity=1] - The number of times each `frame` should be combined with one `key`. |
24 | 24 | * @property {?number} [max=0] - The maximum number of new Game Objects to create. 0 is no maximum. |
25 | | - * @property {?object} [setXY] |
26 | | - * @property {?number} [setXY.x=0] - The horizontal position of each new Game Object. |
27 | | - * @property {?number} [setXY.y=0] - The vertical position of each new Game Object. |
28 | | - * @property {?number} [setXY.stepX=0] - Increment each Game Object's horizontal position from the previous by this amount, starting from `setXY.x`. |
29 | | - * @property {?number} [setXY.stepY=0] - Increment each Game Object's vertical position from the previous by this amount, starting from `setXY.y`. |
30 | | - * @property {?object} [setRotation] |
31 | | - * @property {?number} [setRotation.value=0] - Rotation of each new Game Object. |
32 | | - * @property {?number} [setRotation.step=0] - Increment each Game Object's rotation from the previous by this amount, starting at `setRotation.value`. |
33 | | - * @property {?object} [setScale] |
34 | | - * @property {?number} [setScale.x=0] - The horizontal scale of each new Game Object. |
35 | | - * @property {?number} [setScale.y=0] - The vertical scale of each new Game Object. |
36 | | - * @property {?number} [setScale.stepX=0] - Increment each Game Object's horizontal scale from the previous by this amount, starting from `setScale.x`. |
37 | | - * @property {?number} [setScale.stepY=0] - Increment each Game object's vertical scale from the previous by this amount, starting from `setScale.y`. |
38 | | - * @property {?object} [setOrigin] |
39 | | - * @property {?number} [setOrigin.x=0] - The horizontal origin of each new Game Object. |
40 | | - * @property {?number} [setOrigin.y=0] - The vertical origin of each new Game Object. |
41 | | - * @property {?number} [setOrigin.stepX=0] - Increment each Game Object's horizontal origin from the previous by this amount, starting from `setOrigin.x`. |
42 | | - * @property {?number} [setOrigin.stepY=0] - Increment each Game object's vertical origin from the previous by this amount, starting from `setOrigin.y`. |
43 | | - * @property {?object} [setAlpha] |
44 | | - * @property {?number} [setAlpha.value=0] - The alpha value of each new Game Object. |
45 | | - * @property {?number} [setAlpha.step=0] - Increment each Game Object's alpha from the previous by this amount, starting from `setAlpha.value`. |
46 | | - * @property {?object} [setDepth] |
47 | | - * @property {?number} [setDepth.value=0] - The depth value of each new Game Object. |
48 | | - * @property {?number} [setDepth.step=0] - Increment each Game Object's depth from the previous by this amount, starting from `setDepth.value`. |
49 | | - * @property {?object} [setScrollFactor] |
50 | | - * @property {?number} [setScrollFactor.x=0] - The horizontal scroll factor of each new Game Object. |
51 | | - * @property {?number} [setScrollFactor.y=0] - The vertical scroll factor of each new Game Object. |
52 | | - * @property {?number} [setScrollFactor.stepX=0] - Increment each Game Object's horizontal scroll factor from the previous by this amount, starting from `setScrollFactor.x`. |
53 | | - * @property {?number} [setScrollFactor.stepY=0] - Increment each Game object's vertical scroll factor from the previous by this amount, starting from `setScrollFactor.y`. |
| 25 | + * @property {?object} [setXY] - Options as named in {@link Phaser.Actions.SetXY}. |
| 26 | + * @property {?object} [setRotation] - Options as named in {@link Phaser.Actions.SetRotation}. |
| 27 | + * @property {?object} [setScale] - Options as named in {@link Phaser.Actions.SetScale}. |
| 28 | + * @property {?object} [setOrigin] - Options as named in {@link Phaser.Actions.SetOrigin}. |
| 29 | + * @property {?object} [setAlpha] - Options as named in {@link Phaser.Actions.SetAlpha}. |
| 30 | + * @property {?object} [setDepth] - Options as named in {@link Phaser.Actions.SetDepth}. |
| 31 | + * @property {?object} [setScrollFactor] - Options as named in {@link Phaser.Actions.SetScrollFactor}. |
54 | 32 | * @property {?*} [hitArea] - A geometric shape that defines the hit area for the Game Object. |
55 | 33 | * @property {?Phaser.Types.Input.HitAreaCallback} [hitAreaCallback] - A callback to be invoked when the Game Object is interacted with. |
56 | 34 | * @property {?(false|Phaser.Types.Actions.GridAlignConfig)} [gridAlign=false] - Align the new Game Objects in a grid using these settings. |
57 | 35 | * |
58 | | - * @see Phaser.Actions.GridAlign |
59 | | - * @see Phaser.Actions.SetAlpha |
60 | | - * @see Phaser.Actions.SetHitArea |
61 | | - * @see Phaser.Actions.SetRotation |
62 | | - * @see Phaser.Actions.SetScale |
63 | | - * @see Phaser.Actions.SetXY |
64 | | - * @see Phaser.Actions.SetDepth |
65 | | - * @see Phaser.Actions.SetScrollFactor |
66 | 36 | * @see Phaser.GameObjects.Group#createFromConfig |
67 | 37 | * @see Phaser.Utils.Array.Range |
68 | 38 | */ |
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