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Docs fixes
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vkalpias committed Jul 2, 2015
1 parent 66987e0 commit a3135d4
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10 changes: 5 additions & 5 deletions src/asset/asset_asset.js
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Expand Up @@ -14,15 +14,15 @@ pc.extend(pc, function () {
* See the {@link pc.AssetRegistry} for details on loading resources from assets.
* @property {String} name The name of the asset
* @property {String} type The type of the asset. One of ["animation", "audio", "image", "json", "material", "model", "text", "texture"]
* @property {Object} [file] The file details or null if no file
* @property {Object} file The file details or null if no file
* @property {String} [file.url] The URL of the resource file that contains the asset data
* @property {String} [file.filename] The filename of the resource file
* @property {Number} [file.size] The size of the resource file
* @property {String} [file.hash] The MD5 hash of the resource file data and the Asset data field.
* @property {Object} [data] JSON data that contains either the complete resource data (e.g. in the case of a material) or additional data (e.g. in the case of a model it contains mappings from mesh to material)
* @property {Object} [resource] A reference to the resource when the asset is loaded. e.g. a {@link pc.Texture} or a {@link pc.Model}
* @property {Boolean} [preload] If true the asset will be loaded during the preload phase of application set up.
* @property {Boolean} [loaded] True if the resource is loaded e.g. if asset.resource is not null
* @property {Object} data JSON data that contains either the complete resource data (e.g. in the case of a material) or additional data (e.g. in the case of a model it contains mappings from mesh to material)
* @property {Object} resource A reference to the resource when the asset is loaded. e.g. a {@link pc.Texture} or a {@link pc.Model}
* @property {Boolean} preload If true the asset will be loaded during the preload phase of application set up.
* @property {Boolean} loaded True if the resource is loaded e.g. if asset.resource is not null
* @constructor Create a new Asset record. Generally, Assets are created in the loading process and you won't need to create them by hand.
* @param {String} name A non-unique but human-readable name which can be later used to retrieve the asset.
* @param {String} type Type of asset. One of ["animation", "audio", "image", "json", "material", "model", "text", "texture"]
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4 changes: 2 additions & 2 deletions src/framework/entity/entity_entity.js
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@@ -1,10 +1,10 @@
pc.extend(pc, function () {
/**
* @name pc.Entity
* @class <p>The Entity is the core primitive of a PlayCanvas game. Each one contains a globally unique identifier (GUID) to distinguish
* @class The Entity is the core primitive of a PlayCanvas game. Each one contains a globally unique identifier (GUID) to distinguish
* it from other Entities, and associates it with tool-time data on the server.
* An object in your game consists of an {@link pc.Entity}, and a set of {@link pc.Component}s which are
* managed by their respective {@link pc.ComponentSystem}s.</p>
* managed by their respective {@link pc.ComponentSystem}s.
* <p>
* The Entity uniquely identifies the object and also provides a transform for position and orientation
* which it inherits from {@link pc.GraphNode} so can be added into the scene graph.
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