Minor cleanup around cloning methods

This commit is contained in:
Christopher Willis-Ford 2017-02-13 14:44:51 -08:00
parent 6038722a79
commit bd76395676
2 changed files with 4 additions and 4 deletions

View file

@ -582,7 +582,7 @@ RenderedTarget.prototype.goBackLayers = function (nLayers) {
/**
* Move behind some other rendered target.
* @param {!Clone} other Other rendered target to move behind.
* @param {!RenderedTarget} other Other rendered target to move behind.
*/
RenderedTarget.prototype.goBehindOther = function (other) {
if (this.renderer) {
@ -637,11 +637,11 @@ RenderedTarget.prototype.keepInFence = function (newX, newY, optFence) {
/**
* Make a clone, copying any run-time properties.
* If we've hit the global clone limit, returns null.
* @return {!RenderedTarget} New clone.
* @return {RenderedTarget} New clone.
*/
RenderedTarget.prototype.makeClone = function () {
if (!this.runtime.clonesAvailable() || this.isStage) {
return; // Hit max clone limit, or this is the stage.
return null; // Hit max clone limit, or this is the stage.
}
this.runtime.changeCloneCounter(1);
var newClone = this.sprite.createClone();

View file

@ -46,7 +46,7 @@ var Sprite = function (blocks, runtime) {
/**
* Create a clone of this sprite.
* @returns {!Clone} Newly created clone.
* @returns {!RenderedTarget} Newly created clone.
*/
Sprite.prototype.createClone = function () {
var newClone = new RenderedTarget(this, this.runtime);