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https://github.com/photonstorm/phaser
synced 2024-12-18 00:53:42 +00:00
Fix jshint issues in src/physics/p2
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b375daa3f6
commit
1c286c1ae5
12 changed files with 39 additions and 41 deletions
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@ -134,7 +134,7 @@ Phaser.Physics.P2.Body = function (game, sprite, x, y, mass) {
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/**
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* @property {Phaser.Physics.P2.BodyDebug} debugBody - Reference to the debug body.
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*/
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this.debugBody = null
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this.debugBody = null;
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// Set-up the default shape
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if (sprite)
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@ -763,7 +763,7 @@ Phaser.Physics.P2.Body.prototype = {
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this.debugBody.destroy();
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}
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this.debugBody = null
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this.debugBody = null;
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this.sprite = null;
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@ -965,7 +965,7 @@ Phaser.Physics.P2.Body.prototype = {
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// top and tail
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var idx = path.length - 1;
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if ( path[idx][0] === path[0][0] && path[idx][1] === path[0][1] )
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if (path[idx][0] === path[0][0] && path[idx][1] === path[0][1])
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{
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path.pop();
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}
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@ -1136,28 +1136,26 @@ Phaser.Physics.P2.Body.prototype = {
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if (fixtureData.circle)
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{
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var shape = new p2.Circle(this.world.pxm(fixtureData.circle.radius))
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shape.collisionGroup = fixtureData.filter.categoryBits
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shape.collisionMask = fixtureData.filter.maskBits
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shape.sensor = fixtureData.isSensor
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var shape = new p2.Circle(this.world.pxm(fixtureData.circle.radius));
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shape.collisionGroup = fixtureData.filter.categoryBits;
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shape.collisionMask = fixtureData.filter.maskBits;
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shape.sensor = fixtureData.isSensor;
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var offset = p2.vec2.create();
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offset[0] = this.world.pxmi(fixtureData.circle.position[0] - this.sprite.width/2)
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offset[1] = this.world.pxmi(fixtureData.circle.position[1] - this.sprite.height/2)
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offset[0] = this.world.pxmi(fixtureData.circle.position[0] - this.sprite.width/2);
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offset[1] = this.world.pxmi(fixtureData.circle.position[1] - this.sprite.height/2);
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this.data.addShape(shape, offset);
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generatedShapes.push(shape)
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generatedShapes.push(shape);
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}
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else
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{
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polygons = fixtureData.polygons;
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var polygons = fixtureData.polygons;
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var cm = p2.vec2.create();
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for (var i = 0; i < polygons.length; i++)
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{
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shapes = polygons[i];
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var shapes = polygons[i];
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var vertices = [];
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for (var s = 0; s < shapes.length; s += 2)
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@ -1755,7 +1753,7 @@ Object.defineProperty(Phaser.Physics.P2.Body.prototype, "debug", {
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if (value && !this.debugBody)
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{
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// This will be added to the global space
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this.debugBody = new Phaser.Physics.P2.BodyDebug(this.game, this.data)
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this.debugBody = new Phaser.Physics.P2.BodyDebug(this.game, this.data);
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}
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else if (!value && this.debugBody)
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{
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@ -31,7 +31,7 @@ Phaser.Physics.P2.BodyDebug = function(game, body, settings) {
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debugPolygons: false,
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lineWidth: 1,
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alpha: 0.5
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}
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};
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this.settings = Phaser.Utils.extend(defaultSettings, settings);
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@ -51,16 +51,16 @@ Phaser.Physics.P2.BodyDebug = function(game, body, settings) {
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*/
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this.canvas = new Phaser.Graphics(game);
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this.canvas.alpha = this.settings.alpha
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this.canvas.alpha = this.settings.alpha;
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this.add(this.canvas);
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this.draw();
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}
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};
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Phaser.Physics.P2.BodyDebug.prototype = Object.create(Phaser.Group.prototype)
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Phaser.Physics.P2.BodyDebug.prototype.constructor = Phaser.Physics.P2.BodyDebug
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Phaser.Physics.P2.BodyDebug.prototype = Object.create(Phaser.Group.prototype);
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Phaser.Physics.P2.BodyDebug.prototype.constructor = Phaser.Physics.P2.BodyDebug;
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Phaser.Utils.extend(Phaser.Physics.P2.BodyDebug.prototype, {
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@ -106,7 +106,7 @@ Phaser.Utils.extend(Phaser.Physics.P2.BodyDebug.prototype, {
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if (obj instanceof p2.Body && obj.shapes.length)
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{
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var l = obj.shapes.length
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var l = obj.shapes.length;
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i = 0;
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@ -149,7 +149,7 @@ Phaser.Utils.extend(Phaser.Physics.P2.BodyDebug.prototype, {
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this.drawRectangle(sprite, offset[0] * this.ppu, -offset[1] * this.ppu, angle, child.width * this.ppu, child.height * this.ppu, lineColor, color, lw);
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}
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i++
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i++;
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}
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}
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@ -424,4 +424,4 @@ Phaser.Utils.extend(Phaser.Physics.P2.BodyDebug.prototype, {
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}
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})
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});
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@ -18,4 +18,4 @@ Phaser.Physics.P2.CollisionGroup = function (bitmask) {
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*/
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this.mask = bitmask;
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}
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};
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@ -58,7 +58,7 @@ Phaser.Physics.P2.ContactMaterial = function (materialA, materialB, options) {
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p2.ContactMaterial.call(this, materialA, materialB, options);
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}
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};
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Phaser.Physics.P2.ContactMaterial.prototype = Object.create(p2.ContactMaterial.prototype);
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Phaser.Physics.P2.ContactMaterial.prototype.constructor = Phaser.Physics.P2.ContactMaterial;
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@ -34,7 +34,7 @@ Phaser.Physics.P2.DistanceConstraint = function (world, bodyA, bodyB, distance,
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p2.DistanceConstraint.call(this, bodyA, bodyB, distance, maxForce);
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}
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};
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Phaser.Physics.P2.DistanceConstraint.prototype = Object.create(p2.DistanceConstraint.prototype);
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Phaser.Physics.P2.DistanceConstraint.prototype.constructor = Phaser.Physics.P2.DistanceConstraint;
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@ -35,7 +35,7 @@ Phaser.Physics.P2.GearConstraint = function (world, bodyA, bodyB, angle, ratio)
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p2.GearConstraint.call(this, bodyA, bodyB, options);
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}
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};
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Phaser.Physics.P2.GearConstraint.prototype = Object.create(p2.GearConstraint.prototype);
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Phaser.Physics.P2.GearConstraint.prototype.constructor = Phaser.Physics.P2.GearConstraint;
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@ -39,7 +39,7 @@ Phaser.Physics.P2.LockConstraint = function (world, bodyA, bodyB, offset, angle,
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p2.LockConstraint.call(this, bodyA, bodyB, options);
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}
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};
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Phaser.Physics.P2.LockConstraint.prototype = Object.create(p2.LockConstraint.prototype);
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Phaser.Physics.P2.LockConstraint.prototype.constructor = Phaser.Physics.P2.LockConstraint;
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@ -21,7 +21,7 @@ Phaser.Physics.P2.Material = function (name) {
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p2.Material.call(this);
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}
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};
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Phaser.Physics.P2.Material.prototype = Object.create(p2.Material.prototype);
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Phaser.Physics.P2.Material.prototype.constructor = Phaser.Physics.P2.Material;
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@ -44,7 +44,7 @@ Phaser.Physics.P2.PrismaticConstraint = function (world, bodyA, bodyB, lockRotat
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p2.PrismaticConstraint.call(this, bodyA, bodyB, options);
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}
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};
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Phaser.Physics.P2.PrismaticConstraint.prototype = Object.create(p2.PrismaticConstraint.prototype);
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Phaser.Physics.P2.PrismaticConstraint.prototype.constructor = Phaser.Physics.P2.PrismaticConstraint;
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@ -37,7 +37,7 @@ Phaser.Physics.P2.RevoluteConstraint = function (world, bodyA, pivotA, bodyB, pi
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p2.RevoluteConstraint.call(this, bodyA, pivotA, bodyB, pivotB, maxForce);
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}
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};
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Phaser.Physics.P2.RevoluteConstraint.prototype = Object.create(p2.RevoluteConstraint.prototype);
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Phaser.Physics.P2.RevoluteConstraint.prototype.constructor = Phaser.Physics.P2.RevoluteConstraint;
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@ -67,7 +67,7 @@ Phaser.Physics.P2.Spring = function (world, bodyA, bodyB, restLength, stiffness,
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p2.Spring.call(this, bodyA, bodyB, options);
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}
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};
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Phaser.Physics.P2.Spring.prototype = Object.create(p2.Spring.prototype);
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Phaser.Physics.P2.Spring.prototype.constructor = Phaser.Physics.P2.Spring;
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@ -279,7 +279,7 @@ Phaser.Physics.P2.prototype = {
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if (object.hasOwnProperty('body') && object.body === null)
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{
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object.body = new Phaser.Physics.P2.Body(this.game, object, object.x, object.y, 1);
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object.body.debug = debug
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object.body.debug = debug;
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object.anchor.set(0.5);
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}
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@ -579,7 +579,7 @@ Phaser.Physics.P2.prototype = {
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}
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else
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{
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this.bounds = new p2.Body({ mass: 0, position:[this.pxmi(cx), this.pxmi(cy)] });
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this.bounds = new p2.Body({ mass: 0, position: [this.pxmi(cx), this.pxmi(cy)] });
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}
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if (left)
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@ -591,7 +591,7 @@ Phaser.Physics.P2.prototype = {
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this._wallShapes[0].collisionGroup = this.boundsCollisionGroup.mask;
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}
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this.bounds.addShape(this._wallShapes[0], [this.pxmi(-hw), 0], 1.5707963267948966 );
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this.bounds.addShape(this._wallShapes[0], [this.pxmi(-hw), 0], 1.5707963267948966);
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}
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if (right)
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@ -603,7 +603,7 @@ Phaser.Physics.P2.prototype = {
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this._wallShapes[1].collisionGroup = this.boundsCollisionGroup.mask;
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}
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this.bounds.addShape(this._wallShapes[1], [this.pxmi(hw), 0], -1.5707963267948966 );
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this.bounds.addShape(this._wallShapes[1], [this.pxmi(hw), 0], -1.5707963267948966);
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}
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if (top)
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@ -615,7 +615,7 @@ Phaser.Physics.P2.prototype = {
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this._wallShapes[2].collisionGroup = this.boundsCollisionGroup.mask;
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}
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this.bounds.addShape(this._wallShapes[2], [0, this.pxmi(-hh)], -3.141592653589793 );
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this.bounds.addShape(this._wallShapes[2], [0, this.pxmi(-hh)], -3.141592653589793);
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}
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if (bottom)
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@ -627,7 +627,7 @@ Phaser.Physics.P2.prototype = {
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this._wallShapes[3].collisionGroup = this.boundsCollisionGroup.mask;
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}
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this.bounds.addShape(this._wallShapes[3], [0, this.pxmi(hh)] );
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this.bounds.addShape(this._wallShapes[3], [0, this.pxmi(hh)]);
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}
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this.world.addBody(this.bounds);
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