From 8d926754cb79361abcdb4f0818e855eb091ad571 Mon Sep 17 00:00:00 2001 From: Chris Andrew Date: Thu, 7 Jun 2018 16:04:27 +0100 Subject: [PATCH] Fixed lint issues in Gamepad and GamepadManager. --- src/input/gamepad/Gamepad.js | 30 ++++++++++++++--------------- src/input/gamepad/GamepadManager.js | 20 +++++++++---------- 2 files changed, 25 insertions(+), 25 deletions(-) diff --git a/src/input/gamepad/Gamepad.js b/src/input/gamepad/Gamepad.js index 6af2cc9e9..82aa439c6 100644 --- a/src/input/gamepad/Gamepad.js +++ b/src/input/gamepad/Gamepad.js @@ -12,7 +12,7 @@ var EventEmitter = require('eventemitter3'); /** * @classdesc * A single Gamepad. - * + * * These are created, updated and managed by the Gamepad Manager. * * @class Gamepad @@ -54,13 +54,13 @@ var Gamepad = new Class({ /** * A string containing some information about the controller. - * + * * This is not strictly specified, but in Firefox it will contain three pieces of information * separated by dashes (-): two 4-digit hexadecimal strings containing the USB vendor and * product id of the controller, and the name of the controller as provided by the driver. * In Chrome it will contain the name of the controller as provided by the driver, * followed by vendor and product 4-digit hexadecimal strings. - * + * * @name Phaser.Input.Gamepad.Gamepad#id * @type {string} * @since 3.0.0 @@ -142,7 +142,7 @@ var Gamepad = new Class({ * @private * @since 3.10.0 */ - this._LCRight = (buttons[15]) ? buttons[15] : _noButton;; + this._LCRight = (buttons[15]) ? buttons[15] : _noButton; /** * A reference to the Top Button in the Left Cluster. @@ -152,7 +152,7 @@ var Gamepad = new Class({ * @private * @since 3.10.0 */ - this._LCTop = (buttons[12]) ? buttons[12] : _noButton;; + this._LCTop = (buttons[12]) ? buttons[12] : _noButton; /** * A reference to the Bottom Button in the Left Cluster. @@ -162,7 +162,7 @@ var Gamepad = new Class({ * @private * @since 3.10.0 */ - this._LCBottom = (buttons[13]) ? buttons[13] : _noButton;; + this._LCBottom = (buttons[13]) ? buttons[13] : _noButton; /** * A reference to the Left Button in the Right Cluster. @@ -172,7 +172,7 @@ var Gamepad = new Class({ * @private * @since 3.10.0 */ - this._RCLeft = (buttons[2]) ? buttons[2] : _noButton;; + this._RCLeft = (buttons[2]) ? buttons[2] : _noButton; /** * A reference to the Right Button in the Right Cluster. @@ -182,7 +182,7 @@ var Gamepad = new Class({ * @private * @since 3.10.0 */ - this._RCRight = (buttons[1]) ? buttons[1] : _noButton;; + this._RCRight = (buttons[1]) ? buttons[1] : _noButton; /** * A reference to the Top Button in the Right Cluster. @@ -192,7 +192,7 @@ var Gamepad = new Class({ * @private * @since 3.10.0 */ - this._RCTop = (buttons[3]) ? buttons[3] : _noButton;; + this._RCTop = (buttons[3]) ? buttons[3] : _noButton; /** * A reference to the Bottom Button in the Right Cluster. @@ -202,7 +202,7 @@ var Gamepad = new Class({ * @private * @since 3.10.0 */ - this._RCBottom = (buttons[0]) ? buttons[0] : _noButton;; + this._RCBottom = (buttons[0]) ? buttons[0] : _noButton; /** * A reference to the Top Left Front Button (L1 Shoulder Button) @@ -212,7 +212,7 @@ var Gamepad = new Class({ * @private * @since 3.10.0 */ - this._FBLeftTop = (buttons[4]) ? buttons[4] : _noButton;; + this._FBLeftTop = (buttons[4]) ? buttons[4] : _noButton; /** * A reference to the Bottom Left Front Button (L2 Shoulder Button) @@ -222,7 +222,7 @@ var Gamepad = new Class({ * @private * @since 3.10.0 */ - this._FBLeftBottom = (buttons[6]) ? buttons[6] : _noButton;; + this._FBLeftBottom = (buttons[6]) ? buttons[6] : _noButton; /** * A reference to the Top Right Front Button (R1 Shoulder Button) @@ -232,7 +232,7 @@ var Gamepad = new Class({ * @private * @since 3.10.0 */ - this._FBRightTop = (buttons[5]) ? buttons[5] : _noButton;; + this._FBRightTop = (buttons[5]) ? buttons[5] : _noButton; /** * A reference to the Bottom Right Front Button (R2 Shoulder Button) @@ -242,7 +242,7 @@ var Gamepad = new Class({ * @private * @since 3.10.0 */ - this._FBRightBottom = (buttons[7]) ? buttons[7] : _noButton;; + this._FBRightBottom = (buttons[7]) ? buttons[7] : _noButton; var _noAxis = { value: 0 }; @@ -290,7 +290,7 @@ var Gamepad = new Class({ /** * Gets the value of a button based on the given index. * The index must be valid within the range of buttons supported by this Gamepad. - * + * * The return value will be either 0 or 1 for an analogue button, or a float between 0 and 1 * for a pressure-sensitive digital button, such as the shoulder buttons on a Dual Shock. * diff --git a/src/input/gamepad/GamepadManager.js b/src/input/gamepad/GamepadManager.js index cdedd35b6..283296a92 100644 --- a/src/input/gamepad/GamepadManager.js +++ b/src/input/gamepad/GamepadManager.js @@ -23,11 +23,11 @@ var Gamepad = require('./Gamepad'); /** * @classdesc * The Gamepad Manager is a helper class that belongs to the Input Manager. - * + * * Its role is to listen for native DOM Gamepad Events and then process them. - * + * * You do not need to create this class directly, the Input Manager will create an instance of it automatically. - * + * * You can access it from within a Scene using `this.input.gamepad`. For example, you can do: * * ```javascript @@ -227,7 +227,7 @@ var GamepadManager = new Class({ /** * Refreshes the list of connected Gamepads. - * + * * This is called automatically when a gamepad is connected or disconnected, * and during the update loop. * @@ -264,7 +264,7 @@ var GamepadManager = new Class({ if (!currentPad) { // A new Gamepad, not currently stored locally - var newPad = new Gamepad(this, livePad); + var newPad = new Gamepad(this, livePad); currentPads[index] = newPad; @@ -350,7 +350,7 @@ var GamepadManager = new Class({ /** * The internal update loop. Refreshes all connected gamepads and processes their events. - * + * * Called automatically by the Input Manager, invoked from the Game step. * * @method Phaser.Input.Gamepad.GamepadManager#update @@ -447,7 +447,7 @@ var GamepadManager = new Class({ /** * A reference to the first connected Gamepad. - * + * * This will be undefined if either no pads are connected, or the browser * has not yet issued a gamepadconnect, which can happen even if a Gamepad * is plugged in, but hasn't yet had any buttons pressed on it. @@ -467,7 +467,7 @@ var GamepadManager = new Class({ /** * A reference to the second connected Gamepad. - * + * * This will be undefined if either no pads are connected, or the browser * has not yet issued a gamepadconnect, which can happen even if a Gamepad * is plugged in, but hasn't yet had any buttons pressed on it. @@ -487,7 +487,7 @@ var GamepadManager = new Class({ /** * A reference to the third connected Gamepad. - * + * * This will be undefined if either no pads are connected, or the browser * has not yet issued a gamepadconnect, which can happen even if a Gamepad * is plugged in, but hasn't yet had any buttons pressed on it. @@ -507,7 +507,7 @@ var GamepadManager = new Class({ /** * A reference to the fourth connected Gamepad. - * + * * This will be undefined if either no pads are connected, or the browser * has not yet issued a gamepadconnect, which can happen even if a Gamepad * is plugged in, but hasn't yet had any buttons pressed on it.