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https://github.com/photonstorm/phaser
synced 2024-11-10 07:04:31 +00:00
Updated JSHint configuration, README and started working through source files against JSHint.
This commit is contained in:
parent
16ae7f3cb7
commit
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5 changed files with 33 additions and 46 deletions
21
.jshintrc
21
.jshintrc
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@ -1,4 +1,5 @@
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{
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"globals" : { "Phaser": false, "PIXI": false },
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// Ignore Environment Globals
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"browser" : true, // Standard browser globals e.g. `window`, `document`.
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"couch" : false,
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@ -28,21 +29,21 @@
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"asi" : true, // Tolerate Automatic Semicolon Insertion (no semicolons).
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"bitwise" : false, // Prohibit bitwise operators (&, |, ^, etc.).
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"boss" : true, // Tolerate assignments inside if, for & while. Usually conditions & loops are for comparison, not assignments.
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"camelcase" : false, // Force all variable names to use either camelCase style or UPPER_CASE with underscores.
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"curly" : false, // Require {} for every new block or scope.
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"camelcase" : true, // Force all variable names to use either camelCase style or UPPER_CASE with underscores.
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"curly" : true, // Require {} for every new block or scope.
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"eqeqeq" : false, // Require triple equals i.e. `===`.
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"eqnull" : true, // Tolerate use of `== null`.
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"evil" : true, // Tolerate use of `eval`.
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"expr" : true, // Tolerate `ExpressionStatement` as Programs.
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"evil" : false, // Tolerate use of `eval`.
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"expr" : false, // Tolerate `ExpressionStatement` as Programs.
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"forin" : true, // Tolerate `for in` loops without `hasOwnPrototype`.
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"freeze" : false, // Prohibits overwriting prototypes of native objects such as Array and Date.
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"freeze" : true, // Prohibits overwriting prototypes of native objects such as Array and Date.
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"funcscope" : true, // This option suppresses warnings about declaring variables inside of control structures while accessing them later from the outside.
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"immed" : false, // Require immediate invocations to be wrapped in parens e.g. `( function(){}() );`
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"iterator" : true, // This option suppresses warnings about the __iterator__ property.
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"lastsemic" : true, // This option suppresses warnings about missing semicolons, but only when the semicolon is omitted for the last statement in a one-line block.
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"latedef" : false, // Prohipit variable use before definition.
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"laxbreak" : true, // Tolerate unsafe line breaks e.g. `return [\n] x` without semicolons.
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"laxcomma" : true, // This option suppresses warnings about comma-first coding style.
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"laxbreak" : false, // Tolerate unsafe line breaks e.g. `return [\n] x` without semicolons.
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"laxcomma" : false, // This option suppresses warnings about comma-first coding style.
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"loopfunc" : true, // Allow functions to be defined within loops.
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// "maxcomplexity" : 10, // This option lets you control cyclomatic complexity throughout your code.
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// "maxdepth" : 2, // This option lets you control how nested do you want your blocks to be.
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@ -51,19 +52,19 @@
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// "maxstatements" : 25, // This option lets you set the max number of statements allowed per function.This option lets you set the max number of formal parameters allowed per function.
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"moz" : false, // This options tells JSHint that your code uses Mozilla JavaScript extensions.
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"multistr" : true, // This option suppresses warnings about multi-line strings.
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"noarg" : false, // Prohibit use of `arguments.caller` and `arguments.callee`.
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"noarg" : true, // Prohibit use of `arguments.caller` and `arguments.callee`.
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"notypeof" : false, // This option suppresses warnings about invalid typeof operator values.
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"proto" : true, // This option suppresses warnings about the __proto__ property.
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"scripturl" : true, // Tolerate script-targeted URLs.
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"shadow" : true, // Allows re-define variables later in code e.g. `var x=1; x=2;`.
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"smarttabs" : false, // This option suppresses warnings about mixed tabs and spaces when the latter are used for alignmnent only.
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"supernew" : false, // Tolerate `new function () { ... };` and `new Object;`.
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"undef" : false, // Require all non-global variables be declared before they are used.
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"undef" : true, // Require all non-global variables be declared before they are used.
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"unused" : true, // This option warns when you define and never use your variables.
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"validthis" : true, // This option suppresses warnings about possible strict violations when the code is running in strict mode and you use this in a non-constructor function.
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// Styling
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"indent" : 2, // Specify indentation spacing
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"indent" : 4, // Specify indentation spacing
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"newcap" : true, // Require capitalization of all constructor functions e.g. `new F()`.
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"noempty" : true, // Prohibit use of empty blocks.
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"nonew" : true, // Prohibit use of constructors for side-effects.
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@ -41,6 +41,7 @@ Change Log
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Version 1.1.3 - in build
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* New: Added a .jshintrc so contributions can be run through JSHint to help retain formatting across the library (thanks kevinthompson)
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* New: Added a new in-built texture. Sprites now use __default if no texture was provided (a 32x32 transparent PNG) or __missing if one was given but not found (a 32x32 black box with a green cross through it)
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* New: Added Phaser.Filter. A new way to use the new WebGL shaders/filters that the new version of Pixi supports.
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* New: The object returned by Math.sinCosGenerator now contains a length property.
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@ -234,7 +235,7 @@ If you find a bug (highly likely!) then please report it on github or our forum.
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If you have a feature request, or have written a small game or demo that shows Phaser in use, then please get in touch. We'd love to hear from you.
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Before submitting a pull request, please run your code through [JSHint](http://www.jshint.com/) to check for stylistic or formatting errors. To use JSHint, first install it by running `npm install jshint`, then test your code by running `jshint src`.
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Before submitting a pull request, please run your code through [JSHint](http://www.jshint.com/) to check for stylistic or formatting errors. To use JSHint, first install it by running `npm install jshint`, then test your code by running `jshint src`. This isn't a requirement, we are happy to receive pull requests that haven't been JSHinted, so don't let it put you off contributing - but do know that we'll reformat your source before going live with it.
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You can do this on the Phaser board that is part of the [HTML5 Game Devs forum](http://www.html5gamedevs.com/forum/14-phaser/) or email: rich@photonstorm.com
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@ -83,24 +83,10 @@
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if (game.renderType === Phaser.WEBGL)
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{
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sky.visible = false;
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var t = game.add.sprite(0, 0);
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t.width = 1024;
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t.height = 672;
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filter2 = game.add.filter('BinarySerpents', 1024, 672);
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filter2.alpha = 0.0;
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t.filters = [filter2];
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var t2 = game.add.sprite(0, 0);
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t2.width = 1024;
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t2.height = 672;
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filter = game.add.filter('Fire', 1024, 672);
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filter.shift = 2.0;
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filter.alpha = 0.0;
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t2.filters = [filter];
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sky.filters = [filter];
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}
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land = game.add.tileSprite(0, 544, 1024, 128, 'land');
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@ -23,13 +23,13 @@ Phaser.Animation = function (game, parent, name, frameData, frames, delay, loope
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/**
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* @property {Phaser.Game} game - A reference to the currently running Game.
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*/
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this.game = game;
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this.game = game;
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/**
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* @property {Phaser.Sprite} _parent - A reference to the parent Sprite that owns this Animation.
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* @private
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*/
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this._parent = parent;
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this._parent = parent;
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/**
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* @property {Phaser.FrameData} _frameData - The FrameData the Animation uses.
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@ -46,18 +46,18 @@ Phaser.Animation = function (game, parent, name, frameData, frames, delay, loope
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* @property {object} _frames
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* @private
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*/
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this._frames = [];
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this._frames = [];
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this._frames = this._frames.concat(frames);
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/**
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* @property {number} delay - The delay in ms between each frame of the Animation.
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*/
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this.delay = 1000 / delay;
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this.delay = 1000 / delay;
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/**
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* @property {boolean} looped - The loop state of the Animation.
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*/
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this.looped = looped;
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this.looped = looped;
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/**
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* @property {boolean} looped - The loop state of the Animation.
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@ -68,13 +68,13 @@ Phaser.Animation = function (game, parent, name, frameData, frames, delay, loope
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* @property {boolean} isFinished - The finished state of the Animation. Set to true once playback completes, false during playback.
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* @default
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*/
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this.isFinished = false;
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this.isFinished = false;
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/**
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* @property {boolean} isPlaying - The playing state of the Animation. Set to false once playback completes, true during playback.
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* @default
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*/
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this.isPlaying = false;
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this.isPlaying = false;
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/**
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* @property {boolean} isPaused - The paused state of the Animation.
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* @private
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* @default
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*/
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this._frameIndex = 0;
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this._frameIndex = 0;
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/**
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* @property {number} _frameDiff
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/**
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* @property {Phaser.Frame} currentFrame - The currently displayed frame of the Animation.
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*/
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this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
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this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
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};
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Phaser.Animation.prototype = {
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this._frameIndex = 0;
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this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
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this._parent.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
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this._parent.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
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if (this._parent.events)
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{
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return false;
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}
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if (this.isPlaying == true && this.game.time.now >= this._timeNextFrame)
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if (this.isPlaying === true && this.game.time.now >= this._timeNextFrame)
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{
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this._frameSkip = 1;
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* @name Phaser.Animation#paused
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* @property {boolean} paused - Gets and sets the paused state of this Animation.
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*/
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Object.defineProperty(Phaser.Animation.prototype, "paused", {
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Object.defineProperty(Phaser.Animation.prototype, 'paused', {
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get: function () {
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@ -366,7 +366,7 @@ Object.defineProperty(Phaser.Animation.prototype, "paused", {
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* @property {number} frameTotal - The total number of frames in the currently loaded FrameData, or -1 if no FrameData is loaded.
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* @readonly
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*/
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Object.defineProperty(Phaser.Animation.prototype, "frameTotal", {
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Object.defineProperty(Phaser.Animation.prototype, 'frameTotal', {
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get: function () {
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return this._frames.length;
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* @name Phaser.Animation#frame
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* @property {number} frame - Gets or sets the current frame index and updates the Texture Cache for display.
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*/
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Object.defineProperty(Phaser.Animation.prototype, "frame", {
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Object.defineProperty(Phaser.Animation.prototype, 'frame', {
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get: function () {
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@ -400,7 +400,7 @@ Object.defineProperty(Phaser.Animation.prototype, "frame", {
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if (this.currentFrame !== null)
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{
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this._frameIndex = value;
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this._parent.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
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this._parent.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
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}
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}
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*/
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/**
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* An Animation instance contains a single animation and the controls to play it.
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* It is created by the AnimationManager, consists of Animation.Frame objects and belongs to a single Game Object such as a Sprite.
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* The StageScaleMode object is responsible for helping you manage the scaling, resizing and alignment of your game within the browser.
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*
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* @class Phaser.StageScaleMode
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* @constructor
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* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {number} width - Description.
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* @param {number} height - Description.
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* @param {number} width - The native width of the game.
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* @param {number} height - The native height of the game.
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*/
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Phaser.StageScaleMode = function (game, width, height) {
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