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https://github.com/photonstorm/phaser
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Removed RND.float as it's a reserved word :(
Fixed jshint errors.
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3 changed files with 3 additions and 19 deletions
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@ -266,7 +266,6 @@ If you are an exceptional JavaScript developer and would like to join the Phaser
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* JSDoc typo fixes (thanks @rwrountree)
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* Math.average has been optimized (thanks @rwrountree #2025)
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* Change splice.call(arguments, ..) to use slice instead (thanks @pnstickne #2034 #2032)
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* RandomDataGenerator.float is a new alias for the method 'realInRange' and takes the same arguments.
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### Bug Fixes
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@ -203,21 +203,6 @@ Phaser.RandomDataGenerator.prototype = {
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},
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/**
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* Returns a random real number between min and max.
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* This method is an alias for RandomDataGenerator.realInRange.
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*
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* @method Phaser.RandomDataGenerator#float
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* @param {number} min - The minimum value in the range.
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* @param {number} max - The maximum value in the range.
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* @return {number} A random number between min and max.
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*/
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float: function (min, max) {
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return this.realInRange(min, max);
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},
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/**
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* Returns a random real number between min and max.
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*
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@ -613,11 +613,11 @@ Phaser.Particles.Arcade.Emitter.prototype.emitParticle = function (x, y, key, fr
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}
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else if (this.minParticleScale !== 1 || this.maxParticleScale !== 1)
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{
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particle.scale.set(rnd.float(this.minParticleScale, this.maxParticleScale));
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particle.scale.set(rnd.realInRange(this.minParticleScale, this.maxParticleScale));
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}
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else if ((this._minParticleScale.x !== this._maxParticleScale.x) || (this._minParticleScale.y !== this._maxParticleScale.y))
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{
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particle.scale.set(rnd.float(this._minParticleScale.x, this._maxParticleScale.x), rnd.float(this._minParticleScale.y, this._maxParticleScale.y));
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particle.scale.set(rnd.realInRange(this._minParticleScale.x, this._maxParticleScale.x), rnd.realInRange(this._minParticleScale.y, this._maxParticleScale.y));
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}
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if (frame === undefined)
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@ -638,7 +638,7 @@ Phaser.Particles.Arcade.Emitter.prototype.emitParticle = function (x, y, key, fr
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}
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else
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{
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particle.alpha = rnd.float(this.minParticleAlpha, this.maxParticleAlpha);
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particle.alpha = rnd.realInRange(this.minParticleAlpha, this.maxParticleAlpha);
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}
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particle.blendMode = this.blendMode;
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