Updating all files to adhere to the JSHint settings and fixing lots of documentation errors on the way.

This commit is contained in:
photonstorm
2013-11-25 03:13:04 +00:00
parent 373b97648d
commit 13a2cc2feb
68 changed files with 4622 additions and 4628 deletions
+41 -38
View File
@@ -19,35 +19,35 @@
*/
Phaser.Camera = function (game, id, x, y, width, height) {
/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = game;
/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = game;
/**
* @property {Phaser.World} world - A reference to the game world.
*/
this.world = game.world;
/**
* @property {Phaser.World} world - A reference to the game world.
*/
this.world = game.world;
/**
* @property {number} id - Reserved for future multiple camera set-ups.
* @default
*/
this.id = 0;
/**
* @property {number} id - Reserved for future multiple camera set-ups.
* @default
*/
this.id = 0;
/**
* Camera view.
* The view into the world we wish to render (by default the game dimensions).
/**
* Camera view.
* The view into the world we wish to render (by default the game dimensions).
* The x/y values are in world coordinates, not screen coordinates, the width/height is how many pixels to render.
* Objects outside of this view are not rendered (unless set to ignore the Camera, i.e. UI?).
* @property {Phaser.Rectangle} view
*/
* @property {Phaser.Rectangle} view
*/
this.view = new Phaser.Rectangle(x, y, width, height);
/**
* @property {Phaser.Rectangle} screenView - Used by Sprites to work out Camera culling.
*/
this.screenView = new Phaser.Rectangle(x, y, width, height);
* @property {Phaser.Rectangle} screenView - Used by Sprites to work out Camera culling.
*/
this.screenView = new Phaser.Rectangle(x, y, width, height);
/**
* The Camera is bound to this Rectangle and cannot move outside of it. By default it is enabled and set to the size of the World.
@@ -58,36 +58,36 @@ Phaser.Camera = function (game, id, x, y, width, height) {
this.bounds = new Phaser.Rectangle(x, y, width, height);
/**
* @property {Phaser.Rectangle} deadzone - Moving inside this Rectangle will not cause camera moving.
*/
* @property {Phaser.Rectangle} deadzone - Moving inside this Rectangle will not cause camera moving.
*/
this.deadzone = null;
/**
* @property {boolean} visible - Whether this camera is visible or not.
* @default
*/
/**
* @property {boolean} visible - Whether this camera is visible or not.
* @default
*/
this.visible = true;
/**
* @property {boolean} atLimit - Whether this camera is flush with the World Bounds or not.
/**
* @property {boolean} atLimit - Whether this camera is flush with the World Bounds or not.
*/
this.atLimit = { x: false, y: false };
/**
* @property {Phaser.Sprite} target - If the camera is tracking a Sprite, this is a reference to it, otherwise null.
/**
* @property {Phaser.Sprite} target - If the camera is tracking a Sprite, this is a reference to it, otherwise null.
* @default
*/
this.target = null;
/**
* @property {number} edge - Edge property.
/**
* @property {number} edge - Edge property.
* @private
* @default
*/
this._edge = 0;
this.displayObject = null;
};
/**
@@ -116,7 +116,7 @@ Phaser.Camera.FOLLOW_TOPDOWN_TIGHT = 3;
Phaser.Camera.prototype = {
/**
/**
* Tells this camera which sprite to follow.
* @method Phaser.Camera#follow
* @param {Phaser.Sprite} target - The object you want the camera to track. Set to null to not follow anything.
@@ -149,6 +149,9 @@ Phaser.Camera.prototype = {
break;
case Phaser.Camera.FOLLOW_LOCKON:
this.deadzone = null;
break;
default:
this.deadzone = null;
break;
@@ -167,7 +170,7 @@ Phaser.Camera.prototype = {
},
/**
/**
* Move the camera focus on a location instantly.
* @method Phaser.Camera#focusOnXY
* @param {number} x - X position.
@@ -179,7 +182,7 @@ Phaser.Camera.prototype = {
},
/**
/**
* Update focusing and scrolling.
* @method Phaser.Camera#update
*/
@@ -348,7 +351,7 @@ Object.defineProperty(Phaser.Camera.prototype, "x", {
* @property {number} y - Gets or sets the cameras y position.
*/
Object.defineProperty(Phaser.Camera.prototype, "y", {
get: function () {
return this.view.y;
},