mirror of
https://github.com/wassname/phaser.git
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Updating all files to adhere to the JSHint settings and fixing lots of documentation errors on the way.
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+41
-38
@@ -19,35 +19,35 @@
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*/
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Phaser.Camera = function (game, id, x, y, width, height) {
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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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/**
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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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/**
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* @property {Phaser.World} world - A reference to the game world.
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*/
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this.world = game.world;
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/**
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* @property {Phaser.World} world - A reference to the game world.
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*/
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this.world = game.world;
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/**
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* @property {number} id - Reserved for future multiple camera set-ups.
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* @default
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*/
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this.id = 0;
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/**
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* @property {number} id - Reserved for future multiple camera set-ups.
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* @default
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*/
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this.id = 0;
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/**
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* Camera view.
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* The view into the world we wish to render (by default the game dimensions).
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/**
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* Camera view.
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* The view into the world we wish to render (by default the game dimensions).
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* The x/y values are in world coordinates, not screen coordinates, the width/height is how many pixels to render.
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* Objects outside of this view are not rendered (unless set to ignore the Camera, i.e. UI?).
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* @property {Phaser.Rectangle} view
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*/
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* @property {Phaser.Rectangle} view
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*/
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this.view = new Phaser.Rectangle(x, y, width, height);
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/**
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* @property {Phaser.Rectangle} screenView - Used by Sprites to work out Camera culling.
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*/
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this.screenView = new Phaser.Rectangle(x, y, width, height);
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* @property {Phaser.Rectangle} screenView - Used by Sprites to work out Camera culling.
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*/
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this.screenView = new Phaser.Rectangle(x, y, width, height);
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/**
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* 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.
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@@ -58,36 +58,36 @@ Phaser.Camera = function (game, id, x, y, width, height) {
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this.bounds = new Phaser.Rectangle(x, y, width, height);
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/**
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* @property {Phaser.Rectangle} deadzone - Moving inside this Rectangle will not cause camera moving.
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*/
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* @property {Phaser.Rectangle} deadzone - Moving inside this Rectangle will not cause camera moving.
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*/
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this.deadzone = null;
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/**
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* @property {boolean} visible - Whether this camera is visible or not.
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* @default
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*/
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/**
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* @property {boolean} visible - Whether this camera is visible or not.
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* @default
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*/
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this.visible = true;
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/**
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* @property {boolean} atLimit - Whether this camera is flush with the World Bounds or not.
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/**
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* @property {boolean} atLimit - Whether this camera is flush with the World Bounds or not.
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*/
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this.atLimit = { x: false, y: false };
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/**
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* @property {Phaser.Sprite} target - If the camera is tracking a Sprite, this is a reference to it, otherwise null.
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/**
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* @property {Phaser.Sprite} target - If the camera is tracking a Sprite, this is a reference to it, otherwise null.
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* @default
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*/
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this.target = null;
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/**
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* @property {number} edge - Edge property.
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/**
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* @property {number} edge - Edge property.
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* @private
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* @default
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*/
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this._edge = 0;
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this.displayObject = null;
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};
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/**
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@@ -116,7 +116,7 @@ Phaser.Camera.FOLLOW_TOPDOWN_TIGHT = 3;
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Phaser.Camera.prototype = {
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/**
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/**
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* Tells this camera which sprite to follow.
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* @method Phaser.Camera#follow
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* @param {Phaser.Sprite} target - The object you want the camera to track. Set to null to not follow anything.
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@@ -149,6 +149,9 @@ Phaser.Camera.prototype = {
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break;
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case Phaser.Camera.FOLLOW_LOCKON:
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this.deadzone = null;
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break;
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default:
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this.deadzone = null;
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break;
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@@ -167,7 +170,7 @@ Phaser.Camera.prototype = {
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},
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/**
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/**
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* Move the camera focus on a location instantly.
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* @method Phaser.Camera#focusOnXY
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* @param {number} x - X position.
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@@ -179,7 +182,7 @@ Phaser.Camera.prototype = {
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},
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/**
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/**
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* Update focusing and scrolling.
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* @method Phaser.Camera#update
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*/
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@@ -348,7 +351,7 @@ Object.defineProperty(Phaser.Camera.prototype, "x", {
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* @property {number} y - Gets or sets the cameras y position.
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*/
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Object.defineProperty(Phaser.Camera.prototype, "y", {
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get: function () {
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return this.view.y;
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},
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