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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+32
-32
@@ -21,7 +21,7 @@ Phaser.World = function (game) {
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/**
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* @property {Phaser.Point} scale - Replaces the PIXI.Point with a slightly more flexible one.
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*/
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*/
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this.scale = new Phaser.Point(1, 1);
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/**
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@@ -29,20 +29,20 @@ Phaser.World = function (game) {
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* By default we set the Bounds to be from 0,0 to Game.width,Game.height. I.e. it will match the size given to the game constructor with 0,0 representing the top-left of the display.
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* However 0,0 is actually the center of the world, and if you rotate or scale the world all of that will happen from 0,0.
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* So if you want to make a game in which the world itself will rotate you should adjust the bounds so that 0,0 is the center point, i.e. set them to -1000,-1000,2000,2000 for a 2000x2000 sized world centered around 0,0.
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* @property {Phaser.Rectangle} bounds - Bound of this world that objects can not escape from.
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*/
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this.bounds = new Phaser.Rectangle(0, 0, game.width, game.height);
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* @property {Phaser.Rectangle} bounds - Bound of this world that objects can not escape from.
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*/
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this.bounds = new Phaser.Rectangle(0, 0, game.width, game.height);
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/**
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* @property {Phaser.Camera} camera - Camera instance.
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*/
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this.camera = null;
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* @property {Phaser.Camera} camera - Camera instance.
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*/
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this.camera = null;
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/**
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* @property {number} currentRenderOrderID - Reset each frame, keeps a count of the total number of objects updated.
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*/
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this.currentRenderOrderID = 0;
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* @property {number} currentRenderOrderID - Reset each frame, keeps a count of the total number of objects updated.
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*/
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this.currentRenderOrderID = 0;
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};
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Phaser.World.prototype = Object.create(Phaser.Group.prototype);
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@@ -71,27 +71,27 @@ Phaser.World.prototype.boot = function () {
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*/
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Phaser.World.prototype.update = function () {
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this.currentRenderOrderID = 0;
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this.currentRenderOrderID = 0;
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if (this.game.stage._stage.first._iNext)
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{
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var currentNode = this.game.stage._stage.first._iNext;
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if (this.game.stage._stage.first._iNext)
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{
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var currentNode = this.game.stage._stage.first._iNext;
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var skipChildren;
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do
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{
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do
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{
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skipChildren = false;
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if (currentNode['preUpdate'])
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{
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skipChildren = (currentNode.preUpdate() === false);
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}
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if (currentNode['preUpdate'])
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{
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skipChildren = (currentNode.preUpdate() === false);
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}
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if (currentNode['update'])
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{
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skipChildren = (currentNode.update() === false) || skipChildren;
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}
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if (currentNode['update'])
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{
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skipChildren = (currentNode.update() === false) || skipChildren;
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}
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if (skipChildren)
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{
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currentNode = currentNode.last._iNext;
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@@ -100,10 +100,10 @@ Phaser.World.prototype.update = function () {
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{
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currentNode = currentNode._iNext;
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}
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}
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while (currentNode != this.game.stage._stage.last._iNext)
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}
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}
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while (currentNode != this.game.stage._stage.last._iNext)
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}
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}
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@@ -119,7 +119,7 @@ Phaser.World.prototype.postUpdate = function () {
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{
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var currentNode = this.game.stage._stage.first._iNext;
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do
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do
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{
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if (currentNode['postUpdate'])
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{
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