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
+32 -32
View File
@@ -21,7 +21,7 @@ Phaser.World = function (game) {
/**
* @property {Phaser.Point} scale - Replaces the PIXI.Point with a slightly more flexible one.
*/
*/
this.scale = new Phaser.Point(1, 1);
/**
@@ -29,20 +29,20 @@ Phaser.World = function (game) {
* 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.
* 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.
* 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.
* @property {Phaser.Rectangle} bounds - Bound of this world that objects can not escape from.
*/
this.bounds = new Phaser.Rectangle(0, 0, game.width, game.height);
* @property {Phaser.Rectangle} bounds - Bound of this world that objects can not escape from.
*/
this.bounds = new Phaser.Rectangle(0, 0, game.width, game.height);
/**
* @property {Phaser.Camera} camera - Camera instance.
*/
this.camera = null;
* @property {Phaser.Camera} camera - Camera instance.
*/
this.camera = null;
/**
* @property {number} currentRenderOrderID - Reset each frame, keeps a count of the total number of objects updated.
*/
this.currentRenderOrderID = 0;
* @property {number} currentRenderOrderID - Reset each frame, keeps a count of the total number of objects updated.
*/
this.currentRenderOrderID = 0;
};
Phaser.World.prototype = Object.create(Phaser.Group.prototype);
@@ -71,27 +71,27 @@ Phaser.World.prototype.boot = function () {
*/
Phaser.World.prototype.update = function () {
this.currentRenderOrderID = 0;
this.currentRenderOrderID = 0;
if (this.game.stage._stage.first._iNext)
{
var currentNode = this.game.stage._stage.first._iNext;
if (this.game.stage._stage.first._iNext)
{
var currentNode = this.game.stage._stage.first._iNext;
var skipChildren;
do
{
do
{
skipChildren = false;
if (currentNode['preUpdate'])
{
skipChildren = (currentNode.preUpdate() === false);
}
if (currentNode['preUpdate'])
{
skipChildren = (currentNode.preUpdate() === false);
}
if (currentNode['update'])
{
skipChildren = (currentNode.update() === false) || skipChildren;
}
if (currentNode['update'])
{
skipChildren = (currentNode.update() === false) || skipChildren;
}
if (skipChildren)
{
currentNode = currentNode.last._iNext;
@@ -100,10 +100,10 @@ Phaser.World.prototype.update = function () {
{
currentNode = currentNode._iNext;
}
}
while (currentNode != this.game.stage._stage.last._iNext)
}
}
while (currentNode != this.game.stage._stage.last._iNext)
}
}
@@ -119,7 +119,7 @@ Phaser.World.prototype.postUpdate = function () {
{
var currentNode = this.game.stage._stage.first._iNext;
do
do
{
if (currentNode['postUpdate'])
{