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
+45 -37
View File
@@ -25,28 +25,28 @@ Phaser.BitmapText = function (game, x, y, text, style) {
text = text || '';
style = style || '';
/**
* @property {boolean} exists - If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all.
* @default
*/
/**
* @property {boolean} exists - If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all.
* @default
*/
this.exists = true;
/**
/**
* @property {boolean} alive - This is a handy little var your game can use to determine if a sprite is alive or not, it doesn't effect rendering.
* @default
*/
* @default
*/
this.alive = true;
/**
/**
* @property {Description} group - Description.
* @default
*/
* @default
*/
this.group = null;
/**
/**
* @property {string} name - Description.
* @default
*/
* @default
*/
this.name = '';
/**
@@ -61,54 +61,62 @@ Phaser.BitmapText = function (game, x, y, text, style) {
*/
this.type = Phaser.BITMAPTEXT;
/**
* @property {number} position.x - Description.
*/
/**
* @property {number} position.x - Description.
*/
this.position.x = x;
/**
* @property {number} position.y - Description.
*/
/**
* @property {number} position.y - Description.
*/
this.position.y = y;
// Replaces the PIXI.Point with a slightly more flexible one
/**
* @property {Phaser.Point} anchor - Description.
*/
/**
* @property {Phaser.Point} anchor - Description.
*/
this.anchor = new Phaser.Point();
/**
* @property {Phaser.Point} scale - Description.
*/
/**
* @property {Phaser.Point} scale - Description.
*/
this.scale = new Phaser.Point(1, 1);
// A mini cache for storing all of the calculated values
/**
* @property {function} _cache - Description.
* @private
*/
this._cache = {
/**
* @property {function} _cache - Description.
* @private
*/
this._cache = {
dirty: false,
// Transform cache
a00: 1, a01: 0, a02: x, a10: 0, a11: 1, a12: y, id: 1,
a00: 1,
a01: 0,
a02: x,
a10: 0,
a11: 1,
a12: y,
id: 1,
// The previous calculated position
x: -1, y: -1,
x: -1,
y: -1,
// The actual scale values based on the worldTransform
scaleX: 1, scaleY: 1
scaleX: 1,
scaleY: 1
};
this._cache.x = this.x;
this._cache.y = this.y;
/**
* @property {boolean} renderable - Description.
* @private
*/
/**
* @property {boolean} renderable - Description.
* @private
*/
this.renderable = true;
};