mirror of
https://github.com/wassname/phaser.git
synced 2026-06-29 16:30:29 +08:00
Updating all files to adhere to the JSHint settings and fixing lots of documentation errors on the way.
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@@ -25,28 +25,28 @@ Phaser.BitmapText = function (game, x, y, text, style) {
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text = text || '';
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style = style || '';
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/**
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* @property {boolean} exists - If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all.
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* @default
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*/
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/**
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* @property {boolean} exists - If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all.
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* @default
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*/
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this.exists = true;
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/**
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/**
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* @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.
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* @default
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*/
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* @default
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*/
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this.alive = true;
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/**
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/**
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* @property {Description} group - Description.
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* @default
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*/
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* @default
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*/
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this.group = null;
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/**
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/**
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* @property {string} name - Description.
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* @default
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*/
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* @default
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*/
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this.name = '';
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/**
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@@ -61,54 +61,62 @@ Phaser.BitmapText = function (game, x, y, text, style) {
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*/
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this.type = Phaser.BITMAPTEXT;
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/**
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* @property {number} position.x - Description.
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*/
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/**
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* @property {number} position.x - Description.
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*/
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this.position.x = x;
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/**
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* @property {number} position.y - Description.
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*/
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/**
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* @property {number} position.y - Description.
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*/
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this.position.y = y;
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// Replaces the PIXI.Point with a slightly more flexible one
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/**
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* @property {Phaser.Point} anchor - Description.
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*/
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/**
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* @property {Phaser.Point} anchor - Description.
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*/
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this.anchor = new Phaser.Point();
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/**
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* @property {Phaser.Point} scale - Description.
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*/
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/**
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* @property {Phaser.Point} scale - Description.
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*/
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this.scale = new Phaser.Point(1, 1);
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// A mini cache for storing all of the calculated values
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/**
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* @property {function} _cache - Description.
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* @private
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*/
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this._cache = {
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/**
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* @property {function} _cache - Description.
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* @private
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*/
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this._cache = {
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dirty: false,
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// Transform cache
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a00: 1, a01: 0, a02: x, a10: 0, a11: 1, a12: y, id: 1,
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a00: 1,
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a01: 0,
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a02: x,
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a10: 0,
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a11: 1,
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a12: y,
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id: 1,
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// The previous calculated position
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x: -1, y: -1,
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x: -1,
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y: -1,
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// The actual scale values based on the worldTransform
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scaleX: 1, scaleY: 1
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scaleX: 1,
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scaleY: 1
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};
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this._cache.x = this.x;
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this._cache.y = this.y;
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/**
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* @property {boolean} renderable - Description.
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* @private
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*/
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/**
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* @property {boolean} renderable - Description.
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* @private
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*/
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this.renderable = true;
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};
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