mirror of
https://github.com/wassname/phaser.git
synced 2026-07-13 01:00:12 +08:00
Updating all files to adhere to the JSHint settings and fixing lots of documentation errors on the way.
This commit is contained in:
+71
-49
@@ -26,51 +26,51 @@ Phaser.Sprite = function (game, x, y, key, frame) {
|
||||
frame = frame || null;
|
||||
|
||||
/**
|
||||
* @property {Phaser.Game} game - A reference to the currently running Game.
|
||||
*/
|
||||
this.game = game;
|
||||
* @property {Phaser.Game} game - A reference to the currently running Game.
|
||||
*/
|
||||
this.game = game;
|
||||
|
||||
/**
|
||||
* @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 {Phaser.Group} group - The parent Group of this Sprite. This is usually set after Sprite instantiation by the parent.
|
||||
*/
|
||||
*/
|
||||
this.group = null;
|
||||
|
||||
/**
|
||||
* @property {string} name - The user defined name given to this Sprite.
|
||||
* @default
|
||||
*/
|
||||
* @property {string} name - The user defined name given to this Sprite.
|
||||
* @default
|
||||
*/
|
||||
this.name = '';
|
||||
|
||||
/**
|
||||
* @property {number} type - The const type of this object.
|
||||
* @default
|
||||
*/
|
||||
* @property {number} type - The const type of this object.
|
||||
* @readonly
|
||||
*/
|
||||
this.type = Phaser.SPRITE;
|
||||
|
||||
/**
|
||||
* @property {number} renderOrderID - Used by the Renderer and Input Manager to control picking order.
|
||||
* @default
|
||||
*/
|
||||
* @property {number} renderOrderID - Used by the Renderer and Input Manager to control picking order.
|
||||
* @default
|
||||
*/
|
||||
this.renderOrderID = -1;
|
||||
|
||||
/**
|
||||
* If you would like the Sprite to have a lifespan once 'born' you can set this to a positive value. Handy for particles, bullets, etc.
|
||||
* The lifespan is decremented by game.time.elapsed each update, once it reaches zero the kill() function is called.
|
||||
* @property {number} lifespan - The lifespan of the Sprite (in ms) before it will be killed.
|
||||
* @default
|
||||
*/
|
||||
* The lifespan is decremented by game.time.elapsed each update, once it reaches zero the kill() function is called.
|
||||
* @property {number} lifespan - The lifespan of the Sprite (in ms) before it will be killed.
|
||||
* @default
|
||||
*/
|
||||
this.lifespan = 0;
|
||||
|
||||
/**
|
||||
@@ -123,7 +123,7 @@ Phaser.Sprite = function (game, x, y, key, frame) {
|
||||
key = '__default';
|
||||
this.key = key;
|
||||
}
|
||||
else if (typeof key === 'string' && this.game.cache.checkImageKey(key) == false)
|
||||
else if (typeof key === 'string' && this.game.cache.checkImageKey(key) === false)
|
||||
{
|
||||
key = '__missing';
|
||||
this.key = key;
|
||||
@@ -179,8 +179,8 @@ Phaser.Sprite = function (game, x, y, key, frame) {
|
||||
*/
|
||||
this.y = y;
|
||||
|
||||
this.position.x = x;
|
||||
this.position.y = y;
|
||||
this.position.x = x;
|
||||
this.position.y = y;
|
||||
|
||||
/**
|
||||
* @property {Phaser.Point} world - The world coordinates of this Sprite. This differs from the x/y coordinates which are relative to the Sprites container.
|
||||
@@ -198,60 +198,82 @@ Phaser.Sprite = function (game, x, y, key, frame) {
|
||||
|
||||
/**
|
||||
* @property {Phaser.Point} scale - The scale of the Sprite when rendered. By default it's set to 1 (no scale). You can modify it via scale.x or scale.y or scale.setTo(x, y). A value of 1 means no change to the scale, 0.5 means "half the size", 2 means "twice the size", etc.
|
||||
*/
|
||||
*/
|
||||
this.scale = new Phaser.Point(1, 1);
|
||||
|
||||
/**
|
||||
* @property {Phaser.Point} _cache - A mini cache for storing all of the calculated values.
|
||||
* @property {object} _cache - A mini cache for storing all of the calculated values.
|
||||
* @private
|
||||
*/
|
||||
this._cache = {
|
||||
this._cache = {
|
||||
|
||||
dirty: false,
|
||||
|
||||
// Transform cache
|
||||
a00: -1, a01: -1, a02: -1, a10: -1, a11: -1, a12: -1, id: -1,
|
||||
a00: -1,
|
||||
a01: -1,
|
||||
a02: -1,
|
||||
a10: -1,
|
||||
a11: -1,
|
||||
a12: -1,
|
||||
id: -1,
|
||||
|
||||
// Input specific transform cache
|
||||
i01: -1, i10: -1, idi: -1,
|
||||
i01: -1,
|
||||
i10: -1,
|
||||
idi: -1,
|
||||
|
||||
// Bounds check
|
||||
left: null, right: null, top: null, bottom: null,
|
||||
left: null,
|
||||
right: null,
|
||||
top: null,
|
||||
bottom: null,
|
||||
|
||||
// delta cache
|
||||
prevX: x, prevY: y,
|
||||
prevX: x,
|
||||
prevY: y,
|
||||
|
||||
// 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,
|
||||
|
||||
// The width/height of the image, based on the un-modified frame size multiplied by the final calculated scale size
|
||||
width: this.currentFrame.sourceSizeW, height: this.currentFrame.sourceSizeH,
|
||||
width: this.currentFrame.sourceSizeW,
|
||||
height: this.currentFrame.sourceSizeH,
|
||||
|
||||
// The actual width/height of the image if from a trimmed atlas, multiplied by the final calculated scale size
|
||||
halfWidth: Math.floor(this.currentFrame.sourceSizeW / 2), halfHeight: Math.floor(this.currentFrame.sourceSizeH / 2),
|
||||
halfWidth: Math.floor(this.currentFrame.sourceSizeW / 2),
|
||||
halfHeight: Math.floor(this.currentFrame.sourceSizeH / 2),
|
||||
|
||||
// The width/height of the image, based on the un-modified frame size multiplied by the final calculated scale size
|
||||
calcWidth: -1, calcHeight: -1,
|
||||
calcWidth: -1,
|
||||
calcHeight: -1,
|
||||
|
||||
// The current frame details
|
||||
// frameID: this.currentFrame.uuid, frameWidth: this.currentFrame.width, frameHeight: this.currentFrame.height,
|
||||
frameID: -1, frameWidth: this.currentFrame.width, frameHeight: this.currentFrame.height,
|
||||
frameID: -1,
|
||||
frameWidth: this.currentFrame.width,
|
||||
frameHeight: this.currentFrame.height,
|
||||
|
||||
// If this sprite visible to the camera (regardless of being set to visible or not)
|
||||
cameraVisible: true,
|
||||
|
||||
// Crop cache
|
||||
cropX: 0, cropY: 0, cropWidth: this.currentFrame.sourceSizeW, cropHeight: this.currentFrame.sourceSizeH
|
||||
cropX: 0,
|
||||
cropY: 0,
|
||||
cropWidth: this.currentFrame.sourceSizeW,
|
||||
cropHeight: this.currentFrame.sourceSizeH
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* @property {Phaser.Point} offset - Corner point defaults. Should not typically be modified.
|
||||
*/
|
||||
this.offset = new Phaser.Point;
|
||||
*/
|
||||
this.offset = new Phaser.Point();
|
||||
|
||||
/**
|
||||
* @property {Phaser.Point} center - A Point containing the center coordinate of the Sprite. Takes rotation and scale into account.
|
||||
@@ -293,7 +315,7 @@ Phaser.Sprite = function (game, x, y, key, frame) {
|
||||
|
||||
/**
|
||||
* @property {number} health - Health value. Used in combination with damage() to allow for quick killing of Sprites.
|
||||
*/
|
||||
*/
|
||||
this.health = 1;
|
||||
|
||||
/**
|
||||
@@ -330,7 +352,7 @@ Phaser.Sprite = function (game, x, y, key, frame) {
|
||||
/**
|
||||
* @property {Phaser.Point} cameraOffset - If this Sprite is fixed to the camera then use this Point to specify how far away from the Camera x/y it's rendered.
|
||||
*/
|
||||
this.cameraOffset = new Phaser.Point;
|
||||
this.cameraOffset = new Phaser.Point();
|
||||
|
||||
/**
|
||||
* You can crop the Sprites texture by modifying the crop properties. For example crop.width = 50 would set the Sprite to only render 50px wide.
|
||||
@@ -537,7 +559,7 @@ Phaser.Sprite.prototype.updateBounds = function() {
|
||||
|
||||
this.updateFrame = true;
|
||||
|
||||
if (this.inWorld == false)
|
||||
if (this.inWorld === false)
|
||||
{
|
||||
// Sprite WAS out of the screen, is it still?
|
||||
this.inWorld = Phaser.Rectangle.intersects(this.bounds, this.game.world.bounds, this.inWorldThreshold);
|
||||
@@ -553,7 +575,7 @@ Phaser.Sprite.prototype.updateBounds = function() {
|
||||
// Sprite WAS in the screen, has it now left?
|
||||
this.inWorld = Phaser.Rectangle.intersects(this.bounds, this.game.world.bounds, this.inWorldThreshold);
|
||||
|
||||
if (this.inWorld == false)
|
||||
if (this.inWorld === false)
|
||||
{
|
||||
this.events.onOutOfBounds.dispatch(this);
|
||||
this._outOfBoundsFired = true;
|
||||
@@ -1079,7 +1101,7 @@ Object.defineProperty(Phaser.Sprite.prototype, "inputEnabled", {
|
||||
|
||||
if (value)
|
||||
{
|
||||
if (this.input.enabled == false)
|
||||
if (this.input.enabled === false)
|
||||
{
|
||||
this.input.start();
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user