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
+56 -38
View File
@@ -21,81 +21,99 @@ Phaser.Text = function (game, x, y, text, style) {
text = text || '';
style = style || '';
// If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all
/**
* @property {boolean} exists - Description.
* @default
*/
/**
* @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
*/
this.exists = true;
// This is a handy little var your game can use to determine if a sprite is alive or not, it doesn't effect rendering
/**
* @property {boolean} alive - Description.
* @default
*/
/**
* @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
*/
this.alive = true;
/**
* @property {Description} group - Description.
* @default
*/
/**
* @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 - Description.
* @default
*/
/**
* @property {string} name - The user defined name given to this Sprite.
* @default
*/
this.name = '';
/**
* @property {Phaser.Game} game - A reference to the currently running game.
* @property {number} type - The const type of this object.
* @default
*/
this.game = game;
this.type = Phaser.TEXT;
/**
* @property {string} _text - Internal value.
* @private
*/
this._text = text;
/**
* @property {string} _style - Internal value.
* @private
*/
this._style = style;
PIXI.Text.call(this, text, style);
/**
* @property {Description} type - Description.
*/
this.type = Phaser.TEXT;
/**
* @property {Description} position - Description.
* @property {Phaser.Point} position - The position of this Text object in world space.
*/
this.position.x = this.x = x;
this.position.y = this.y = y;
// Replaces the PIXI.Point with a slightly more flexible one
/**
* @property {Phaser.Point} anchor - Description.
*/
* The anchor sets the origin point of the texture.
* The default is 0,0 this means the textures origin is the top left
* Setting than anchor to 0.5,0.5 means the textures origin is centered
* Setting the anchor to 1,1 would mean the textures origin points will be the bottom right
*
* @property {Phaser.Point} anchor - The anchor around with Sprite rotation and scaling takes place.
*/
this.anchor = new Phaser.Point();
/**
* @property {Phaser.Point} scale - Description.
*/
* @property {Phaser.Point} scale - The scale of the object 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);
// A mini cache for storing all of the calculated values
/**
* @property {Description} _cache - Description.
* @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: 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
};
@@ -103,7 +121,7 @@ Phaser.Text = function (game, x, y, text, style) {
this._cache.y = this.y;
/**
* @property {boolean} renderable - Description.
* @property {boolean} renderable - A renderable object will be rendered to the context each frame.
*/
this.renderable = true;