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
+60 -73
View File
@@ -5,32 +5,32 @@
*/
/**
* Constructor for Phaser Input.
* Phaser.Input is the Input Manager for all types of Input across Phaser, including mouse, keyboard, touch and MSPointer.
* The Input manager is updated automatically by the core game loop.
*
* @class Phaser.Input
* @classdesc A game specific Input manager that looks after the mouse, keyboard and touch objects.
* This is updated by the core game loop.
* @constructor
* @param {Phaser.Game} game - Current game instance.
*/
Phaser.Input = function (game) {
/**
* @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 {Description} hitCanvas - Description.
/**
* @property {HTMLCanvasElement} hitCanvas - The canvas to which single pixels are drawn in order to perform pixel-perfect hit detection.
* @default
*/
*/
this.hitCanvas = null;
/**
* @property {Description} hitContext - Description.
* @default
*/
/**
* @property {CanvasRenderingContext2D} hitContext - The context of the pixel perfect hit canvas.
* @default
*/
this.hitContext = null;
};
/**
@@ -53,11 +53,6 @@ Phaser.Input.MOUSE_TOUCH_COMBINE = 2;
Phaser.Input.prototype = {
/**
* @property {Phaser.Game} game
*/
game: null,
/**
* How often should the input pointers be checked for updates?
* A value of 0 means every single frame (60fps), a value of 1 means every other frame (30fps) and so on.
@@ -67,31 +62,28 @@ Phaser.Input.prototype = {
pollRate: 0,
/**
* @property {number} _pollCounter - Description.
* @property {number} _pollCounter - Internal var holding the current poll counter.
* @private
* @default
*/
_pollCounter: 0,
/**
* A vector object representing the previous position of the Pointer.
* @property {Vec2} vector
* @property {Phaser.Point} _oldPosition - A point object representing the previous position of the Pointer.
* @private
* @default
*/
_oldPosition: null,
/**
* X coordinate of the most recent Pointer event
* @property {number} _x
* @property {number} _x - x coordinate of the most recent Pointer event
* @private
* @default
*/
_x: 0,
/**
* Y coordinate of the most recent Pointer event
* @property {number} _y
* @property {number} _y - Y coordinate of the most recent Pointer event
* @private
* @default
*/
@@ -112,17 +104,14 @@ Phaser.Input.prototype = {
multiInputOverride: Phaser.Input.MOUSE_TOUCH_COMBINE,
/**
* A vector object representing the current position of the Pointer.
* @property {Phaser.Point} position
* @property {Phaser.Point} position - A point object representing the current position of the Pointer.
* @default
*/
position: null,
/**
* A vector object representing the speed of the Pointer. Only really useful in single Pointer games,
* otherwise see the Pointer objects directly.
* A point object representing the speed of the Pointer. Only really useful in single Pointer games, otherwise see the Pointer objects directly.
* @property {Phaser.Point} speed
* @default
*/
speed: null,
@@ -130,7 +119,6 @@ Phaser.Input.prototype = {
* A Circle object centered on the x/y screen coordinates of the Input.
* Default size of 44px (Apples recommended "finger tip" size) but can be changed to anything.
* @property {Phaser.Circle} circle
* @default
*/
circle: null,
@@ -138,7 +126,6 @@ Phaser.Input.prototype = {
* The scale by which all input coordinates are multiplied, calculated by the StageScaleMode.
* In an un-scaled game the values will be x: 1 and y: 1.
* @property {Phaser.Point} scale
* @default
*/
scale: null,
@@ -267,7 +254,7 @@ Phaser.Input.prototype = {
/**
* A Pointer object
* @property {Phaser.Pointer} pointer9
*/
*/
pointer9: null,
/**
@@ -353,40 +340,40 @@ Phaser.Input.prototype = {
*/
interactiveItems: new Phaser.LinkedList(),
/**
/**
* Starts the Input Manager running.
* @method Phaser.Input#boot
* @protected
*/
boot: function () {
this.mousePointer = new Phaser.Pointer(this.game, 0);
this.pointer1 = new Phaser.Pointer(this.game, 1);
this.pointer2 = new Phaser.Pointer(this.game, 2);
this.mousePointer = new Phaser.Pointer(this.game, 0);
this.pointer1 = new Phaser.Pointer(this.game, 1);
this.pointer2 = new Phaser.Pointer(this.game, 2);
this.mouse = new Phaser.Mouse(this.game);
this.keyboard = new Phaser.Keyboard(this.game);
this.touch = new Phaser.Touch(this.game);
this.mspointer = new Phaser.MSPointer(this.game);
this.mouse = new Phaser.Mouse(this.game);
this.keyboard = new Phaser.Keyboard(this.game);
this.touch = new Phaser.Touch(this.game);
this.mspointer = new Phaser.MSPointer(this.game);
this.onDown = new Phaser.Signal();
this.onUp = new Phaser.Signal();
this.onTap = new Phaser.Signal();
this.onHold = new Phaser.Signal();
this.onDown = new Phaser.Signal();
this.onUp = new Phaser.Signal();
this.onTap = new Phaser.Signal();
this.onHold = new Phaser.Signal();
this.scale = new Phaser.Point(1, 1);
this.speed = new Phaser.Point();
this.position = new Phaser.Point();
this._oldPosition = new Phaser.Point();
this.scale = new Phaser.Point(1, 1);
this.speed = new Phaser.Point();
this.position = new Phaser.Point();
this._oldPosition = new Phaser.Point();
this.circle = new Phaser.Circle(0, 0, 44);
this.circle = new Phaser.Circle(0, 0, 44);
this.activePointer = this.mousePointer;
this.currentPointers = 0;
this.activePointer = this.mousePointer;
this.currentPointers = 0;
this.hitCanvas = document.createElement('canvas');
this.hitCanvas.width = 1;
this.hitCanvas.height = 1;
this.hitCanvas = document.createElement('canvas');
this.hitCanvas.width = 1;
this.hitCanvas.height = 1;
this.hitContext = this.hitCanvas.getContext('2d');
this.mouse.start();
@@ -410,7 +397,7 @@ Phaser.Input.prototype = {
},
/**
/**
* Add a new Pointer object to the Input Manager. By default Input creates 3 pointer objects: mousePointer, pointer1 and pointer2.
* If you need more then use this to create a new one, up to a maximum of 10.
* @method Phaser.Input#addPointer
@@ -428,7 +415,7 @@ Phaser.Input.prototype = {
}
}
if (next == 0)
if (next === 0)
{
console.warn("You can only have 10 Pointer objects");
return null;
@@ -441,7 +428,7 @@ Phaser.Input.prototype = {
},
/**
/**
* Updates the Input Manager. Called by the core Game loop.
* @method Phaser.Input#update
* @protected
@@ -475,14 +462,14 @@ Phaser.Input.prototype = {
this._pollCounter = 0;
},
/**
/**
* Reset all of the Pointers and Input states
* @method Phaser.Input#reset
* @param {boolean} hard - A soft reset (hard = false) won't reset any Signals that might be bound. A hard reset will.
*/
reset: function (hard) {
if (this.game.isBooted == false)
if (this.game.isBooted === false)
{
return;
}
@@ -503,7 +490,7 @@ Phaser.Input.prototype = {
this.currentPointers = 0;
this.game.stage.canvas.style.cursor = "default";
if (hard == true)
if (hard === true)
{
this.onDown.dispose();
this.onUp.dispose();
@@ -534,7 +521,7 @@ Phaser.Input.prototype = {
},
/**
/**
* Find the first free Pointer object and start it, passing in the event data. This is called automatically by Phaser.Touch and Phaser.MSPointer.
* @method Phaser.Input#startPointer
* @param {Any} event - The event data from the Touch event.
@@ -547,11 +534,11 @@ Phaser.Input.prototype = {
return null;
}
if (this.pointer1.active == false)
if (this.pointer1.active === false)
{
return this.pointer1.start(event);
}
else if (this.pointer2.active == false)
else if (this.pointer2.active === false)
{
return this.pointer2.start(event);
}
@@ -559,7 +546,7 @@ Phaser.Input.prototype = {
{
for (var i = 3; i <= 10; i++)
{
if (this['pointer' + i] && this['pointer' + i].active == false)
if (this['pointer' + i] && this['pointer' + i].active === false)
{
return this['pointer' + i].start(event);
}
@@ -570,7 +557,7 @@ Phaser.Input.prototype = {
},
/**
/**
* Updates the matching Pointer object, passing in the event data. This is called automatically and should not normally need to be invoked.
* @method Phaser.Input#updatePointer
* @param {Any} event - The event data from the Touch event.
@@ -601,7 +588,7 @@ Phaser.Input.prototype = {
},
/**
/**
* Stops the matching Pointer object, passing in the event data.
* @method Phaser.Input#stopPointer
* @param {Any} event - The event data from the Touch event.
@@ -632,7 +619,7 @@ Phaser.Input.prototype = {
},
/**
/**
* Get the next Pointer object whos active property matches the given state
* @method Phaser.Input#getPointer
* @param {boolean} state - The state the Pointer should be in (false for inactive, true for active).
@@ -665,7 +652,7 @@ Phaser.Input.prototype = {
},
/**
/**
* Get the Pointer object whos identified property matches the given identifier value.
* @method Phaser.Input#getPointerFromIdentifier
* @param {number} identifier - The Pointer.identifier value to search for.
@@ -793,7 +780,7 @@ Object.defineProperty(Phaser.Input.prototype, "totalActivePointers", {
Object.defineProperty(Phaser.Input.prototype, "worldX", {
get: function () {
return this.game.camera.view.x + this.x;
return this.game.camera.view.x + this.x;
}
});
@@ -806,7 +793,7 @@ Object.defineProperty(Phaser.Input.prototype, "worldX", {
Object.defineProperty(Phaser.Input.prototype, "worldY", {
get: function () {
return this.game.camera.view.y + this.y;
return this.game.camera.view.y + this.y;
}
});