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
+66 -73
View File
@@ -5,98 +5,90 @@
*/
/**
* Phaser - Mouse constructor.
* Phaser.Mouse is responsible for handling all aspects of mouse interaction with the browser. It captures and processes mouse events.
*
* @class Phaser.Mouse
* @classdesc The Mouse class
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
*/
Phaser.Mouse = function (game) {
/**
* @property {Phaser.Game} game - Local reference to game.
*/
this.game = game;
/**
* @property {Object} callbackContext - Description.
*/
this.callbackContext = this.game;
/**
* @property {Phaser.Game} game - A reference to the currently running game.
*/
this.game = game;
/**
* @property {Object} callbackContext - The context under which callbacks are called.
*/
this.callbackContext = this.game;
/**
* @property {function} mouseDownCallback - Description.
* @default
*/
this.mouseDownCallback = null;
/**
* @property {function} mouseMoveCallback - Description.
* @default
*/
this.mouseMoveCallback = null;
/**
* @property {function} mouseUpCallback - Description.
* @default
*/
this.mouseUpCallback = null;
/**
* @property {function} mouseDownCallback - A callback that can be fired when the mouse is pressed down.
*/
this.mouseDownCallback = null;
/**
* @property {function} mouseMoveCallback - A callback that can be fired when the mouse is moved while pressed down.
*/
this.mouseMoveCallback = null;
/**
* @property {function} mouseUpCallback - A callback that can be fired when the mouse is released from a pressed down state.
*/
this.mouseUpCallback = null;
/**
* @property {boolean} capture - If true the DOM mouse events will have event.preventDefault applied to them, if false they will propogate fully.
*/
this.capture = true;
/**
* @property {number} button- The type of click, either: Phaser.Mouse.NO_BUTTON, Phaser.Mouse.LEFT_BUTTON, Phaser.Mouse.MIDDLE_BUTTON or Phaser.Mouse.RIGHT_BUTTON.
* @default
*/
this.button = -1;
/**
* @property {number} button- The type of click, either: Phaser.Mouse.NO_BUTTON, Phaser.Mouse.LEFT_BUTTON, Phaser.Mouse.MIDDLE_BUTTON or Phaser.Mouse.RIGHT_BUTTON.
* @default
*/
this.button = -1;
/**
* You can disable all Input by setting disabled = true. While set all new input related events will be ignored.
* @property {boolean} disabled
* @property {boolean} disabled - You can disable all Input by setting disabled = true. While set all new input related events will be ignored.
* @default
*/
this.disabled = false;
/**
* If the mouse has been Pointer Locked successfully this will be set to true.
* @property {boolean} locked
* @property {boolean} locked - If the mouse has been Pointer Locked successfully this will be set to true.
* @default
*/
this.locked = false;
/**
* This event is dispatched when the browser enters or leaves pointer lock state.
* @property {Phaser.Signal} pointerLock
* @property {Phaser.Signal} pointerLock - This event is dispatched when the browser enters or leaves pointer lock state.
* @default
*/
this.pointerLock = new Phaser.Signal;
this.pointerLock = new Phaser.Signal();
/**
* The browser mouse event.
* @property {MouseEvent} event
* @property {MouseEvent} event - The browser mouse event.
*/
this.event;
this.event = null;
/**
* @property {function} _onMouseDown
* @property {function} _onMouseDown - Internal event handler reference.
* @private
*/
this._onMouseDown;
this._onMouseDown = null;
/**
* @property {function} _onMouseMove
* @property {function} _onMouseMove - Internal event handler reference.
* @private
*/
this._onMouseMove;
this._onMouseMove = null;
/**
* @property {function} _onMouseUp
* @property {function} _onMouseUp - Internal event handler reference.
* @private
*/
this._onMouseUp;
this._onMouseUp = null;
};
@@ -105,6 +97,7 @@ Phaser.Mouse = function (game) {
* @type {number}
*/
Phaser.Mouse.NO_BUTTON = -1;
/**
* @constant
* @type {number}
@@ -125,7 +118,7 @@ Phaser.Mouse.RIGHT_BUTTON = 2;
Phaser.Mouse.prototype = {
/**
/**
* Starts the event listeners running.
* @method Phaser.Mouse#start
*/
@@ -133,7 +126,7 @@ Phaser.Mouse.prototype = {
var _this = this;
if (this.game.device.android && this.game.device.chrome == false)
if (this.game.device.android && this.game.device.chrome === false)
{
// Android stock browser fires mouse events even if you preventDefault on the touchStart, so ...
return;
@@ -161,10 +154,10 @@ Phaser.Mouse.prototype = {
},
/**
* The internal method that handles the mouse down event from the browser.
* @method Phaser.Mouse#onMouseDown
* @param {MouseEvent} event
/**
* The internal method that handles the mouse down event from the browser.
* @method Phaser.Mouse#onMouseDown
* @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.
*/
onMouseDown: function (event) {
@@ -193,10 +186,10 @@ Phaser.Mouse.prototype = {
},
/**
/**
* The internal method that handles the mouse move event from the browser.
* @method Phaser.Mouse#onMouseMove
* @param {MouseEvent} event
* @method Phaser.Mouse#onMouseMove
* @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.
*/
onMouseMove: function (event) {
@@ -223,10 +216,10 @@ Phaser.Mouse.prototype = {
},
/**
/**
* The internal method that handles the mouse up event from the browser.
* @method Phaser.Mouse#onMouseUp
* @param {MouseEvent} event
* @method Phaser.Mouse#onMouseUp
* @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.
*/
onMouseUp: function (event) {
@@ -237,7 +230,7 @@ Phaser.Mouse.prototype = {
event.preventDefault();
}
this.button = Phaser.Mouse.NO_BUTTON;
this.button = Phaser.Mouse.NO_BUTTON;
if (this.mouseUpCallback)
{
@@ -259,7 +252,7 @@ Phaser.Mouse.prototype = {
* If the browser supports it you can request that the pointer be locked to the browser window.
* This is classically known as 'FPS controls', where the pointer can't leave the browser until the user presses an exit key.
* If the browser successfully enters a locked state the event Phaser.Mouse.pointerLock will be dispatched and the first parameter will be 'true'.
* @method Phaser.Mouse#requestPointerLock
* @method Phaser.Mouse#requestPointerLock
*/
requestPointerLock: function () {
@@ -284,10 +277,10 @@ Phaser.Mouse.prototype = {
},
/**
* Internal pointerLockChange handler.
* @method Phaser.Mouse#pointerLockChange
* @param {MouseEvent} event
/**
* Internal pointerLockChange handler.
* @method Phaser.Mouse#pointerLockChange
* @param {pointerlockchange} event - The native event from the browser. This gets stored in Mouse.event.
*/
pointerLockChange: function (event) {
@@ -297,20 +290,20 @@ Phaser.Mouse.prototype = {
{
// Pointer was successfully locked
this.locked = true;
this.pointerLock.dispatch(true);
this.pointerLock.dispatch(true, event);
}
else
{
// Pointer was unlocked
this.locked = false;
this.pointerLock.dispatch(false);
this.pointerLock.dispatch(false, event);
}
},
/**
* Internal release pointer lock handler.
* @method Phaser.Mouse#releasePointerLock
/**
* Internal release pointer lock handler.
* @method Phaser.Mouse#releasePointerLock
*/
releasePointerLock: function () {
@@ -324,7 +317,7 @@ Phaser.Mouse.prototype = {
},
/**
/**
* Stop the event listeners.
* @method Phaser.Mouse#stop
*/