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https://github.com/wassname/phaser.git
synced 2026-06-30 16:40:20 +08:00
The entire Phaser library has been updated to match the new JSHint configuration.
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@@ -21,10 +21,14 @@ Phaser.BitmapText = function (game, x, y, text, style) {
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x = x || 0;
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y = y || 0;
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text = text || '';
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style = style || '';
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/**
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* @property {Phaser.Game} game - A reference to the currently running Game.
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*/
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this.game = game;
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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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@@ -38,53 +42,51 @@ Phaser.BitmapText = function (game, x, y, text, style) {
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this.alive = true;
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/**
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* @property {Description} group - Description.
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* @default
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* @property {Phaser.Group} group - The parent Group of this BitmapText.
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*/
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this.group = null;
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/**
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* @property {string} name - Description.
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* @property {string} name - The user defined name given to this BitmapText.
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* @default
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*/
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this.name = '';
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/**
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* @property {Phaser.Game} game - A reference to the currently running Game.
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* @property {number} type - The const type of this object.
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* @readonly
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*/
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this.game = game;
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this.type = Phaser.BITMAPTEXT;
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PIXI.BitmapText.call(this, text, style);
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/**
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* @property {Description} type - Description.
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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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* @property {number} position.x - The x position of this object.
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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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* @property {number} position.y - The y position of this object.
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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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* The anchor sets the origin point of the texture.
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* The default is 0,0 this means the textures origin is the top left
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* Setting than anchor to 0.5,0.5 means the textures origin is centered
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* Setting the anchor to 1,1 would mean the textures origin points will be the bottom right
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*
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* @property {Phaser.Point} anchor - The anchor around which rotation and scaling takes place.
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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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* @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.
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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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* @property {object} _cache - A mini cache for storing all of the calculated values.
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* @private
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*/
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this._cache = {
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@@ -114,15 +116,13 @@ Phaser.BitmapText = function (game, x, y, text, style) {
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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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* @property {boolean} renderable - A renderable object will be rendered to the context each frame.
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*/
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this.renderable = true;
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};
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Phaser.BitmapText.prototype = Object.create(PIXI.BitmapText.prototype);
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// Phaser.BitmapText.prototype = Phaser.Utils.extend(true, PIXI.BitmapText.prototype);
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Phaser.BitmapText.prototype.constructor = Phaser.BitmapText;
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/**
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@@ -180,11 +180,11 @@ Phaser.BitmapText.prototype.destroy = function() {
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}
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/**
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* Get
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* @returns {Description}
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*//**
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* Set
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* @param {Description} value - Description
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* Indicates the rotation of the BitmapText, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
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* Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90.
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* If you wish to work in radians instead of degrees use the property Sprite.rotation instead.
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* @name Phaser.BitmapText#angle
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* @property {number} angle - Gets or sets the angle of rotation in degrees.
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*/
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Object.defineProperty(Phaser.BitmapText.prototype, 'angle', {
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@@ -199,11 +199,9 @@ Object.defineProperty(Phaser.BitmapText.prototype, 'angle', {
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});
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/**
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* Get
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* @returns {Description}
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*//**
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* Set
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* @param {Description} value - Description
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* The x coordinate of this object in world space.
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* @name Phaser.BitmapText#x
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* @property {number} x - The x coordinate of this object in world space.
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*/
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Object.defineProperty(Phaser.BitmapText.prototype, 'x', {
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@@ -218,11 +216,9 @@ Object.defineProperty(Phaser.BitmapText.prototype, 'x', {
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});
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/**
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* Get
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* @returns {Description}
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*//**
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* Set
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* @param {Description} value - Description
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* The y coordinate of this object in world space.
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* @name Phaser.BitmapText#y
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* @property {number} y - The y coordinate of this object in world space.
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*/
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Object.defineProperty(Phaser.BitmapText.prototype, 'y', {
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