The entire Phaser library has been updated to match the new JSHint configuration.

This commit is contained in:
photonstorm
2013-11-25 04:40:04 +00:00
parent 13a2cc2feb
commit 299115ca5d
74 changed files with 4992 additions and 4977 deletions
+56 -12
View File
@@ -27,24 +27,24 @@ Phaser.Text = function (game, x, y, text, style) {
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.
* @property {boolean} exists - If exists = false then the Text isn't updated by the core game loop.
* @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.
* @property {boolean} alive - This is a handy little var your game can use to determine if an object is alive or not, it doesn't effect rendering.
* @default
*/
this.alive = true;
/**
* @property {Phaser.Group} group - The parent Group of this Sprite. This is usually set after Sprite instantiation by the parent.
* @property {Phaser.Group} group - The parent Group of this Text object.
*/
this.group = null;
/**
* @property {string} name - The user defined name given to this Sprite.
* @property {string} name - The user defined name given to this object.
* @default
*/
this.name = '';
@@ -70,8 +70,8 @@ Phaser.Text = function (game, x, y, text, style) {
PIXI.Text.call(this, text, style);
/**
* @property {Phaser.Point} position - The position of this Text object in world space.
*/
* @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;
@@ -81,7 +81,7 @@ Phaser.Text = function (game, x, y, text, style) {
* 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.
* @property {Phaser.Point} anchor - The anchor around which rotation and scaling takes place.
*/
this.anchor = new Phaser.Point();
@@ -182,11 +182,11 @@ Phaser.Text.prototype.destroy = function() {
}
/**
* Get
* @returns {Description}
*//**
* Set
* @param {Description} value - Description
* Indicates the rotation of the Text, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
* 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.
* If you wish to work in radians instead of degrees use the property Sprite.rotation instead.
* @name Phaser.Text#angle
* @property {number} angle - Gets or sets the angle of rotation in degrees.
*/
Object.defineProperty(Phaser.Text.prototype, 'angle', {
@@ -200,6 +200,45 @@ Object.defineProperty(Phaser.Text.prototype, 'angle', {
});
/**
* The x coordinate of this object in world space.
* @name Phaser.BitmapText#x
* @property {number} x - The x coordinate of this object in world space.
*/
Object.defineProperty(Phaser.BitmapText.prototype, 'x', {
get: function() {
return this.position.x;
},
set: function(value) {
this.position.x = value;
}
});
/**
* The y coordinate of this object in world space.
* @name Phaser.BitmapText#y
* @property {number} y - The y coordinate of this object in world space.
*/
Object.defineProperty(Phaser.BitmapText.prototype, 'y', {
get: function() {
return this.position.y;
},
set: function(value) {
this.position.y = value;
}
});
/**
* The string to be rendered by this Text object.
* @name Phaser.Text#content
* @property {string} content - The string to be rendered by this Text object.
*/
Object.defineProperty(Phaser.Text.prototype, 'content', {
get: function() {
@@ -219,6 +258,11 @@ Object.defineProperty(Phaser.Text.prototype, 'content', {
});
/**
* The font the text will be rendered in.
* @name Phaser.Text#font
* @property {string} font - The font the text will be rendered in.
*/
Object.defineProperty(Phaser.Text.prototype, 'font', {
get: function() {