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
+102 -103
View File
@@ -16,44 +16,44 @@
Phaser.Cache = function (game) {
/**
* @property {Phaser.Game} game - Local reference to game.
*/
this.game = game;
* @property {Phaser.Game} game - Local reference to game.
*/
this.game = game;
/**
* @property {object} game - Canvas key-value container.
* @private
*/
/**
* @property {object} game - Canvas key-value container.
* @private
*/
this._canvases = {};
/**
* @property {object} _images - Image key-value container.
* @private
*/
* @property {object} _images - Image key-value container.
* @private
*/
this._images = {};
/**
* @property {object} _textures - RenderTexture key-value container.
* @private
*/
* @property {object} _textures - RenderTexture key-value container.
* @private
*/
this._textures = {};
/**
* @property {object} _sounds - Sound key-value container.
* @private
*/
* @property {object} _sounds - Sound key-value container.
* @private
*/
this._sounds = {};
/**
* @property {object} _text - Text key-value container.
* @private
*/
* @property {object} _text - Text key-value container.
* @private
*/
this._text = {};
/**
* @property {object} _tilemaps - Tilemap key-value container.
* @private
*/
* @property {object} _tilemaps - Tilemap key-value container.
* @private
*/
this._tilemaps = {};
/**
@@ -72,9 +72,9 @@ Phaser.Cache = function (game) {
this.addMissingImage();
/**
* @property {Phaser.Signal} onSoundUnlock - Description.
*/
this.onSoundUnlock = new Phaser.Signal;
* @property {Phaser.Signal} onSoundUnlock - This event is dispatched when the sound system is unlocked via a touch event on cellular devices.
*/
this.onSoundUnlock = new Phaser.Signal();
};
@@ -282,7 +282,7 @@ Phaser.Cache.prototype = {
* @param {string} key - Asset key for the text data.
* @param {string} url - URL of this text data file.
* @param {object} data - Extra text data.
*/
*/
addText: function (key, url, data) {
this._text[key] = {
@@ -326,7 +326,6 @@ Phaser.Cache.prototype = {
webAudio = webAudio || true;
audioTag = audioTag || false;
var locked = this.game.sound.touchLocked;
var decoded = false;
if (audioTag)
@@ -388,13 +387,13 @@ Phaser.Cache.prototype = {
},
/**
* Add a new decoded sound.
/**
* Add a new decoded sound.
*
* @method Phaser.Cache#decodedSound
* @param {string} key - Asset key for the sound.
* @param {object} data - Extra sound data.
*/
* @param {string} key - Asset key for the sound.
* @param {object} data - Extra sound data.
*/
decodedSound: function (key, data) {
this._sounds[key].data = data;
@@ -403,13 +402,13 @@ Phaser.Cache.prototype = {
},
/**
* Get a canvas object from the cache by its key.
/**
* Get a canvas object from the cache by its key.
*
* @method Phaser.Cache#getCanvas
* @param {string} key - Asset key of the canvas you want.
* @return {object} The canvas you want.
*/
* @param {string} key - Asset key of the canvas you want.
* @return {object} The canvas you want.
*/
getCanvas: function (key) {
if (this._canvases[key])
@@ -445,7 +444,7 @@ Phaser.Cache.prototype = {
* @method Phaser.Cache#checkImageKey
* @param {string} key - Asset key of the image you want.
* @return {boolean} True if the key exists, otherwise false.
*/
*/
checkImageKey: function (key) {
if (this._images[key])
@@ -457,13 +456,13 @@ Phaser.Cache.prototype = {
},
/**
* Get image data by key.
/**
* Get image data by key.
*
* @method Phaser.Cache#getImage
* @param {string} key - Asset key of the image you want.
* @return {object} The image data you want.
*/
* @param {string} key - Asset key of the image you want.
* @return {object} The image data you want.
*/
getImage: function (key) {
if (this._images[key])
@@ -481,7 +480,7 @@ Phaser.Cache.prototype = {
* @method Phaser.Cache#getTileSetImage
* @param {string} key - Asset key of the image you want.
* @return {object} The image data you want.
*/
*/
getTilesetImage: function (key) {
if (this._tilesets[key])
@@ -499,7 +498,7 @@ Phaser.Cache.prototype = {
* @method Phaser.Cache#getTileset
* @param {string} key - Asset key of the image you want.
* @return {Phaser.Tileset} The tileset data. The tileset image is in the data property, the tile data in tileData.
*/
*/
getTileset: function (key) {
if (this._tilesets[key])
@@ -528,13 +527,13 @@ Phaser.Cache.prototype = {
return null;
},
/**
* Get frame data by key.
/**
* Get frame data by key.
*
* @method Phaser.Cache#getFrameData
* @param {string} key - Asset key of the frame data you want.
* @return {Phaser.FrameData} The frame data you want.
*/
* @param {string} key - Asset key of the frame data you want.
* @return {Phaser.FrameData} The frame data you want.
*/
getFrameData: function (key) {
if (this._images[key] && this._images[key].frameData)
@@ -631,13 +630,13 @@ Phaser.Cache.prototype = {
},
/**
* Get sound by key.
/**
* Get sound by key.
*
* @method Phaser.Cache#getSound
* @param {string} key - Asset key of the sound you want.
* @return {Phaser.Sound} The sound you want.
*/
* @param {string} key - Asset key of the sound you want.
* @return {Phaser.Sound} The sound you want.
*/
getSound: function (key) {
if (this._sounds[key])
@@ -649,13 +648,13 @@ Phaser.Cache.prototype = {
},
/**
* Get sound data by key.
/**
* Get sound data by key.
*
* @method Phaser.Cache#getSoundData
* @param {string} key - Asset key of the sound you want.
* @return {object} The sound data you want.
*/
* @param {string} key - Asset key of the sound you want.
* @return {object} The sound data you want.
*/
getSoundData: function (key) {
if (this._sounds[key])
@@ -667,13 +666,13 @@ Phaser.Cache.prototype = {
},
/**
* Check if the given sound has finished decoding.
/**
* Check if the given sound has finished decoding.
*
* @method Phaser.Cache#isSoundDecoded
* @param {string} key - Asset key of the sound you want.
* @return {boolean} The decoded state of the Sound object.
*/
* @param {string} key - Asset key of the sound you want.
* @return {boolean} The decoded state of the Sound object.
*/
isSoundDecoded: function (key) {
if (this._sounds[key])
@@ -683,26 +682,26 @@ Phaser.Cache.prototype = {
},
/**
* Check if the given sound is ready for playback. A sound is considered ready when it has finished decoding and the device is no longer touch locked.
/**
* Check if the given sound is ready for playback. A sound is considered ready when it has finished decoding and the device is no longer touch locked.
*
* @method Phaser.Cache#isSoundReady
* @param {string} key - Asset key of the sound you want.
* @return {boolean} True if the sound is decoded and the device is not touch locked.
*/
* @param {string} key - Asset key of the sound you want.
* @return {boolean} True if the sound is decoded and the device is not touch locked.
*/
isSoundReady: function (key) {
return (this._sounds[key] && this._sounds[key].decoded && this.game.sound.touchLocked === false);
},
/**
* Check whether an image asset is sprite sheet or not.
/**
* Check whether an image asset is sprite sheet or not.
*
* @method Phaser.Cache#isSpriteSheet
* @param {string} key - Asset key of the sprite sheet you want.
* @return {boolean} True if the image is a sprite sheet.
*/
* @param {string} key - Asset key of the sprite sheet you want.
* @return {boolean} True if the image is a sprite sheet.
*/
isSpriteSheet: function (key) {
if (this._images[key])
@@ -714,13 +713,13 @@ Phaser.Cache.prototype = {
},
/**
* Get text data by key.
/**
* Get text data by key.
*
* @method Phaser.Cache#getText
* @param {string} key - Asset key of the text data you want.
* @return {object} The text data you want.
*/
* @param {string} key - Asset key of the text data you want.
* @return {object} The text data you want.
*/
getText: function (key) {
if (this._text[key])
@@ -756,42 +755,42 @@ Phaser.Cache.prototype = {
},
/**
* Returns an array containing all of the keys of Images in the Cache.
/**
* Returns an array containing all of the keys of Images in the Cache.
*
* @method Phaser.Cache#getImageKeys
* @return {Array} The string based keys in the Cache.
*/
* @return {Array} The string based keys in the Cache.
*/
getImageKeys: function () {
return this.getKeys(this._images);
return this.getKeys(this._images);
},
/**
* Returns an array containing all of the keys of Sounds in the Cache.
/**
* Returns an array containing all of the keys of Sounds in the Cache.
*
* @method Phaser.Cache#getSoundKeys
* @return {Array} The string based keys in the Cache.
*/
* @return {Array} The string based keys in the Cache.
*/
getSoundKeys: function () {
return this.getKeys(this._sounds);
return this.getKeys(this._sounds);
},
/**
* Returns an array containing all of the keys of Text Files in the Cache.
/**
* Returns an array containing all of the keys of Text Files in the Cache.
*
* @method Phaser.Cache#getTextKeys
* @return {Array} The string based keys in the Cache.
*/
* @return {Array} The string based keys in the Cache.
*/
getTextKeys: function () {
return this.getKeys(this._text);
return this.getKeys(this._text);
},
/**
* Removes a canvas from the cache.
/**
* Removes a canvas from the cache.
*
* @method Phaser.Cache#removeCanvas
* @method Phaser.Cache#removeCanvas
* @param {string} key - Key of the asset you want to remove.
*/
*/
removeCanvas: function (key) {
delete this._canvases[key];
},
@@ -826,11 +825,11 @@ Phaser.Cache.prototype = {
delete this._text[key];
},
/**
* Clears the cache. Removes every local cache object reference.
/**
* Clears the cache. Removes every local cache object reference.
*
* @method Phaser.Cache#destroy
*/
* @method Phaser.Cache#destroy
*/
destroy: function () {
for (var item in this._canvases)
+1058 -1058
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+7 -7
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@@ -10,14 +10,14 @@
* @class Phaser.LoaderParser
*/
Phaser.LoaderParser = {
/**
* Parse frame data from an XML file.
* @method Phaser.LoaderParser.bitmapFont
* @param {object} xml - XML data you want to parse.
* @return {FrameData} Generated FrameData object.
*/
bitmapFont: function (game, xml, cacheKey) {
bitmapFont: function (game, xml, cacheKey) {
// Malformed?
if (!xml.getElementsByTagName('font'))
@@ -50,8 +50,8 @@ Phaser.LoaderParser = {
height: parseInt(letters[i].attributes.getNamedItem("height").nodeValue, 10)
};
// Note: This means you can only have 1 BitmapFont loaded at once!
// Need to replace this with our own handler soon.
// Note: This means you can only have 1 BitmapFont loaded at once!
// Need to replace this with our own handler soon.
PIXI.TextureCache[charCode] = new PIXI.Texture(texture, textureRect);
data.chars[charCode] = {
@@ -69,9 +69,9 @@ Phaser.LoaderParser = {
for (i = 0; i < kernings.length; i++)
{
var first = parseInt(kernings[i].attributes.getNamedItem("first").nodeValue, 10);
var second = parseInt(kernings[i].attributes.getNamedItem("second").nodeValue, 10);
var amount = parseInt(kernings[i].attributes.getNamedItem("amount").nodeValue, 10);
var first = parseInt(kernings[i].attributes.getNamedItem("first").nodeValue, 10);
var second = parseInt(kernings[i].attributes.getNamedItem("second").nodeValue, 10);
var amount = parseInt(kernings[i].attributes.getNamedItem("amount").nodeValue, 10);
data.chars[second].kerning[first] = amount;
}