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
+46 -41
View File
@@ -14,61 +14,66 @@
*/
Phaser.Particles = function (game) {
/**
* @property {Description} emitters - Description.
*/
this.emitters = {};
/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = game;
/**
* @property {number} ID - Description.
* @default
*/
this.ID = 0;
/**
* @property {object} emitters - Internal emitters store.
*/
this.emitters = {};
/**
* @property {number} ID -
* @default
*/
this.ID = 0;
};
Phaser.Particles.prototype = {
/**
* Adds a new Particle Emitter to the Particle Manager.
* @method Phaser.Particles#add
* @param {Phaser.Emitter} emitter - Description.
* @return {Phaser.Emitter} The emitter that was added.
*/
add: function (emitter) {
/**
* Adds a new Particle Emitter to the Particle Manager.
* @method Phaser.Particles#add
* @param {Phaser.Emitter} emitter - The emitter to be added to the particle manager.
* @return {Phaser.Emitter} The emitter that was added.
*/
add: function (emitter) {
this.emitters[emitter.name] = emitter;
this.emitters[emitter.name] = emitter;
return emitter;
return emitter;
},
},
/**
* Removes an existing Particle Emitter from the Particle Manager.
* @method Phaser.Particles#remove
* @param {Phaser.Emitter} emitter - The emitter to remove.
*/
remove: function (emitter) {
/**
* Removes an existing Particle Emitter from the Particle Manager.
* @method Phaser.Particles#remove
* @param {Phaser.Emitter} emitter - The emitter to remove.
*/
remove: function (emitter) {
delete this.emitters[emitter.name];
delete this.emitters[emitter.name];
},
},
/**
* Called by the core game loop. Updates all Emitters who have their exists value set to true.
* @method Phaser.Particles#update
* @protected
*/
update: function () {
/**
* Called by the core game loop. Updates all Emitters who have their exists value set to true.
* @method Phaser.Particles#update
* @protected
*/
update: function () {
for (var key in this.emitters)
{
if (this.emitters[key].exists)
{
this.emitters[key].update();
}
}
for (var key in this.emitters)
{
if (this.emitters[key].exists)
{
this.emitters[key].update();
}
}
}
}
};
+130 -130
View File
@@ -26,36 +26,36 @@ Phaser.Particles.Arcade.Emitter = function (game, x, y, maxParticles) {
* @property {number} maxParticles - The total number of particles in this emitter..
* @default
*/
this.maxParticles = maxParticles || 50;
this.maxParticles = maxParticles || 50;
Phaser.Group.call(this, game);
Phaser.Group.call(this, game);
/**
* @property {string} name - Description.
*/
* @property {string} name - Description.
*/
this.name = 'emitter' + this.game.particles.ID++;
/**
* @property {Description} type - Description.
*/
* @property {Description} type - Description.
*/
this.type = Phaser.EMITTER;
/**
* @property {number} x - The X position of the top left corner of the emitter in world space.
* @default
*/
* @property {number} x - The X position of the top left corner of the emitter in world space.
* @default
*/
this.x = 0;
/**
* @property {number} y - The Y position of the top left corner of emitter in world space.
* @default
*/
* @property {number} y - The Y position of the top left corner of emitter in world space.
* @default
*/
this.y = 0;
/**
* @property {number} width - The width of the emitter. Particles can be randomly generated from anywhere within this box.
* @default
*/
* @property {number} width - The width of the emitter. Particles can be randomly generated from anywhere within this box.
* @default
*/
this.width = 1;
/**
@@ -87,138 +87,138 @@ Phaser.Particles.Arcade.Emitter = function (game, x, y, maxParticles) {
this.minParticleScale = 1;
/**
* The maximum possible scale of a particle.
* The default value is 1.
* @property {number} maxParticleScale
* @default
*/
* The maximum possible scale of a particle.
* The default value is 1.
* @property {number} maxParticleScale
* @default
*/
this.maxParticleScale = 1;
/**
* The minimum possible angular velocity of a particle. The default value is -360.
* @property {number} minRotation
* @default
*/
* The minimum possible angular velocity of a particle. The default value is -360.
* @property {number} minRotation
* @default
*/
this.minRotation = -360;
/**
* The maximum possible angular velocity of a particle. The default value is 360.
* @property {number} maxRotation
* @default
*/
* The maximum possible angular velocity of a particle. The default value is 360.
* @property {number} maxRotation
* @default
*/
this.maxRotation = 360;
/**
* Sets the <code>gravity.y</code> of each particle to this value on launch.
* @property {number} gravity
* @default
*/
* Sets the <code>gravity.y</code> of each particle to this value on launch.
* @property {number} gravity
* @default
*/
this.gravity = 2;
/**
* Set your own particle class type here.
* @property {Description} particleClass
* @default
*/
* Set your own particle class type here.
* @property {Description} particleClass
* @default
*/
this.particleClass = null;
/**
* The X and Y drag component of particles launched from the emitter.
* @property {Phaser.Point} particleDrag
*/
* The X and Y drag component of particles launched from the emitter.
* @property {Phaser.Point} particleDrag
*/
this.particleDrag = new Phaser.Point();
/**
* The angular drag component of particles launched from the emitter if they are rotating.
* @property {number} angularDrag
* @default
*/
* The angular drag component of particles launched from the emitter if they are rotating.
* @property {number} angularDrag
* @default
*/
this.angularDrag = 0;
/**
* How often a particle is emitted in ms (if emitter is started with Explode === false).
* @property {boolean} frequency
* @default
*/
* How often a particle is emitted in ms (if emitter is started with Explode === false).
* @property {boolean} frequency
* @default
*/
this.frequency = 100;
/**
* How long each particle lives once it is emitted in ms. Default is 2 seconds.
* Set lifespan to 'zero' for particles to live forever.
* @property {number} lifespan
* @default
*/
* How long each particle lives once it is emitted in ms. Default is 2 seconds.
* Set lifespan to 'zero' for particles to live forever.
* @property {number} lifespan
* @default
*/
this.lifespan = 2000;
/**
* How much each particle should bounce on each axis. 1 = full bounce, 0 = no bounce.
* @property {Phaser.Point} bounce
*/
* How much each particle should bounce on each axis. 1 = full bounce, 0 = no bounce.
* @property {Phaser.Point} bounce
*/
this.bounce = new Phaser.Point();
/**
* Internal helper for deciding how many particles to launch.
* @property {number} _quantity
* @private
* @default
*/
* Internal helper for deciding how many particles to launch.
* @property {number} _quantity
* @private
* @default
*/
this._quantity = 0;
/**
* Internal helper for deciding when to launch particles or kill them.
* @property {number} _timer
* @private
* @default
*/
/**
* Internal helper for deciding when to launch particles or kill them.
* @property {number} _timer
* @private
* @default
*/
this._timer = 0;
/**
* Internal counter for figuring out how many particles to launch.
* @property {number} _counter
* @private
* @default
*/
* Internal counter for figuring out how many particles to launch.
* @property {number} _counter
* @private
* @default
*/
this._counter = 0;
/**
* Internal helper for the style of particle emission (all at once, or one at a time).
* @property {boolean} _explode
* @private
* @default
*/
* Internal helper for the style of particle emission (all at once, or one at a time).
* @property {boolean} _explode
* @private
* @default
*/
this._explode = true;
/**
* Determines whether the emitter is currently emitting particles.
* It is totally safe to directly toggle this.
* @property {boolean} on
* @default
*/
* Determines whether the emitter is currently emitting particles.
* It is totally safe to directly toggle this.
* @property {boolean} on
* @default
*/
this.on = false;
/**
* Determines whether the emitter is being updated by the core game loop.
* @property {boolean} exists
* @default
*/
* Determines whether the emitter is being updated by the core game loop.
* @property {boolean} exists
* @default
*/
this.exists = true;
/**
* The point the particles are emitted from.
* Emitter.x and Emitter.y control the containers location, which updates all current particles
* Emitter.emitX and Emitter.emitY control the emission location relative to the x/y position.
* @property {boolean} emitX
*/
* The point the particles are emitted from.
* Emitter.x and Emitter.y control the containers location, which updates all current particles
* Emitter.emitX and Emitter.emitY control the emission location relative to the x/y position.
* @property {boolean} emitX
*/
this.emitX = x;
/**
* The point the particles are emitted from.
* Emitter.x and Emitter.y control the containers location, which updates all current particles
* Emitter.emitX and Emitter.emitY control the emission location relative to the x/y position.
* @property {boolean} emitY
*/
* The point the particles are emitted from.
* Emitter.x and Emitter.y control the containers location, which updates all current particles
* Emitter.emitX and Emitter.emitY control the emission location relative to the x/y position.
* @property {boolean} emitY
*/
this.emitY = y;
};
Phaser.Particles.Arcade.Emitter.prototype = Object.create(Phaser.Group.prototype);
@@ -234,12 +234,12 @@ Phaser.Particles.Arcade.Emitter.prototype.update = function () {
{
if (this._explode)
{
this._counter = 0;
this._counter = 0;
do
{
this.emitParticle();
this._counter++;
this.emitParticle();
this._counter++;
}
while (this._counter < this._quantity);
@@ -247,22 +247,22 @@ Phaser.Particles.Arcade.Emitter.prototype.update = function () {
}
else
{
if (this.game.time.now >= this._timer)
{
if (this.game.time.now >= this._timer)
{
this.emitParticle();
this._counter++;
this._counter++;
if (this._quantity > 0)
{
if (this._counter >= this._quantity)
{
this.on = false;
}
if (this._counter >= this._quantity)
{
this.on = false;
}
}
this._timer = this.game.time.now + this.frequency;
}
}
}
}
@@ -286,7 +286,7 @@ Phaser.Particles.Arcade.Emitter.prototype.makeParticles = function (keys, frames
frames = 0;
}
quantity = quantity || this.maxParticles;
quantity = quantity || this.maxParticles;
collide = collide || 0;
if (typeof collideWorldBounds == 'undefined')
@@ -315,10 +315,10 @@ Phaser.Particles.Arcade.Emitter.prototype.makeParticles = function (keys, frames
particle = new Phaser.Sprite(this.game, 0, 0, rndKey, rndFrame);
}
else
{
// else
// {
// particle = new this.particleClass(this.game);
}
// }
if (collide > 0)
{
@@ -380,18 +380,18 @@ Phaser.Particles.Arcade.Emitter.prototype.revive = function () {
*/
Phaser.Particles.Arcade.Emitter.prototype.start = function (explode, lifespan, frequency, quantity) {
if (typeof explode !== 'boolean')
{
explode = true;
}
if (typeof explode !== 'boolean')
{
explode = true;
}
lifespan = lifespan || 0;
lifespan = lifespan || 0;
// How many ms between emissions?
frequency = frequency || 250;
// How many ms between emissions?
frequency = frequency || 250;
// Total number of particles to emit
quantity = quantity || 0;
// Total number of particles to emit
quantity = quantity || 0;
this.revive();
@@ -426,16 +426,16 @@ Phaser.Particles.Arcade.Emitter.prototype.emitParticle = function () {
if (particle == null)
{
return;
return;
}
if (this.width > 1 || this.height > 1)
{
particle.reset(this.game.rnd.integerInRange(this.left, this.right), this.game.rnd.integerInRange(this.top, this.bottom));
particle.reset(this.game.rnd.integerInRange(this.left, this.right), this.game.rnd.integerInRange(this.top, this.bottom));
}
else
{
particle.reset(this.emitX, this.emitY);
particle.reset(this.emitX, this.emitY);
}
particle.lifespan = this.lifespan;
@@ -504,8 +504,8 @@ Phaser.Particles.Arcade.Emitter.prototype.setSize = function (width, height) {
*/
Phaser.Particles.Arcade.Emitter.prototype.setXSpeed = function (min, max) {
min = min || 0;
max = max || 0;
min = min || 0;
max = max || 0;
this.minParticleSpeed.x = min;
this.maxParticleSpeed.x = max;
@@ -520,8 +520,8 @@ Phaser.Particles.Arcade.Emitter.prototype.setXSpeed = function (min, max) {
*/
Phaser.Particles.Arcade.Emitter.prototype.setYSpeed = function (min, max) {
min = min || 0;
max = max || 0;
min = min || 0;
max = max || 0;
this.minParticleSpeed.y = min;
this.maxParticleSpeed.y = max;
@@ -536,8 +536,8 @@ Phaser.Particles.Arcade.Emitter.prototype.setYSpeed = function (min, max) {
*/
Phaser.Particles.Arcade.Emitter.prototype.setRotation = function (min, max) {
min = min || 0;
max = max || 0;
min = min || 0;
max = max || 0;
this.minRotation = min;
this.maxRotation = max;