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
+12 -12
View File
@@ -27,7 +27,7 @@ Phaser.Physics.Arcade = function (game) {
/**
* @property {Phaser.Point} gravity - The World gravity setting. Defaults to x: 0, y: 0, or no gravity.
*/
this.gravity = new Phaser.Point;
this.gravity = new Phaser.Point();
/**
* @property {Phaser.Rectangle} bounds - The bounds inside of which the physics world exists. Defaults to match the world bounds.
@@ -65,13 +65,13 @@ Phaser.Physics.Arcade = function (game) {
* @property {Phaser.Rectangle} _bounds1 - Internal cache var.
* @private
*/
this._bounds1 = new Phaser.Rectangle;
this._bounds1 = new Phaser.Rectangle();
/**
* @property {Phaser.Rectangle} _bounds2 - Internal cache var.
* @private
*/
this._bounds2 = new Phaser.Rectangle;
this._bounds2 = new Phaser.Rectangle();
/**
* @property {number} _overlap - Internal cache var.
@@ -462,7 +462,7 @@ Phaser.Physics.Arcade.prototype = {
{
var currentNode = group._container.first._iNext;
do
do
{
if (currentNode.exists)
{
@@ -572,7 +572,7 @@ Phaser.Physics.Arcade.prototype = {
{
var currentNode = group1._container.first._iNext;
do
do
{
if (currentNode.exists)
{
@@ -658,7 +658,7 @@ Phaser.Physics.Arcade.prototype = {
}
// Then adjust their positions and velocities accordingly (if there was any overlap)
if (this._overlap != 0)
if (this._overlap !== 0)
{
body1.overlapX = this._overlap;
body2.overlapX = this._overlap;
@@ -766,7 +766,7 @@ Phaser.Physics.Arcade.prototype = {
}
// Then adjust their positions and velocities accordingly (if there was any overlap)
if (this._overlap != 0)
if (this._overlap !== 0)
{
body1.overlapY = this._overlap;
body2.overlapY = this._overlap;
@@ -894,7 +894,7 @@ Phaser.Physics.Arcade.prototype = {
}
// Then adjust their positions and velocities accordingly (if there was any overlap)
if (this._overlap != 0)
if (this._overlap !== 0)
{
if (separate)
{
@@ -980,7 +980,7 @@ Phaser.Physics.Arcade.prototype = {
}
// Then adjust their positions and velocities accordingly (if there was any overlap)
if (this._overlap != 0)
if (this._overlap !== 0)
{
if (separate)
{
@@ -1133,7 +1133,7 @@ Phaser.Physics.Arcade.prototype = {
velocityFromAngle: function (angle, speed, point) {
if (typeof speed === 'undefined') { speed = 60; }
point = point || new Phaser.Point;
point = point || new Phaser.Point();
return point.setTo((Math.cos(this.game.math.degToRad(angle)) * speed), (Math.sin(this.game.math.degToRad(angle)) * speed));
@@ -1152,7 +1152,7 @@ Phaser.Physics.Arcade.prototype = {
velocityFromRotation: function (rotation, speed, point) {
if (typeof speed === 'undefined') { speed = 60; }
point = point || new Phaser.Point;
point = point || new Phaser.Point();
return point.setTo((Math.cos(rotation) * speed), (Math.sin(rotation) * speed));
@@ -1171,7 +1171,7 @@ Phaser.Physics.Arcade.prototype = {
accelerationFromRotation: function (rotation, speed, point) {
if (typeof speed === 'undefined') { speed = 60; }
point = point || new Phaser.Point;
point = point || new Phaser.Point();
return point.setTo((Math.cos(rotation) * speed), (Math.sin(rotation) * speed));