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
+3 -3
View File
@@ -40,10 +40,10 @@ Phaser.Canvas = {
* @param {HTMLElement} element - The targeted element that we want to retrieve the offset.
* @param {Phaser.Point} [point] - The point we want to take the x/y values of the offset.
* @return {Phaser.Point} - A point objet with the offsetX and Y as its properties.
*/
*/
getOffset: function (element, point) {
point = point || new Phaser.Point;
point = point || new Phaser.Point();
var box = element.getBoundingClientRect();
var clientTop = element.clientTop || document.body.clientTop || 0;
@@ -64,7 +64,7 @@ Phaser.Canvas = {
* @method Phaser.Canvas.getAspectRatio
* @param {HTMLCanvasElement} canvas - The canvas to get the aspect ratio from.
* @return {number} The ratio between canvas' width and height.
*/
*/
getAspectRatio: function (canvas) {
return canvas.width / canvas.height;
},
+1 -1
View File
@@ -387,7 +387,7 @@ Phaser.Device.prototype = {
this.mobileSafari = true;
} else if (/MSIE (\d+\.\d+);/.test(ua)) {
this.ie = true;
this.ieVersion = parseInt(RegExp.$1);
this.ieVersion = parseInt(RegExp.$1, 10);
} else if (/Midori/.test(ua)) {
this.midori = true;
} else if (/Opera/.test(ua)) {
+102 -102
View File
@@ -12,146 +12,146 @@
* @param {Phaser.Game} game - A reference to the currently running game.
*/
Phaser.RequestAnimationFrame = function(game) {
/**
* @property {Phaser.Game} game - The currently running game.
*/
this.game = game;
/**
* @property {Phaser.Game} game - The currently running game.
*/
this.game = game;
/**
* @property {boolean} isRunning - true if RequestAnimationFrame is running, otherwise false.
* @default
*/
this.isRunning = false;
/**
* @property {boolean} isRunning - true if RequestAnimationFrame is running, otherwise false.
* @default
*/
this.isRunning = false;
var vendors = [
'ms',
'moz',
'webkit',
'o'
];
var vendors = [
'ms',
'moz',
'webkit',
'o'
];
for (var x = 0; x < vendors.length && !window.requestAnimationFrame; x++)
{
window.requestAnimationFrame = window[vendors[x] + 'RequestAnimationFrame'];
window.cancelAnimationFrame = window[vendors[x] + 'CancelAnimationFrame'];
}
for (var x = 0; x < vendors.length && !window.requestAnimationFrame; x++)
{
window.requestAnimationFrame = window[vendors[x] + 'RequestAnimationFrame'];
window.cancelAnimationFrame = window[vendors[x] + 'CancelAnimationFrame'];
}
/**
* @property {boolean} _isSetTimeOut - true if the browser is using setTimeout instead of raf.
* @private
*/
this._isSetTimeOut = false;
/**
* @property {boolean} _isSetTimeOut - true if the browser is using setTimeout instead of raf.
* @private
*/
this._isSetTimeOut = false;
/**
* @property {function} _onLoop - The function called by the update.
* @private
*/
this._onLoop = null;
/**
* @property {function} _onLoop - The function called by the update.
* @private
*/
this._onLoop = null;
/**
* @property {number} _timeOutID - The callback ID used when calling cancel.
* @private
*/
this._timeOutID = null;
/**
* @property {number} _timeOutID - The callback ID used when calling cancel.
* @private
*/
this._timeOutID = null;
};
Phaser.RequestAnimationFrame.prototype = {
/**
* Starts the requestAnimatioFrame running or setTimeout if unavailable in browser
* @method Phaser.RequestAnimationFrame#start
*/
start: function () {
/**
* Starts the requestAnimatioFrame running or setTimeout if unavailable in browser
* @method Phaser.RequestAnimationFrame#start
*/
start: function () {
this.isRunning = true;
this.isRunning = true;
var _this = this;
var _this = this;
if (!window.requestAnimationFrame)
{
this._isSetTimeOut = true;
if (!window.requestAnimationFrame)
{
this._isSetTimeOut = true;
this._onLoop = function () {
return _this.updateSetTimeout();
};
this._timeOutID = window.setTimeout(this._onLoop, 0);
}
else
{
this._isSetTimeOut = false;
this._timeOutID = window.setTimeout(this._onLoop, 0);
}
else
{
this._isSetTimeOut = false;
this._onLoop = function (time) {
return _this.updateRAF(time);
};
this._timeOutID = window.requestAnimationFrame(this._onLoop);
}
this._timeOutID = window.requestAnimationFrame(this._onLoop);
}
},
},
/**
* The update method for the requestAnimationFrame
* @method Phaser.RequestAnimationFrame#updateRAF
* @param {number} time - A timestamp, either from RAF or setTimeOut
*/
updateRAF: function (time) {
/**
* The update method for the requestAnimationFrame
* @method Phaser.RequestAnimationFrame#updateRAF
* @param {number} time - A timestamp, either from RAF or setTimeOut
*/
updateRAF: function (time) {
this.game.update(time);
this.game.update(time);
this._timeOutID = window.requestAnimationFrame(this._onLoop);
this._timeOutID = window.requestAnimationFrame(this._onLoop);
},
},
/**
* The update method for the setTimeout.
* @method Phaser.RequestAnimationFrame#updateSetTimeout
*/
updateSetTimeout: function () {
/**
* The update method for the setTimeout.
* @method Phaser.RequestAnimationFrame#updateSetTimeout
*/
updateSetTimeout: function () {
this.game.update(Date.now());
this.game.update(Date.now());
this._timeOutID = window.setTimeout(this._onLoop, this.game.time.timeToCall);
this._timeOutID = window.setTimeout(this._onLoop, this.game.time.timeToCall);
},
},
/**
* Stops the requestAnimationFrame from running.
* @method Phaser.RequestAnimationFrame#stop
*/
stop: function () {
/**
* Stops the requestAnimationFrame from running.
* @method Phaser.RequestAnimationFrame#stop
*/
stop: function () {
if (this._isSetTimeOut)
{
clearTimeout(this._timeOutID);
}
else
{
window.cancelAnimationFrame(this._timeOutID);
}
if (this._isSetTimeOut)
{
clearTimeout(this._timeOutID);
}
else
{
window.cancelAnimationFrame(this._timeOutID);
}
this.isRunning = false;
this.isRunning = false;
},
},
/**
* Is the browser using setTimeout?
* @method Phaser.RequestAnimationFrame#isSetTimeOut
* @return {boolean}
*/
isSetTimeOut: function () {
return this._isSetTimeOut;
},
/**
* Is the browser using setTimeout?
* @method Phaser.RequestAnimationFrame#isSetTimeOut
* @return {boolean}
*/
isSetTimeOut: function () {
return this._isSetTimeOut;
},
/**
* Is the browser using requestAnimationFrame?
* @method Phaser.RequestAnimationFrame#isRAF
* @return {boolean}
*/
isRAF: function () {
return (this._isSetTimeOut === false);
}
/**
* Is the browser using requestAnimationFrame?
* @method Phaser.RequestAnimationFrame#isRAF
* @return {boolean}
*/
isRAF: function () {
return (this._isSetTimeOut === false);
}
};
+14 -3
View File
@@ -73,7 +73,7 @@ Phaser.StageScaleMode = function (game, width, height) {
* @property {boolean} forcePortrait - If the game should be forced to use Portrait mode, this is set to true by Game.Stage
* @default
*/
this.forcePortrait = false;
this.forcePortrait = false;
/**
* @property {boolean} incorrectOrientation - If the game should be forced to use a specific orientation and the device currently isn't in that orientation this is set to true.
@@ -188,6 +188,11 @@ Phaser.StageScaleMode = function (game, width, height) {
*/
this.aspectRatio = 0;
/**
* @property {any} event- The native browser events from full screen API changes.
*/
this.event = null;
var _this = this;
window.addEventListener('orientationchange', function (event) {
@@ -209,7 +214,7 @@ Phaser.StageScaleMode = function (game, width, height) {
document.addEventListener('fullscreenchange', function (event) {
return _this.fullScreenChange(event);
}, false);
};
/**
@@ -301,6 +306,8 @@ Phaser.StageScaleMode.prototype = {
*/
fullScreenChange: function (event) {
this.event = event;
if (this.isFullScreen)
{
this.game.stage.canvas.style['width'] = '100%';
@@ -429,6 +436,8 @@ Phaser.StageScaleMode.prototype = {
*/
checkOrientation: function (event) {
this.event = event;
this.orientation = window['orientation'];
if (this.isLandscape)
@@ -454,6 +463,8 @@ Phaser.StageScaleMode.prototype = {
*/
checkResize: function (event) {
this.event = event;
if (window.outerWidth > window.outerHeight)
{
this.orientation = 90;
@@ -526,7 +537,7 @@ Phaser.StageScaleMode.prototype = {
force = false;
}
if (this.game.device.iPad === false && this.game.device.webApp === false && this.game.device.desktop === false)
if (this.game.device.iPad === false && this.game.device.webApp === false && this.game.device.desktop === false)
{
if (this.game.device.android && this.game.device.chrome === false)
{