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
+1 -2
View File
@@ -5,7 +5,6 @@
* @module Phaser.Tile
*/
/**
* Create a new <code>Tile</code>.
*
@@ -205,7 +204,7 @@ Object.defineProperty(Phaser.Tile.prototype, "right", {
* However it does affect the width property.
* @method right
* @return {number}
*/
*/
get: function () {
return this.x + this.width;
}
+33 -33
View File
@@ -1,25 +1,25 @@
Phaser.Tilemap = function (game, key) {
/**
* @property {Phaser.Game} game - Description.
*/
/**
* @property {Phaser.Game} game - Description.
*/
this.game = game;
/**
* @property {array} layers - Description.
*/
this.layers;
this.layers = null;
if (typeof key === 'string')
{
this.key = key;
this.key = key;
this.layers = game.cache.getTilemapData(key).layers;
this.layers = game.cache.getTilemapData(key).layers;
this.calculateIndexes();
}
else
{
this.layers = [];
this.layers = [];
}
this.currentLayer = 0;
@@ -55,15 +55,15 @@ Phaser.Tilemap.prototype = {
this.currentLayer = this.layers.push({
name: name,
width: width,
height: height,
alpha: 1,
visible: true,
tileMargin: 0,
tileSpacing: 0,
format: Phaser.Tilemap.CSV,
data: data,
name: name,
width: width,
height: height,
alpha: 1,
visible: true,
tileMargin: 0,
tileSpacing: 0,
format: Phaser.Tilemap.CSV,
data: data,
indexes: []
});
@@ -96,10 +96,10 @@ Phaser.Tilemap.prototype = {
setLayer: function (layer) {
if (this.layers[layer])
{
this.currentLayer = layer;
}
if (this.layers[layer])
{
this.currentLayer = layer;
}
},
@@ -114,10 +114,10 @@ Phaser.Tilemap.prototype = {
if (typeof layer === "undefined") { layer = this.currentLayer; }
if (x >= 0 && x < this.layers[layer].width && y >= 0 && y < this.layers[layer].height)
{
this.layers[layer].data[y][x] = index;
}
if (x >= 0 && x < this.layers[layer].width && y >= 0 && y < this.layers[layer].height)
{
this.layers[layer].data[y][x] = index;
}
this.dirty = true;
@@ -273,7 +273,7 @@ Phaser.Tilemap.prototype = {
},
swapHandler: function (value, index, array) {
swapHandler: function (value, index) {
if (value.index === this._tempA)
{
@@ -462,14 +462,14 @@ Phaser.Tilemap.prototype = {
if (this.layers[this.currentLayer].data[y][x] > 1)
{
if (this.debugMap[this.layers[this.currentLayer].data[y][x]])
{
args.push("background: " + this.debugMap[this.layers[this.currentLayer].data[y][x]]);
}
else
{
args.push("background: #ffffff");
}
if (this.debugMap[this.layers[this.currentLayer].data[y][x]])
{
args.push("background: " + this.debugMap[this.layers[this.currentLayer].data[y][x]]);
}
else
{
args.push("background: #ffffff");
}
}
else
{
+47 -47
View File
@@ -1,33 +1,33 @@
// Maybe should extend Sprite?
Phaser.TilemapLayer = function (game, x, y, renderWidth, renderHeight, tileset, tilemap, layer) {
/**
* @property {Phaser.Game} game - Description.
*/
/**
* @property {Phaser.Game} game - Description.
*/
this.game = game;
/**
* @property {Description} canvas - Description.
* @default
*/
/**
* @property {Description} canvas - Description.
* @default
*/
this.canvas = Phaser.Canvas.create(renderWidth, renderHeight);
/**
* @property {Description} context - Description.
* @default
*/
/**
* @property {Description} context - Description.
* @default
*/
this.context = this.canvas.getContext('2d');
/**
* @property {Description} baseTexture - Description.
* @default
*/
/**
* @property {Description} baseTexture - Description.
* @default
*/
this.baseTexture = new PIXI.BaseTexture(this.canvas);
/**
* @property {Description} texture - Description.
* @default
*/
/**
* @property {Description} texture - Description.
* @default
*/
this.texture = new PIXI.Texture(this.baseTexture);
this.textureFrame = new Phaser.Frame(0, 0, 0, renderWidth, renderHeight, 'tilemaplayer', game.rnd.uuid());
@@ -145,18 +145,18 @@ Phaser.TilemapLayer = function (game, x, y, renderWidth, renderHeight, tileset,
/**
* @property {number} scrollFactorX - speed at which this layer scrolls
* horizontally, relative to the camera (e.g. scrollFactorX of 0.5 scrolls
* half as quickly as the 'normal' camera-locked layers do)
* @default 1
* horizontally, relative to the camera (e.g. scrollFactorX of 0.5 scrolls
* half as quickly as the 'normal' camera-locked layers do)
* @default 1
*/
this.scrollFactorX = 1;
this.scrollFactorX = 1;
/**
* @property {number} scrollFactorY - speed at which this layer scrolls
* vertically, relative to the camera (e.g. scrollFactorY of 0.5 scrolls
* half as quickly as the 'normal' camera-locked layers do)
* @default 1
* vertically, relative to the camera (e.g. scrollFactorY of 0.5 scrolls
* half as quickly as the 'normal' camera-locked layers do)
* @default 1
*/
this.scrollFactorY = 1;
this.scrollFactorY = 1;
this.tilemap = null;
this.layer = null;
@@ -251,14 +251,14 @@ Phaser.TilemapLayer.prototype.updateMapData = function (tilemap, layer) {
*/
Phaser.TilemapLayer.prototype._fixX = function(x) {
if (this.scrollFactorX === 1)
if (this.scrollFactorX === 1)
{
return x;
}
var left_edge = x - (this._x / this.scrollFactorX);
var leftEdge = x - (this._x / this.scrollFactorX);
return this._x + left_edge;
return this._x + leftEdge;
}
@@ -270,14 +270,14 @@ Phaser.TilemapLayer.prototype._fixX = function(x) {
*/
Phaser.TilemapLayer.prototype._unfixX = function(x) {
if (this.scrollFactorX === 1)
if (this.scrollFactorX === 1)
{
return x;
}
var left_edge = x - this._x;
var leftEdge = x - this._x;
return (this._x / this.scrollFactorX) + left_edge;
return (this._x / this.scrollFactorX) + leftEdge;
}
@@ -289,14 +289,14 @@ Phaser.TilemapLayer.prototype._unfixX = function(x) {
*/
Phaser.TilemapLayer.prototype._fixY = function(y) {
if (this.scrollFactorY === 1)
if (this.scrollFactorY === 1)
{
return y;
}
var top_edge = y - (this._y / this.scrollFactorY);
var topEdge = y - (this._y / this.scrollFactorY);
return this._y + top_edge;
return this._y + topEdge;
}
@@ -308,14 +308,14 @@ Phaser.TilemapLayer.prototype._fixY = function(y) {
*/
Phaser.TilemapLayer.prototype._unfixY = function(y) {
if (this.scrollFactorY === 1)
if (this.scrollFactorY === 1)
{
return y;
}
var top_edge = y - this._y;
var topEdge = y - this._y;
return (this._y / this.scrollFactorY) + top_edge;
return (this._y / this.scrollFactorY) + topEdge;
}
@@ -329,7 +329,7 @@ Phaser.TilemapLayer.prototype.getTileX = function (x) {
var tileWidth = this.tileWidth * this.scale.x;
return this.game.math.snapToFloor(this._fixX(x), tileWidth) / tileWidth;
return this.game.math.snapToFloor(this._fixX(x), tileWidth) / tileWidth;
}
@@ -343,7 +343,7 @@ Phaser.TilemapLayer.prototype.getTileY = function (y) {
var tileHeight = this.tileHeight * this.scale.y;
return this.game.math.snapToFloor(this._fixY(y), tileHeight) / tileHeight;
return this.game.math.snapToFloor(this._fixY(y), tileHeight) / tileHeight;
}
@@ -384,9 +384,9 @@ Phaser.TilemapLayer.prototype.getTiles = function (x, y, width, height, collides
y = 0;
}
// adjust the x,y coordinates for scrollFactor
x = this._fixX( x );
y = this._fixY( y );
// adjust the x,y coordinates for scrollFactor
x = this._fixX( x );
y = this._fixY( y );
if (width > this.widthInPixels)
{
@@ -435,9 +435,9 @@ Phaser.TilemapLayer.prototype.getTiles = function (x, y, width, height, collides
if (collides === false || (collides && _tile.collideNone === false))
{
// convert tile coordinates back to camera space for return
var _wx = this._unfixX( wx*sx ) / tileWidth;
var _wy = this._unfixY( wy*sy ) / tileHeight;
// convert tile coordinates back to camera space for return
var _wx = this._unfixX( wx*sx ) / tileWidth;
var _wy = this._unfixY( wy*sy ) / tileHeight;
this._results.push({ x: _wx * sx, right: (_wx * sx) + sx, y: _wy * sy, bottom: (_wy * sy) + sy, width: sx, height: sy, tx: _wx, ty: _wy, tile: _tile });
}
}
+134 -134
View File
@@ -1,183 +1,183 @@
Phaser.TilemapParser = {
tileset: function (game, key, tileWidth, tileHeight, tileMax, tileMargin, tileSpacing) {
tileset: function (game, key, tileWidth, tileHeight, tileMax, tileMargin, tileSpacing) {
// How big is our image?
var img = game.cache.getTilesetImage(key);
// How big is our image?
var img = game.cache.getTilesetImage(key);
if (img == null)
{
return null;
}
if (img == null)
{
return null;
}
var width = img.width;
var height = img.height;
var width = img.width;
var height = img.height;
// If no tile width/height is given, try and figure it out (won't work if the tileset has margin/spacing)
if (tileWidth <= 0)
{
tileWidth = Math.floor(-width / Math.min(-1, tileWidth));
}
// If no tile width/height is given, try and figure it out (won't work if the tileset has margin/spacing)
if (tileWidth <= 0)
{
tileWidth = Math.floor(-width / Math.min(-1, tileWidth));
}
if (tileHeight <= 0)
{
tileHeight = Math.floor(-height / Math.min(-1, tileHeight));
}
if (tileHeight <= 0)
{
tileHeight = Math.floor(-height / Math.min(-1, tileHeight));
}
var row = Math.round(width / tileWidth);
var column = Math.round(height / tileHeight);
var total = row * column;
if (tileMax !== -1)
{
total = tileMax;
}
var row = Math.round(width / tileWidth);
var column = Math.round(height / tileHeight);
var total = row * column;
if (tileMax !== -1)
{
total = tileMax;
}
// Zero or smaller than tile sizes?
if (width === 0 || height === 0 || width < tileWidth || height < tileHeight || total === 0)
{
console.warn("Phaser.TilemapParser.tileSet: width/height zero or width/height < given tileWidth/tileHeight");
return null;
}
// Zero or smaller than tile sizes?
if (width === 0 || height === 0 || width < tileWidth || height < tileHeight || total === 0)
{
console.warn("Phaser.TilemapParser.tileSet: width/height zero or width/height < given tileWidth/tileHeight");
return null;
}
// Let's create some tiles
var x = tileMargin;
var y = tileMargin;
// Let's create some tiles
var x = tileMargin;
var y = tileMargin;
var tileset = new Phaser.Tileset(img, key, tileWidth, tileHeight, tileMargin, tileSpacing);
var tileset = new Phaser.Tileset(img, key, tileWidth, tileHeight, tileMargin, tileSpacing);
for (var i = 0; i < total; i++)
{
tileset.addTile(new Phaser.Tile(tileset, i, x, y, tileWidth, tileHeight));
for (var i = 0; i < total; i++)
{
tileset.addTile(new Phaser.Tile(tileset, i, x, y, tileWidth, tileHeight));
x += tileWidth + tileSpacing;
x += tileWidth + tileSpacing;
if (x === width)
{
x = tileMargin;
y += tileHeight + tileSpacing;
}
}
if (x === width)
{
x = tileMargin;
y += tileHeight + tileSpacing;
}
}
return tileset;
return tileset;
},
},
parse: function (game, data, format) {
parse: function (game, data, format) {
if (format === Phaser.Tilemap.CSV)
{
return this.parseCSV(data);
}
else if (format === Phaser.Tilemap.TILED_JSON)
{
return this.parseTiledJSON(data);
}
if (format === Phaser.Tilemap.CSV)
{
return this.parseCSV(data);
}
else if (format === Phaser.Tilemap.TILED_JSON)
{
return this.parseTiledJSON(data);
}
},
},
/**
* Parse csv map data and generate tiles.
*
* @method Phaser.Tilemap.prototype.parseCSV
* @param {string} data - CSV map data.
*/
parseCSV: function (data) {
/**
* Parse csv map data and generate tiles.
*
* @method Phaser.Tilemap.prototype.parseCSV
* @param {string} data - CSV map data.
*/
parseCSV: function (data) {
// Trim any rogue whitespace from the data
data = data.trim();
// Trim any rogue whitespace from the data
data = data.trim();
var output = [];
var rows = data.split("\n");
var height = rows.length;
var width = 0;
var output = [];
var rows = data.split("\n");
var height = rows.length;
var width = 0;
for (var i = 0; i < rows.length; i++)
{
output[i] = [];
for (var i = 0; i < rows.length; i++)
{
output[i] = [];
var column = rows[i].split(",");
var column = rows[i].split(",");
for (var c = 0; c < column.length; c++)
{
output[i][c] = parseInt(column[c]);
}
for (var c = 0; c < column.length; c++)
{
output[i][c] = parseInt(column[c], 10);
}
if (width === 0)
{
width = column.length;
width = column.length;
}
}
}
return [{ name: 'csv', width: width, height: height, alpha: 1, visible: true, indexes: [], tileMargin: 0, tileSpacing: 0, data: output }];
return [{ name: 'csv', width: width, height: height, alpha: 1, visible: true, indexes: [], tileMargin: 0, tileSpacing: 0, data: output }];
},
},
/**
* Parse JSON map data and generate tiles.
*
* @method Phaser.Tilemap.prototype.parseTiledJSON
* @param {string} data - JSON map data.
* @param {string} key - Asset key for tileset image.
*/
parseTiledJSON: function (json) {
/**
* Parse JSON map data and generate tiles.
*
* @method Phaser.Tilemap.prototype.parseTiledJSON
* @param {string} data - JSON map data.
* @param {string} key - Asset key for tileset image.
*/
parseTiledJSON: function (json) {
var layers = [];
var layers = [];
for (var i = 0; i < json.layers.length; i++)
{
// Check it's a data layer
if (!json.layers[i].data)
{
continue;
}
for (var i = 0; i < json.layers.length; i++)
{
// Check it's a data layer
if (!json.layers[i].data)
{
continue;
}
// json.tilewidth
// json.tileheight
// json.tilewidth
// json.tileheight
var layer = {
var layer = {
name: json.layers[i].name,
width: json.layers[i].width,
height: json.layers[i].height,
alpha: json.layers[i].opacity,
visible: json.layers[i].visible,
indexes: [],
name: json.layers[i].name,
width: json.layers[i].width,
height: json.layers[i].height,
alpha: json.layers[i].opacity,
visible: json.layers[i].visible,
indexes: [],
tileMargin: json.tilesets[0].margin,
tileSpacing: json.tilesets[0].spacing,
tileMargin: json.tilesets[0].margin,
tileSpacing: json.tilesets[0].spacing
};
};
var output = [];
var c = 0;
var row;
var output = [];
var c = 0;
var row;
for (var t = 0; t < json.layers[i].data.length; t++)
{
if (c === 0)
{
row = [];
}
for (var t = 0; t < json.layers[i].data.length; t++)
{
if (c === 0)
{
row = [];
}
row.push(json.layers[i].data[t]);
c++;
row.push(json.layers[i].data[t]);
c++;
if (c == json.layers[i].width)
{
output.push(row);
c = 0;
}
}
if (c == json.layers[i].width)
{
output.push(row);
c = 0;
}
}
layer.data = output;
layers.push(layer);
layer.data = output;
layers.push(layer);
}
}
return layers;
return layers;
}
}
}
+2 -2
View File
@@ -61,7 +61,7 @@ Phaser.Tileset.prototype = {
checkTileIndex: function (index) {
return (this.tiles[index]);
return (this.tiles[index]);
},
@@ -84,7 +84,7 @@ Phaser.Tileset.prototype = {
this.tiles[index].setCollision(left, right, up, down);
}
},
}
}