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
+19 -53
View File
@@ -20,124 +20,91 @@ Phaser.Time = function (game) {
this.game = game;
/**
* The time at which the Game instance started.
* @property {number} _started
* @property {number} _started - The time at which the Game instance started.
* @private
* @default
*/
this._started = 0;
/**
* The time (in ms) that the last second counter ticked over.
* @property {number} _timeLastSecond
* @property {number} _timeLastSecond - The time (in ms) that the last second counter ticked over.
* @private
* @default
*/
this._timeLastSecond = 0;
/**
* The time the game started being paused.
* @property {number} _pauseStarted
* @property {number} _pauseStarted - The time the game started being paused.
* @private
* @default
*/
this._pauseStarted = 0;
/**
* The elapsed time calculated for the physics motion updates.
* @property {number} physicsElapsed
* @default
* @property {number} physicsElapsed - The elapsed time calculated for the physics motion updates.
*/
this.physicsElapsed = 0;
/**
* Game time counter.
* @property {number} time
* @default
* @property {number} time - Game time counter.
*/
this.time = 0;
/**
* Records how long the game has been paused for. Is reset each time the game pauses.
* @property {number} pausedTime
* @default
* @property {number} pausedTime - Records how long the game has been paused for. Is reset each time the game pauses.
*/
this.pausedTime = 0;
/**
* The time right now.
* @property {number} now
* @default
* @property {number} now - The time right now.
*/
this.now = 0;
/**
* Elapsed time since the last frame.
* @property {number} elapsed
* @default
* @property {number} elapsed - Elapsed time since the last frame.
*/
this.elapsed = 0;
/**
* Frames per second.
* @property {number} fps
* @default
* @property {number} fps - Frames per second.
*/
this.fps = 0;
/**
* The lowest rate the fps has dropped to.
* @property {number} fpsMin
* @default
* @property {number} fpsMin - The lowest rate the fps has dropped to.
*/
this.fpsMin = 1000;
/**
* The highest rate the fps has reached (usually no higher than 60fps).
* @property {number} fpsMax
* @default
* @property {number} fpsMax - The highest rate the fps has reached (usually no higher than 60fps).
*/
this.fpsMax = 0;
/**
* The minimum amount of time the game has taken between two frames.
* @property {number} msMin
* @property {number} msMin - The minimum amount of time the game has taken between two frames.
* @default
*/
this.msMin = 1000;
/**
* The maximum amount of time the game has taken between two frames.
* @property {number} msMax
* @default
* @property {number} msMax - The maximum amount of time the game has taken between two frames.
*/
this.msMax = 0;
/**
* The number of frames record in the last second.
* @property {number} frames
* @default
* @property {number} frames - The number of frames record in the last second.
*/
this.frames = 0;
/**
* Records how long the game was paused for in miliseconds.
* @property {number} pauseDuration
* @default
* @property {number} pauseDuration - Records how long the game was paused for in miliseconds.
*/
this.pauseDuration = 0;
/**
* The value that setTimeout needs to work out when to next update
* @property {number} timeToCall
* @default
* @property {number} timeToCall - The value that setTimeout needs to work out when to next update
*/
this.timeToCall = 0;
/**
* Internal value used by timeToCall as part of the setTimeout loop
* @property {number} lastTime
* @default
* @property {number} lastTime - Internal value used by timeToCall as part of the setTimeout loop
*/
this.lastTime = 0;
@@ -146,9 +113,8 @@ Phaser.Time = function (game) {
this.game.onResume.add(this.gameResumed, this);
/**
* Internal value used to recover from the game pause state.
* @property {boolean} _justResumed
* @default
* @property {boolean} _justResumed - Internal value used to recover from the game pause state.
* @private
*/
this._justResumed = false;
+71 -71
View File
@@ -14,104 +14,104 @@
*/
Phaser.Timer = function (game) {
/**
* @property {Phaser.Game} game - Local reference to game.
*/
this.game = game;
/**
* @property {Phaser.Game} game - Local reference to game.
*/
this.game = game;
/**
* The time at which this Timer instance started.
* @property {number} _started
* @private
* @default
*/
this._started = 0;
/**
* The time at which this Timer instance started.
* @property {number} _started
* @private
* @default
*/
this._started = 0;
/**
* The time (in ms) that the last second counter ticked over.
* @property {number} _timeLastSecond
* @private
* @default
*/
this._timeLastSecond = 0;
/**
* The time (in ms) that the last second counter ticked over.
* @property {number} _timeLastSecond
* @private
* @default
*/
this._timeLastSecond = 0;
this.running = false;
this.running = false;
this.events = [];
this.events = [];
this.onEvent = new Phaser.Signal();
this.onEvent = new Phaser.Signal();
// Need to add custom FPS rate, for now we'll just use seconds
// Need to add custom FPS rate, for now we'll just use seconds
}
Phaser.Timer.prototype = {
// delay could be from now, when the timer is created, or relative to an already running timer
// delay could be from now, when the timer is created, or relative to an already running timer
// add: function (delay, callback, callbackContext) {
add: function (delay) {
// add: function (delay, callback, callbackContext) {
add: function (delay) {
this.events.push({
delay: delay,
dispatched: false,
args: Array.prototype.splice.call(arguments, 1)
});
this.events.push({
delay: delay,
dispatched: false,
args: Array.prototype.splice.call(arguments, 1)
});
// this.events.push({
// delay: delay,
// dispatched: false,
// callback: callback,
// callbackContext: callbackContext,
// args: Array.prototype.splice.call(arguments, 3)
// });
// this.events.push({
// delay: delay,
// dispatched: false,
// callback: callback,
// callbackContext: callbackContext,
// args: Array.prototype.splice.call(arguments, 3)
// });
},
},
start: function() {
start: function() {
this._started = this.game.time.now;
this.running = true;
this._started = this.game.time.now;
this.running = true;
// sort the events based on delay here, also don't run unless events is populated
// add ability to auto-stop once all events are done
// add support for maximum duration
// add support for delay before starting
// add signals?
// sort the events based on delay here, also don't run unless events is populated
// add ability to auto-stop once all events are done
// add support for maximum duration
// add support for delay before starting
// add signals?
},
},
stop: function() {
stop: function() {
this.running = false;
this.events.length = 0;
this.running = false;
this.events.length = 0;
},
},
update: function() {
update: function() {
// TODO: Game Paused support
// TODO: Game Paused support
if (this.running)
{
var seconds = this.seconds();
if (this.running)
{
var seconds = this.seconds();
for (var i = 0, len = this.events.length; i < len; i++)
{
if (this.events[i].dispatched === false && seconds >= this.events[i].delay)
{
this.events[i].dispatched = true;
// this.events[i].callback.apply(this.events[i].callbackContext, this.events[i].args);
this.onEvent.dispatch.apply(this, this.events[i].args);
// ought to slice it now
}
}
}
for (var i = 0, len = this.events.length; i < len; i++)
{
if (this.events[i].dispatched === false && seconds >= this.events[i].delay)
{
this.events[i].dispatched = true;
// this.events[i].callback.apply(this.events[i].callbackContext, this.events[i].args);
this.onEvent.dispatch.apply(this, this.events[i].args);
// ought to slice it now
}
}
}
},
},
seconds: function() {
return (this.game.time.now - this._started) * 0.001;
}
seconds: function() {
return (this.game.time.now - this._started) * 0.001;
}
}