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;