From d30e2974c43cd7a12c6d8acfac99d95e5d4e33fe Mon Sep 17 00:00:00 2001 From: photonstorm Date: Sun, 24 Nov 2013 12:51:20 +0000 Subject: [PATCH] Updated JSHint configuration, README and started working through source files against JSHint. --- .jshintrc | 21 +++++++++++---------- README.md | 3 ++- examples/wip/book/part2.html | 16 +--------------- src/animation/Animation.js | 32 ++++++++++++++++---------------- src/system/StageScaleMode.js | 7 +++---- 5 files changed, 33 insertions(+), 46 deletions(-) diff --git a/.jshintrc b/.jshintrc index 0391b102..aa00563c 100644 --- a/.jshintrc +++ b/.jshintrc @@ -1,4 +1,5 @@ { + "globals" : { "Phaser": false, "PIXI": false }, // Ignore Environment Globals "browser" : true, // Standard browser globals e.g. `window`, `document`. "couch" : false, @@ -28,21 +29,21 @@ "asi" : true, // Tolerate Automatic Semicolon Insertion (no semicolons). "bitwise" : false, // Prohibit bitwise operators (&, |, ^, etc.). "boss" : true, // Tolerate assignments inside if, for & while. Usually conditions & loops are for comparison, not assignments. - "camelcase" : false, // Force all variable names to use either camelCase style or UPPER_CASE with underscores. - "curly" : false, // Require {} for every new block or scope. + "camelcase" : true, // Force all variable names to use either camelCase style or UPPER_CASE with underscores. + "curly" : true, // Require {} for every new block or scope. "eqeqeq" : false, // Require triple equals i.e. `===`. "eqnull" : true, // Tolerate use of `== null`. - "evil" : true, // Tolerate use of `eval`. - "expr" : true, // Tolerate `ExpressionStatement` as Programs. + "evil" : false, // Tolerate use of `eval`. + "expr" : false, // Tolerate `ExpressionStatement` as Programs. "forin" : true, // Tolerate `for in` loops without `hasOwnPrototype`. - "freeze" : false, // Prohibits overwriting prototypes of native objects such as Array and Date. + "freeze" : true, // Prohibits overwriting prototypes of native objects such as Array and Date. "funcscope" : true, // This option suppresses warnings about declaring variables inside of control structures while accessing them later from the outside. "immed" : false, // Require immediate invocations to be wrapped in parens e.g. `( function(){}() );` "iterator" : true, // This option suppresses warnings about the __iterator__ property. "lastsemic" : true, // This option suppresses warnings about missing semicolons, but only when the semicolon is omitted for the last statement in a one-line block. "latedef" : false, // Prohipit variable use before definition. - "laxbreak" : true, // Tolerate unsafe line breaks e.g. `return [\n] x` without semicolons. - "laxcomma" : true, // This option suppresses warnings about comma-first coding style. + "laxbreak" : false, // Tolerate unsafe line breaks e.g. `return [\n] x` without semicolons. + "laxcomma" : false, // This option suppresses warnings about comma-first coding style. "loopfunc" : true, // Allow functions to be defined within loops. // "maxcomplexity" : 10, // This option lets you control cyclomatic complexity throughout your code. // "maxdepth" : 2, // This option lets you control how nested do you want your blocks to be. @@ -51,19 +52,19 @@ // "maxstatements" : 25, // This option lets you set the max number of statements allowed per function.This option lets you set the max number of formal parameters allowed per function. "moz" : false, // This options tells JSHint that your code uses Mozilla JavaScript extensions. "multistr" : true, // This option suppresses warnings about multi-line strings. - "noarg" : false, // Prohibit use of `arguments.caller` and `arguments.callee`. + "noarg" : true, // Prohibit use of `arguments.caller` and `arguments.callee`. "notypeof" : false, // This option suppresses warnings about invalid typeof operator values. "proto" : true, // This option suppresses warnings about the __proto__ property. "scripturl" : true, // Tolerate script-targeted URLs. "shadow" : true, // Allows re-define variables later in code e.g. `var x=1; x=2;`. "smarttabs" : false, // This option suppresses warnings about mixed tabs and spaces when the latter are used for alignmnent only. "supernew" : false, // Tolerate `new function () { ... };` and `new Object;`. - "undef" : false, // Require all non-global variables be declared before they are used. + "undef" : true, // Require all non-global variables be declared before they are used. "unused" : true, // This option warns when you define and never use your variables. "validthis" : true, // This option suppresses warnings about possible strict violations when the code is running in strict mode and you use this in a non-constructor function. // Styling - "indent" : 2, // Specify indentation spacing + "indent" : 4, // Specify indentation spacing "newcap" : true, // Require capitalization of all constructor functions e.g. `new F()`. "noempty" : true, // Prohibit use of empty blocks. "nonew" : true, // Prohibit use of constructors for side-effects. diff --git a/README.md b/README.md index 1612eb2a..ef416fd3 100644 --- a/README.md +++ b/README.md @@ -41,6 +41,7 @@ Change Log Version 1.1.3 - in build +* New: Added a .jshintrc so contributions can be run through JSHint to help retain formatting across the library (thanks kevinthompson) * New: Added a new in-built texture. Sprites now use __default if no texture was provided (a 32x32 transparent PNG) or __missing if one was given but not found (a 32x32 black box with a green cross through it) * New: Added Phaser.Filter. A new way to use the new WebGL shaders/filters that the new version of Pixi supports. * New: The object returned by Math.sinCosGenerator now contains a length property. @@ -234,7 +235,7 @@ If you find a bug (highly likely!) then please report it on github or our forum. If you have a feature request, or have written a small game or demo that shows Phaser in use, then please get in touch. We'd love to hear from you. -Before submitting a pull request, please run your code through [JSHint](http://www.jshint.com/) to check for stylistic or formatting errors. To use JSHint, first install it by running `npm install jshint`, then test your code by running `jshint src`. +Before submitting a pull request, please run your code through [JSHint](http://www.jshint.com/) to check for stylistic or formatting errors. To use JSHint, first install it by running `npm install jshint`, then test your code by running `jshint src`. This isn't a requirement, we are happy to receive pull requests that haven't been JSHinted, so don't let it put you off contributing - but do know that we'll reformat your source before going live with it. You can do this on the Phaser board that is part of the [HTML5 Game Devs forum](http://www.html5gamedevs.com/forum/14-phaser/) or email: rich@photonstorm.com diff --git a/examples/wip/book/part2.html b/examples/wip/book/part2.html index d1ea4f60..4dc8c78a 100644 --- a/examples/wip/book/part2.html +++ b/examples/wip/book/part2.html @@ -83,24 +83,10 @@ if (game.renderType === Phaser.WEBGL) { - sky.visible = false; - - var t = game.add.sprite(0, 0); - t.width = 1024; - t.height = 672; - - filter2 = game.add.filter('BinarySerpents', 1024, 672); - filter2.alpha = 0.0; - t.filters = [filter2]; - - var t2 = game.add.sprite(0, 0); - t2.width = 1024; - t2.height = 672; - filter = game.add.filter('Fire', 1024, 672); filter.shift = 2.0; filter.alpha = 0.0; - t2.filters = [filter]; + sky.filters = [filter]; } land = game.add.tileSprite(0, 544, 1024, 128, 'land'); diff --git a/src/animation/Animation.js b/src/animation/Animation.js index aaf8cfeb..d3c545bb 100644 --- a/src/animation/Animation.js +++ b/src/animation/Animation.js @@ -23,13 +23,13 @@ Phaser.Animation = function (game, parent, name, frameData, frames, delay, loope /** * @property {Phaser.Game} game - A reference to the currently running Game. */ - this.game = game; + this.game = game; /** * @property {Phaser.Sprite} _parent - A reference to the parent Sprite that owns this Animation. * @private */ - this._parent = parent; + this._parent = parent; /** * @property {Phaser.FrameData} _frameData - The FrameData the Animation uses. @@ -46,18 +46,18 @@ Phaser.Animation = function (game, parent, name, frameData, frames, delay, loope * @property {object} _frames * @private */ - this._frames = []; + this._frames = []; this._frames = this._frames.concat(frames); /** * @property {number} delay - The delay in ms between each frame of the Animation. */ - this.delay = 1000 / delay; + this.delay = 1000 / delay; /** * @property {boolean} looped - The loop state of the Animation. */ - this.looped = looped; + this.looped = looped; /** * @property {boolean} looped - The loop state of the Animation. @@ -68,13 +68,13 @@ Phaser.Animation = function (game, parent, name, frameData, frames, delay, loope * @property {boolean} isFinished - The finished state of the Animation. Set to true once playback completes, false during playback. * @default */ - this.isFinished = false; + this.isFinished = false; /** * @property {boolean} isPlaying - The playing state of the Animation. Set to false once playback completes, true during playback. * @default */ - this.isPlaying = false; + this.isPlaying = false; /** * @property {boolean} isPaused - The paused state of the Animation. @@ -94,7 +94,7 @@ Phaser.Animation = function (game, parent, name, frameData, frames, delay, loope * @private * @default */ - this._frameIndex = 0; + this._frameIndex = 0; /** * @property {number} _frameDiff @@ -113,8 +113,8 @@ Phaser.Animation = function (game, parent, name, frameData, frames, delay, loope /** * @property {Phaser.Frame} currentFrame - The currently displayed frame of the Animation. */ - this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]); - + this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]); + }; Phaser.Animation.prototype = { @@ -159,7 +159,7 @@ Phaser.Animation.prototype = { this._frameIndex = 0; this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]); - this._parent.setTexture(PIXI.TextureCache[this.currentFrame.uuid]); + this._parent.setTexture(PIXI.TextureCache[this.currentFrame.uuid]); if (this._parent.events) { @@ -226,7 +226,7 @@ Phaser.Animation.prototype = { return false; } - if (this.isPlaying == true && this.game.time.now >= this._timeNextFrame) + if (this.isPlaying === true && this.game.time.now >= this._timeNextFrame) { this._frameSkip = 1; @@ -331,7 +331,7 @@ Phaser.Animation.prototype = { * @name Phaser.Animation#paused * @property {boolean} paused - Gets and sets the paused state of this Animation. */ -Object.defineProperty(Phaser.Animation.prototype, "paused", { +Object.defineProperty(Phaser.Animation.prototype, 'paused', { get: function () { @@ -366,7 +366,7 @@ Object.defineProperty(Phaser.Animation.prototype, "paused", { * @property {number} frameTotal - The total number of frames in the currently loaded FrameData, or -1 if no FrameData is loaded. * @readonly */ -Object.defineProperty(Phaser.Animation.prototype, "frameTotal", { +Object.defineProperty(Phaser.Animation.prototype, 'frameTotal', { get: function () { return this._frames.length; @@ -378,7 +378,7 @@ Object.defineProperty(Phaser.Animation.prototype, "frameTotal", { * @name Phaser.Animation#frame * @property {number} frame - Gets or sets the current frame index and updates the Texture Cache for display. */ -Object.defineProperty(Phaser.Animation.prototype, "frame", { +Object.defineProperty(Phaser.Animation.prototype, 'frame', { get: function () { @@ -400,7 +400,7 @@ Object.defineProperty(Phaser.Animation.prototype, "frame", { if (this.currentFrame !== null) { this._frameIndex = value; - this._parent.setTexture(PIXI.TextureCache[this.currentFrame.uuid]); + this._parent.setTexture(PIXI.TextureCache[this.currentFrame.uuid]); } } diff --git a/src/system/StageScaleMode.js b/src/system/StageScaleMode.js index d4a5ee84..e0daa50a 100644 --- a/src/system/StageScaleMode.js +++ b/src/system/StageScaleMode.js @@ -5,14 +5,13 @@ */ /** -* An Animation instance contains a single animation and the controls to play it. -* It is created by the AnimationManager, consists of Animation.Frame objects and belongs to a single Game Object such as a Sprite. +* The StageScaleMode object is responsible for helping you manage the scaling, resizing and alignment of your game within the browser. * * @class Phaser.StageScaleMode * @constructor * @param {Phaser.Game} game - A reference to the currently running game. -* @param {number} width - Description. -* @param {number} height - Description. +* @param {number} width - The native width of the game. +* @param {number} height - The native height of the game. */ Phaser.StageScaleMode = function (game, width, height) {