Updated JSHint configuration, README and started working through source files against JSHint.

This commit is contained in:
photonstorm
2013-11-24 12:51:20 +00:00
parent 16ae7f3cb7
commit d30e2974c4
5 changed files with 33 additions and 46 deletions
+2 -1
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@@ -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