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https://github.com/4ian/GDevelop.git
synced 2025-10-15 10:19:04 +00:00
Normalize some typedefs and var declarations
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@@ -132,9 +132,7 @@ gdjs.PixiFiltersTools.rgbOrHexToHexNumber = function (value) {
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*/
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/**
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* A wrapper allowing to create a PIXI filter and update it using a common interface
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* @typedef gdjsPixiFiltersToolsFilterCreator
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* @type {Object}
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* @typedef {Object} gdjsPixiFiltersToolsFilterCreator A wrapper allowing to create a PIXI filter and update it using a common interface
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* @property {gdjsPixiFiltersToolsFilterCreatorMakePIXIFilter} makePIXIFilter Function to call to create the filter
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* @property {gdjsPixiFiltersToolsUpdate} update The function to be called to update the filter at every frame
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* @property {gdjsPixiFiltersToolsUpdateDoubleParameter} updateDoubleParameter The function to be called to update a parameter (with a number)
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@@ -143,9 +141,7 @@ gdjs.PixiFiltersTools.rgbOrHexToHexNumber = function (value) {
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*/
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/**
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* The type of a filter used to manipulate a Pixi filter.
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* @typedef gdjsPixiFiltersToolsFilter
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* @type {Object}
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* @typedef {Object} gdjsPixiFiltersToolsFilter The type of a filter used to manipulate a Pixi filter.
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* @property {any} pixiFilter The PIXI filter
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* @property {gdjsPixiFiltersToolsUpdate} update The function to be called to update the filter at every frame
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* @property {gdjsPixiFiltersToolsUpdateDoubleParameter} updateDoubleParameter The function to be called to update a parameter (with a number)
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@@ -51,6 +51,7 @@ gdjs.Profiler.prototype.begin = function(sectionName) {
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this._currentSection.lastStartTime = this._getTimeNow();
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};
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/** @param {string=} sectionName */
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gdjs.Profiler.prototype.end = function(sectionName) {
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// Stop the timer
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var sectionTime = this._getTimeNow() - this._currentSection.lastStartTime;
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@@ -144,8 +145,8 @@ gdjs.Profiler.prototype.getStats = function() {
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* Useful for ingame profiling.
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*
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* @param {string} sectionName The name of the section
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* @param {s} profilerSection The section measures
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* @param {*} outputs The array where to push the results
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* @param {any} profilerSection The section measures
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* @param {any} outputs The array where to push the results
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*/
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gdjs.Profiler.getProfilerSectionTexts = function(
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sectionName,
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@@ -5,7 +5,7 @@
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*/
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/**
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* @typedef BehaviorData Properties to set up a behavior.
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* @typedef {Object} BehaviorData Properties to set up a behavior.
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* @property {string} name The name of the behavior (for getting from an object (object.getBehavior) for example)
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* @property {string} type The behavior type. Used by GDJS to find the proper behavior to construct.
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*/
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@@ -124,14 +124,16 @@ gdjs.SpriteAnimationFrame = function(imageManager, frameData)
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//Load the custom collision mask, if any:
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if ( frameData.hasCustomCollisionMask ) {
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this.hasCustomHitBoxes = true;
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for(var i = 0, len = frameData.customCollisionMask.length;i<len;++i) {
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var i = 0;
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for(var len = frameData.customCollisionMask.length;i<len;++i) {
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/** @type {Array<SpritePoint>} */
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var polygonData = frameData.customCollisionMask[i];
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//Add a polygon, if necessary (Avoid recreating a polygon if it already exists).
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if ( i >= this.customHitBoxes.length ) this.customHitBoxes.push(new gdjs.Polygon());
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for(var j = 0, len2 = polygonData.length;j<len2;++j) {
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var j = 0;
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for(var len2 = polygonData.length;j<len2;++j) {
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/** @type {SpritePoint} */
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var pointData = polygonData[j];
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@@ -186,7 +188,8 @@ gdjs.SpriteAnimationDirection = function(imageManager, directionData)
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/** @type {Array<SpriteAnimationFrame>} */
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this.frames = [];
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}
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for(var i = 0, len = directionData.sprites.length;i<len;++i) {
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var i = 0;
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for(var len = directionData.sprites.length;i<len;++i) {
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/** @type {SpriteFrameData} */
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var frameData = directionData.sprites[i];
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@@ -215,7 +218,8 @@ gdjs.SpriteAnimation = function(imageManager, animData)
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/** @type {Array<gdjs.SpriteAnimationDirection>} */
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if ( this.directions === undefined ) this.directions = [];
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for(var i = 0, len = animData.directions.length;i<len;++i) {
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var i = 0;
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for(var len = animData.directions.length;i<len;++i) {
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/** @type {SpriteDirectionData} */
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var directionData = animData.directions[i];
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@@ -289,7 +293,7 @@ gdjs.SpriteRuntimeObject = function(runtimeScene, spriteObjectData) {
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* call `this._updateAnimationFrame()`.
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* Can be null, so ensure that this case is handled properly.
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*
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* @type {gdjs.SpriteAnimationFrame}
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* @type {?gdjs.SpriteAnimationFrame}
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*/
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this._animationFrame = null;
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@@ -313,10 +317,12 @@ gdjs.registerObject("Sprite", gdjs.SpriteRuntimeObject); //Notify gdjs of the ob
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/**
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* @param {SpriteObjectData} oldObjectData
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* @param {SpriteObjectData} newObjectData
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* @returns {boolean}
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*/
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gdjs.SpriteRuntimeObject.prototype.updateFromObjectData = function(oldObjectData, newObjectData) {
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var runtimeScene = this._runtimeScene;
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for(var i = 0, len = newObjectData.animations.length;i<len;++i) {
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var i = 0;
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for(var len = newObjectData.animations.length;i<len;++i) {
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var animData = newObjectData.animations[i];
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if ( i < this._animations.length )
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@@ -528,7 +534,7 @@ gdjs.SpriteRuntimeObject.prototype.isCurrentAnimationName = function(name) {
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/**
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* Change the angle (or direction index) of the object
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* @return {number} The new angle (or direction index) to be applied
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* @param {number} The new angle (or direction index) to be applied
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*/
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gdjs.SpriteRuntimeObject.prototype.setDirectionOrAngle = function(newValue) {
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if ( this._currentAnimation >= this._animations.length ) {
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@@ -677,10 +683,10 @@ gdjs.SpriteRuntimeObject.prototype.getPointY = function(name) {
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*
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* All transformations (flipping, scale, rotation) are supported.
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*
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* @param {number} pointX The X position of the point, in object coordinates.
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* @param {number} pointY The Y position of the point, in object coordinates.
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* @param {Array} result Array that will be updated with the result (x and y position of the point
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* in global coordinates)
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* @param {number} x The X position of the point, in object coordinates.
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* @param {number} y The Y position of the point, in object coordinates.
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* @param {Array<number>} result Array that will be updated with the result
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* (x and y position of the point in global coordinates).
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* @private
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*/
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gdjs.SpriteRuntimeObject.prototype._transformToGlobal = function(x, y, result) {
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@@ -838,7 +844,7 @@ gdjs.SpriteRuntimeObject.prototype.setAngle = function(angle) {
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* Get the angle of the object.
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* @return {number} The angle, in degrees.
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*/
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gdjs.SpriteRuntimeObject.prototype.getAngle = function(angle) {
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gdjs.SpriteRuntimeObject.prototype.getAngle = function() {
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if ( this._currentAnimation >= this._animations.length ) {
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return 0;
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}
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