Autoformat runtimebehavior.js and separate typedefs into separate comments for easier parsing

Don't show in changelog
This commit is contained in:
Florian Rival
2020-12-23 18:29:31 +01:00
parent e855bff28a
commit 902228ef03
10 changed files with 80 additions and 73 deletions

View File

@@ -8,8 +8,10 @@
* @property {string} content.fontFamily The font of the text
* @property {number} content.fontSize The size of the text
* @property {boolean} content.wordWrap Activate word wrap if set to true
* @property {('left'|'center'|'right')} content.align Alignment of the text: "left", "center" or "right"
*
* @property {'left'|'center'|'right'} content.align Alignment of the text: "left", "center" or "right"
*/
/**
* @typedef {ObjectData & BBTextObjectDataType} BBTextObjectData
*/

View File

@@ -5,7 +5,9 @@
* @property {string} content.color A string representing color in hexadecimal format.
* @property {string} content.texture A string representing the name of texture used for light object.
* @property {boolean} content.debugMode true if the light objects shows debug graphics, false otherwise.
*
*/
/**
* @typedef {ObjectData & LightObjectDataType} LightObjectData
*/

View File

@@ -13,7 +13,9 @@
* @property {number} width The object width
* @property {number} height The object height
* @property {string} texture The name of the resource containing the texture to use
*
*/
/**
* @typedef {ObjectData & PanelSpriteObjectDataType} PanelSpriteObjectData
*/

View File

@@ -36,7 +36,9 @@
* @property {number} flow
* @property {number} tank
* @property {boolean} destroyWhenNoParticles Destroy the object when there is no particles?
*
*/
/**
* @typedef {ObjectData & ParticleEmitterObjectDataType} ParticleEmitterObjectData
*/

View File

@@ -19,7 +19,9 @@
* @property {number} outlineSize The size of the outline of the painted shape, in pixels.
* @property {boolean} absoluteCoordinates Use absolute coordinates?
* @property {boolean} clearBetweenFrames Clear the previous render before the next draw?
*
*/
/**
* @typedef {ObjectData & ShapePainterObjectDataType} ShapePainterObjectData
*/

View File

@@ -15,7 +15,9 @@
* @property {number} color.g The Green level from 0 to 255
* @property {number} color.b The Blue level from 0 to 255
* @property {string} string The text of the object
*
*/
/**
* @typedef {ObjectData & TextObjectDataType} TextObjectData
*/

View File

@@ -7,7 +7,9 @@
* @typedef {Object} TiledSpriteObjectDataType Initial properties for a Tiled Sprite object
* @property {number} width The width of the object
* @property {number} height The height of the object
*
*/
/**
* @typedef {ObjectData & TiledSpriteObjectDataType} TiledSpriteObjectData
*/

View File

@@ -5,7 +5,9 @@
* @property {boolean} content.loop Does the video loops itself?
* @property {number} content.volume The volume of the video
* @property {string} content.videoResource Name of the resource corresponding to the video
*
*/
/**
* @typedef {ObjectData & VideoObjectDataType} VideoObjectData
*/

View File

@@ -19,13 +19,14 @@
* @param {BehaviorData} behaviorData The properties used to setup the behavior
* @param {gdjs.RuntimeObject} owner The object owning the behavior
*/
gdjs.RuntimeBehavior = function(runtimeScene, behaviorData, owner)
{
this.name = behaviorData.name || "";
this.type = behaviorData.type || "";
this._nameId = gdjs.RuntimeObject.getNameIdentifier(this.name);
this._activated = true;
this.owner = owner;
gdjs.RuntimeBehavior = function (runtimeScene, behaviorData, owner) {
this.name = behaviorData.name || '';
this.type = behaviorData.type || '';
this._nameId = gdjs.RuntimeObject.getNameIdentifier(this.name);
this._activated = true;
/** @type {gdjs.RuntimeObject} */
this.owner = owner;
};
/**
@@ -38,25 +39,28 @@ gdjs.RuntimeBehavior = function(runtimeScene, behaviorData, owner)
* @param {BehaviorData} newBehaviorData The new data for the behavior.
* @returns {boolean} true if the behavior was updated, false if it could not (i.e: hot-reload is not supported).
*/
gdjs.RuntimeBehavior.prototype.updateFromBehaviorData = function(oldBehaviorData, newBehaviorData) {
// If not redefined, mark by default the hot-reload as failed.
return false;
}
gdjs.RuntimeBehavior.prototype.updateFromBehaviorData = function (
oldBehaviorData,
newBehaviorData
) {
// If not redefined, mark by default the hot-reload as failed.
return false;
};
/**
* Get the name of the behavior.
* @return {string} The behavior's name.
*/
gdjs.RuntimeBehavior.prototype.getName = function() {
return this.name;
gdjs.RuntimeBehavior.prototype.getName = function () {
return this.name;
};
/**
* Get the name identifier of the behavior.
* @return {number} The behavior's name identifier.
*/
gdjs.RuntimeBehavior.prototype.getNameId = function() {
return this._nameId;
gdjs.RuntimeBehavior.prototype.getNameId = function () {
return this._nameId;
};
/**
@@ -64,15 +68,15 @@ gdjs.RuntimeBehavior.prototype.getNameId = function() {
* Behaviors writers: Please do not redefine this method. Redefine doStepPreEvents instead.
* @param {gdjs.RuntimeScene} runtimeScene The runtimeScene owning the object
*/
gdjs.RuntimeBehavior.prototype.stepPreEvents = function(runtimeScene) {
if ( this._activated ) {
var profiler = runtimeScene.getProfiler();
if (profiler) profiler.begin(this.name);
gdjs.RuntimeBehavior.prototype.stepPreEvents = function (runtimeScene) {
if (this._activated) {
var profiler = runtimeScene.getProfiler();
if (profiler) profiler.begin(this.name);
this.doStepPreEvents(runtimeScene);
this.doStepPreEvents(runtimeScene);
if (profiler) profiler.end(this.name);
}
if (profiler) profiler.end(this.name);
}
};
/**
@@ -80,31 +84,30 @@ gdjs.RuntimeBehavior.prototype.stepPreEvents = function(runtimeScene) {
* Behaviors writers: Please do not redefine this method. Redefine doStepPreEvents instead.
* @param {gdjs.RuntimeScene} runtimeScene The runtimeScene owning the object
*/
gdjs.RuntimeBehavior.prototype.stepPostEvents = function(runtimeScene) {
if ( this._activated ) {
var profiler = runtimeScene.getProfiler();
if (profiler) profiler.begin(this.name);
gdjs.RuntimeBehavior.prototype.stepPostEvents = function (runtimeScene) {
if (this._activated) {
var profiler = runtimeScene.getProfiler();
if (profiler) profiler.begin(this.name);
this.doStepPostEvents(runtimeScene);
this.doStepPostEvents(runtimeScene);
if (profiler) profiler.end(this.name);
}
if (profiler) profiler.end(this.name);
}
};
/**
* De/Activate the behavior
* @param {boolean} enable true to enable the behavior, false to disable it
*/
gdjs.RuntimeBehavior.prototype.activate = function(enable) {
if ( enable === undefined ) enable = true;
if ( !this._activated && enable ) {
this._activated = true;
this.onActivate();
}
else if ( this._activated && !enable ) {
this._activated = false;
this.onDeActivate();
}
gdjs.RuntimeBehavior.prototype.activate = function (enable) {
if (enable === undefined) enable = true;
if (!this._activated && enable) {
this._activated = true;
this.onActivate();
} else if (this._activated && !enable) {
this._activated = false;
this.onDeActivate();
}
};
/**
@@ -112,47 +115,37 @@ gdjs.RuntimeBehavior.prototype.activate = function(enable) {
* object using it was created), after the object is fully initialized (so
* you can use `this.owner` without risk).
*/
gdjs.RuntimeBehavior.prototype.onCreated = function() {
};
gdjs.RuntimeBehavior.prototype.onCreated = function () {};
/**
* Return true if the behavior is activated
*/
gdjs.RuntimeBehavior.prototype.activated = function() {
return this._activated;
gdjs.RuntimeBehavior.prototype.activated = function () {
return this._activated;
};
/**
* Reimplement this method to do extra work when the behavior is activated (after
* it has been deactivated, see `onDeActivate`).
*/
gdjs.RuntimeBehavior.prototype.onActivate = function() {
};
gdjs.RuntimeBehavior.prototype.onActivate = function () {};
/**
* Reimplement this method to do extra work when the behavior is deactivated.
*/
gdjs.RuntimeBehavior.prototype.onDeActivate = function() {
};
gdjs.RuntimeBehavior.prototype.onDeActivate = function () {};
/**
* This method is called each tick before events are done.
* @param {gdjs.RuntimeScene} runtimeScene The runtimeScene owning the object
*/
gdjs.RuntimeBehavior.prototype.doStepPreEvents = function(runtimeScene) {
};
gdjs.RuntimeBehavior.prototype.doStepPreEvents = function (runtimeScene) {};
/**
* This method is called each tick after events are done.
* @param {gdjs.RuntimeScene} runtimeScene The runtimeScene owning the object
*/
gdjs.RuntimeBehavior.prototype.doStepPostEvents = function(runtimeScene) {
}
gdjs.RuntimeBehavior.prototype.doStepPostEvents = function (runtimeScene) {};
/**
* This method is called when the owner of the behavior
@@ -161,17 +154,13 @@ gdjs.RuntimeBehavior.prototype.doStepPostEvents = function(runtimeScene) {
* hot-reloading only. Otherwise, behaviors are just de-activated,
* not removed. See `onDeActivate`).
*/
gdjs.RuntimeBehavior.prototype.onDestroy = function() {
};
gdjs.RuntimeBehavior.prototype.onDestroy = function () {};
/**
* This method is called when the owner of the behavior
* was hot reloaded, so its position, angle, size can have been changed outside
* of events.
*/
gdjs.RuntimeBehavior.prototype.onObjectHotReloaded = function() {
gdjs.RuntimeBehavior.prototype.onObjectHotReloaded = function () {};
};
gdjs.registerBehavior("", gdjs.RuntimeBehavior);
gdjs.registerBehavior('', gdjs.RuntimeBehavior);

View File

@@ -53,7 +53,9 @@
* @typedef {Object} SpriteObjectDataType Represents the data of a {@link gdjs.SpriteRuntimeObject}.
* @property {boolean} updateIfNotVisible Update the object even if he is not visible?.
* @property {Array<SpriteAnimationData>} animations The list of {@link SpriteAnimationData} representing {@link gdjs.SpriteAnimation} instances.
*
*/
/**
* @typedef {ObjectData & SpriteObjectDataType} SpriteObjectData
*/