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Fixed lint errors with PR phaserjs#5193
1 parent 259b702 commit 6374da0

2 files changed

Lines changed: 31 additions & 28 deletions

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src/gameobjects/container/ContainerCanvasRenderer.js

Lines changed: 8 additions & 7 deletions
Original file line numberDiff line numberDiff line change
@@ -30,7 +30,7 @@ var ContainerCanvasRenderer = function (renderer, container, interpolationPercen
3030
}
3131

3232
var transformMatrix = container.localTransform;
33-
33+
3434
if (parentMatrix)
3535
{
3636
transformMatrix.loadIdentity();
@@ -55,11 +55,12 @@ var ContainerCanvasRenderer = function (renderer, container, interpolationPercen
5555
var alpha = container._alpha;
5656
var scrollFactorX = container.scrollFactorX;
5757
var scrollFactorY = container.scrollFactorY;
58-
59-
if (container.mask) {
58+
59+
if (container.mask)
60+
{
6061
container.mask.preRenderCanvas(renderer, null, camera);
6162
}
62-
63+
6364
for (var i = 0; i < children.length; i++)
6465
{
6566
var child = children[i];
@@ -90,11 +91,11 @@ var ContainerCanvasRenderer = function (renderer, container, interpolationPercen
9091
child.setAlpha(childAlpha);
9192
child.setScrollFactor(childScrollFactorX, childScrollFactorY);
9293
}
93-
94-
if (container.mask) {
94+
95+
if (container.mask)
96+
{
9597
container.mask.postRenderCanvas(renderer);
9698
}
97-
9899
};
99100

100101
module.exports = ContainerCanvasRenderer;

src/renderer/canvas/CanvasRenderer.js

Lines changed: 23 additions & 21 deletions
Original file line numberDiff line numberDiff line change
@@ -145,7 +145,7 @@ var CanvasRenderer = new Class({
145145

146146
/**
147147
* Details about the currently scheduled snapshot.
148-
*
148+
*
149149
* If a non-null `callback` is set in this object, a snapshot of the canvas will be taken after the current frame is fully rendered.
150150
*
151151
* @name Phaser.Renderer.Canvas.CanvasRenderer#snapshotState
@@ -489,9 +489,9 @@ var CanvasRenderer = new Class({
489489

490490
/**
491491
* Takes a snapshot of the given area of the given canvas.
492-
*
492+
*
493493
* Unlike the other snapshot methods, this one is processed immediately and doesn't wait for the next render.
494-
*
494+
*
495495
* Snapshots work by creating an Image object from the canvas data, this is a blocking process, which gets
496496
* more expensive the larger the canvas size gets, so please be careful how you employ this in your game.
497497
*
@@ -529,12 +529,12 @@ var CanvasRenderer = new Class({
529529

530530
/**
531531
* Schedules a snapshot of the entire game viewport to be taken after the current frame is rendered.
532-
*
532+
*
533533
* To capture a specific area see the `snapshotArea` method. To capture a specific pixel, see `snapshotPixel`.
534-
*
534+
*
535535
* Only one snapshot can be active _per frame_. If you have already called `snapshotPixel`, for example, then
536536
* calling this method will override it.
537-
*
537+
*
538538
* Snapshots work by creating an Image object from the canvas data, this is a blocking process, which gets
539539
* more expensive the larger the canvas size gets, so please be careful how you employ this in your game.
540540
*
@@ -554,12 +554,12 @@ var CanvasRenderer = new Class({
554554

555555
/**
556556
* Schedules a snapshot of the given area of the game viewport to be taken after the current frame is rendered.
557-
*
557+
*
558558
* To capture the whole game viewport see the `snapshot` method. To capture a specific pixel, see `snapshotPixel`.
559-
*
559+
*
560560
* Only one snapshot can be active _per frame_. If you have already called `snapshotPixel`, for example, then
561561
* calling this method will override it.
562-
*
562+
*
563563
* Snapshots work by creating an Image object from the canvas data, this is a blocking process, which gets
564564
* more expensive the larger the canvas size gets, so please be careful how you employ this in your game.
565565
*
@@ -594,12 +594,12 @@ var CanvasRenderer = new Class({
594594

595595
/**
596596
* Schedules a snapshot of the given pixel from the game viewport to be taken after the current frame is rendered.
597-
*
597+
*
598598
* To capture the whole game viewport see the `snapshot` method. To capture a specific area, see `snapshotArea`.
599-
*
599+
*
600600
* Only one snapshot can be active _per frame_. If you have already called `snapshotArea`, for example, then
601601
* calling this method will override it.
602-
*
602+
*
603603
* Unlike the other two snapshot methods, this one will return a `Color` object containing the color data for
604604
* the requested pixel. It doesn't need to create an internal Canvas or Image object, so is a lot faster to execute,
605605
* using less memory.
@@ -642,7 +642,7 @@ var CanvasRenderer = new Class({
642642
// Nothing to see, so abort early
643643
return;
644644
}
645-
645+
646646
var ctx = this.currentContext;
647647

648648
var camMatrix = this._tempMatrix1;
@@ -676,7 +676,7 @@ var CanvasRenderer = new Class({
676676

677677
frameWidth = crop.cw;
678678
frameHeight = crop.ch;
679-
679+
680680
frameX = crop.cx;
681681
frameY = crop.cy;
682682

@@ -694,7 +694,7 @@ var CanvasRenderer = new Class({
694694
x = (Math.abs(x) - frameWidth);
695695
}
696696
}
697-
697+
698698
if (sprite.flipY)
699699
{
700700
if (y >= 0)
@@ -752,31 +752,33 @@ var CanvasRenderer = new Class({
752752
{
753753
spriteMatrix.e -= camera.scrollX * sprite.scrollFactorX;
754754
spriteMatrix.f -= camera.scrollY * sprite.scrollFactorY;
755-
755+
756756
// Multiply by the Sprite matrix, store result in calcMatrix
757757
camMatrix.multiply(spriteMatrix, calcMatrix);
758758
}
759759

760760
ctx.save();
761-
761+
762762
calcMatrix.setToContext(ctx);
763763

764764
ctx.globalCompositeOperation = this.blendModes[sprite.blendMode];
765765

766766
ctx.globalAlpha = alpha;
767767

768768
ctx.imageSmoothingEnabled = !(!this.antialias || frame.source.scaleMode);
769-
770-
if (sprite.mask) {
769+
770+
if (sprite.mask)
771+
{
771772
sprite.mask.preRenderCanvas(this, sprite, camera);
772773
}
773774

774775
ctx.drawImage(frame.source.image, frameX, frameY, frameWidth, frameHeight, x, y, frameWidth / res, frameHeight / res);
775776

776-
if (sprite.mask) {
777+
if (sprite.mask)
778+
{
777779
sprite.mask.postRenderCanvas(this, sprite, camera);
778780
}
779-
781+
780782
ctx.restore();
781783
},
782784

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