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Fixed lint error in InputManager.update().
1 parent dad6b78 commit fd715f9

1 file changed

Lines changed: 10 additions & 8 deletions

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src/input/InputManager.js

Lines changed: 10 additions & 8 deletions
Original file line numberDiff line numberDiff line change
@@ -169,7 +169,7 @@ var InputManager = new Class({
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/**
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* An array of Pointers that have been added to the game.
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* The first entry is reserved for the Mouse Pointer, the rest are Touch Pointers.
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*
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*
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* By default there is 1 touch pointer enabled. If you need more use the `addPointer` method to start them,
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* or set the `input.activePointers` property in the Game Config.
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*
@@ -181,7 +181,7 @@ var InputManager = new Class({
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/**
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* The number of touch objects activated and being processed each update.
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*
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*
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* You can change this by either calling `addPointer` at run-time, or by
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* setting the `input.activePointers` property in the Game Config.
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*
@@ -377,6 +377,8 @@ var InputManager = new Class({
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*/
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update: function (time)
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{
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var i;
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this.events.emit('update');
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this.ignoreEvents = false;
@@ -387,7 +389,7 @@ var InputManager = new Class({
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var pointers = this.pointers;
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for (var i = 0; i < this.pointersTotal; i++)
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for (i = 0; i < this.pointersTotal; i++)
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{
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pointers[i].reset();
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}
@@ -410,7 +412,7 @@ var InputManager = new Class({
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var mouse = this.mousePointer;
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// Process the event queue, dispatching all of the events that have stored up
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for (var i = 0; i < len; i += 2)
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for (i = 0; i < len; i += 2)
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{
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var type = queue[i];
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var event = queue[i + 1];
@@ -521,19 +523,19 @@ var InputManager = new Class({
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/**
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* Adds new Pointer objects to the Input Manager.
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*
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*
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* By default Phaser creates 2 pointer objects: `mousePointer` and `pointer1`.
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*
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*
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* You can create more either by calling this method, or by setting the `input.activePointers` property
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* in the Game Config.
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*
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*
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* The first 10 pointers are available via the `InputPlugin.pointerX` properties.
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*
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* @method Phaser.Input.InputManager#addPointer
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* @since 3.10.0
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*
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* @param {integer} [quantity=1] The number of new Pointers to create.
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*
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*
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* @return {Phaser.Input.Pointer[]} An array containing all of the new Pointer objects that were created.
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*/
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addPointer: function (quantity)

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