fixed all jshint errors except for Path, Mask, and Blur

This commit is contained in:
Eric Rowell 2013-06-01 22:17:18 -07:00
parent 77793aed60
commit 98dff50c93
7 changed files with 41 additions and 23 deletions

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@ -160,5 +160,5 @@ module.exports = function(grunt) {
grunt.registerTask('dev', ['clean', 'concat:source', 'replace:dev']);
grunt.registerTask('full', ['clean', 'concat:source', 'replace:dev', 'uglify', 'replace:prod']);
grunt.registerTask('test', ['concat:test']);
grunt.registerTask('hint', ['jshint']);
grunt.registerTask('hint', ['clean', 'concat:source', 'replace:dev', 'jshint']);
};

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@ -8,10 +8,10 @@
StackBlur - a fast almost Gaussian Blur For Canvas
Version: 0.5
Author: Mario Klingemann
Contact: mario@quasimondo.com
Website: http://www.quasimondo.com/StackBlurForCanvas
Twitter: @quasimondo
Author: Mario Klingemann
Contact: mario@quasimondo.com
Website: http://www.quasimondo.com/StackBlurForCanvas
Twitter: @quasimondo
In case you find this class useful - especially in commercial projects -
I am not totally unhappy for a small donation to my PayPal account

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@ -34,13 +34,17 @@
this._setDrawFuncs();
},
drawFunc: function(canvas) {
var context = canvas.getContext(), sides = this.attrs.sides, radius = this.attrs.radius;
var context = canvas.getContext(),
sides = this.attrs.sides,
radius = this.attrs.radius,
n, x, y;
context.beginPath();
context.moveTo(0, 0 - radius);
for(var n = 1; n < sides; n++) {
var x = radius * Math.sin(n * 2 * Math.PI / sides);
var y = -1 * radius * Math.cos(n * 2 * Math.PI / sides);
for(n = 1; n < sides; n++) {
x = radius * Math.sin(n * 2 * Math.PI / sides);
y = -1 * radius * Math.cos(n * 2 * Math.PI / sides);
context.lineTo(x, y);
}
context.closePath();

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@ -31,15 +31,19 @@
this.className = 'Blob';
},
drawFunc: function(canvas) {
var points = this.getPoints(), length = points.length, context = canvas.getContext(), tension = this.getTension();
var points = this.getPoints(),
length = points.length,
context = canvas.getContext(),
tension = this.getTension(),
ap, len, n, point;
context.beginPath();
context.moveTo(points[0].x, points[0].y);
// tension
if(tension !== 0 && length > 2) {
var ap = this.allPoints,
len = ap.length,
n, point;
ap = this.allPoints;
len = ap.length;
while(n < len-1) {
context.bezierCurveTo(ap[n].x, ap[n++].y, ap[n].x, ap[n++].y, ap[n].x, ap[n++].y);

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@ -1,4 +1,7 @@
(function() {
var PIx2 = Math.PI * 2,
CIRCLE = 'Circle';
/**
* Circle constructor
* @constructor
@ -36,13 +39,14 @@
this.createAttrs();
// call super constructor
Kinetic.Shape.call(this, config);
this.className = 'Circle';
this.className = CIRCLE;
this._setDrawFuncs();
},
drawFunc: function(canvas) {
var context = canvas.getContext();
var context = canvas.getContext();
context.beginPath();
context.arc(0, 0, this.getRadius(), 0, Math.PI * 2, true);
context.arc(0, 0, this.getRadius(), 0, PIx2, true);
context.closePath();
canvas.fillStroke(this);
},

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@ -55,27 +55,33 @@
this.className = 'Spline';
},
drawFunc: function(canvas) {
var points = this.getPoints(), length = points.length, context = canvas.getContext(), tension = this.getTension();
var points = this.getPoints(),
length = points.length,
context = canvas.getContext(),
tension = this.getTension(),
ap, len, n, point;
context.beginPath();
context.moveTo(points[0].x, points[0].y);
// tension
if(tension !== 0 && length > 2) {
var ap = this.allPoints, len = ap.length;
ap = this.allPoints;
len = ap.length;
n = 2;
context.quadraticCurveTo(ap[0].x, ap[0].y, ap[1].x, ap[1].y);
var n = 2;
while(n < len - 1) {
context.bezierCurveTo(ap[n].x, ap[n++].y, ap[n].x, ap[n++].y, ap[n].x, ap[n++].y);
}
context.quadraticCurveTo(ap[len - 1].x, ap[len - 1].y, points[length - 1].x, points[length - 1].y);
}
// no tension
else {
for(var n = 1; n < length; n++) {
var point = points[n];
for(n = 1; n < length; n++) {
point = points[n];
context.lineTo(point.x, point.y);
}
}

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@ -68,7 +68,7 @@
*/
Kinetic.Sprite = function(config) {
this._initSprite(config);
}
};
Kinetic.Sprite.prototype = {
_initSprite: function(config) {