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Formats JS code with ESLint
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willroberts committed Sep 10, 2022
1 parent 038090c commit 63cc664
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2 changes: 1 addition & 1 deletion .eslintignore
Original file line number Diff line number Diff line change
Expand Up @@ -5,7 +5,7 @@ app/view/
scripts/generate_packages.js
server/ai/
server/redis/test/
test/unit/sdk/ai/card_intent_scoring.js
#test/unit/sdk/ai/card_intent_scoring.js
test/unit/sdk/cards/

# Importers of gitignored code
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280 changes: 140 additions & 140 deletions app/audio/SoundEffectSequence.js
Original file line number Diff line number Diff line change
@@ -1,158 +1,158 @@
var Promise = require('bluebird');
var _ = require('underscore');
var audio_engine = require('./audio_engine');
var audio_object = require('./audio_object');
const Promise = require('bluebird');
const _ = require('underscore');
const audio_engine = require('./audio_engine');
const audio_object = require('./audio_object');

/**
* SoundEffectSequence - sfx sequence object.
*/
var SoundEffectSequence = cc.Class.extend({
_sfxDataByIdentifier: null,
_sfxPlaylist: null,
_playlistIndex: 0,
_onComplete: null,
ctor: function () {
this._sfxDataByIdentifier = {};
this._sfxPlaylist = [];
this._playlistIndex = 0;
},
/**
* Adds a sound effect to the sequence. A sound effect may be added to a playing sequence.
* @param {String} sfxIdentifier path to sfx
* @param {Boolean} [looping=false] whether to loop infinitely (only works on last sfx in sequence)
* @param {Number} [duration] forced duration in seconds before moving to next in sequence
*/
addSoundEffect: function (sfxIdentifier, looping, duration) {
if (sfxIdentifier != null) {
var sfxData = this._sfxDataByIdentifier[sfxIdentifier];
if (sfxData == null) {
sfxData = new SoundEffectData(sfxIdentifier, looping, duration);
this._sfxDataByIdentifier[sfxIdentifier] = sfxData;
this._sfxPlaylist.push(sfxData);
}
}
},
/**
* Adds multiple sound effects.
* @see addSoundEffect
*/
addSoundEffects: function (sfxIdentifiers, loopings, durations) {
for (var i = 0, il = sfxIdentifiers.length; i < il; i++) {
this.addSoundEffect(sfxIdentifiers[i], loopings && loopings[i], durations && durations[i]);
}
},
/**
* Plays the sequence.
*/
play: function (onComplete) {
this.stop();
this._onComplete = onComplete;
this.playNext();
},
/**
* Plays the next sfx in the sequence. Usually you do not need to call this method directly.
*/
playNext: function () {
if (this._playlistIndex >= this._sfxPlaylist.length) {
// complete
if (_.isFunction(this._onComplete)) {
this._onComplete();
}
this.stop();
} else {
// play next
var sfxData = this._sfxPlaylist[this._playlistIndex];
if (sfxData != null) {
var onComplete = this.playNext.bind(this);
this._currentSfxData = sfxData;
sfxData.play(onComplete);
const SoundEffectSequence = cc.Class.extend({
_sfxDataByIdentifier: null,
_sfxPlaylist: null,
_playlistIndex: 0,
_onComplete: null,
ctor() {
this._sfxDataByIdentifier = {};
this._sfxPlaylist = [];
this._playlistIndex = 0;
},
/**
* Adds a sound effect to the sequence. A sound effect may be added to a playing sequence.
* @param {String} sfxIdentifier path to sfx
* @param {Boolean} [looping=false] whether to loop infinitely (only works on last sfx in sequence)
* @param {Number} [duration] forced duration in seconds before moving to next in sequence
*/
addSoundEffect(sfxIdentifier, looping, duration) {
if (sfxIdentifier != null) {
let sfxData = this._sfxDataByIdentifier[sfxIdentifier];
if (sfxData == null) {
sfxData = new SoundEffectData(sfxIdentifier, looping, duration);
this._sfxDataByIdentifier[sfxIdentifier] = sfxData;
this._sfxPlaylist.push(sfxData);
}
}
},
/**
* Adds multiple sound effects.
* @see addSoundEffect
*/
addSoundEffects(sfxIdentifiers, loopings, durations) {
for (let i = 0, il = sfxIdentifiers.length; i < il; i++) {
this.addSoundEffect(sfxIdentifiers[i], loopings && loopings[i], durations && durations[i]);
}
},
/**
* Plays the sequence.
*/
play(onComplete) {
this.stop();
this._onComplete = onComplete;
this.playNext();
},
/**
* Plays the next sfx in the sequence. Usually you do not need to call this method directly.
*/
playNext() {
if (this._playlistIndex >= this._sfxPlaylist.length) {
// complete
if (_.isFunction(this._onComplete)) {
this._onComplete();
}
this.stop();
} else {
// play next
const sfxData = this._sfxPlaylist[this._playlistIndex];
if (sfxData != null) {
const onComplete = this.playNext.bind(this);
this._currentSfxData = sfxData;
sfxData.play(onComplete);

// increment playlist index if there is another sfx after this or we're not looping this sfx
if (this._playlistIndex < this._sfxPlaylist.length - 1 || !sfxData.getLooping()) {
this._playlistIndex++;
}
}
}
},
/**
* Stops the sequence.
*/
stop: function () {
if (this._currentSfxData != null) {
this._currentSfxData.stop();
this._currentSfxData = null;
}
this._onComplete = null;
this._playlistIndex = 0;
}
// increment playlist index if there is another sfx after this or we're not looping this sfx
if (this._playlistIndex < this._sfxPlaylist.length - 1 || !sfxData.getLooping()) {
this._playlistIndex++;
}
}
}
},
/**
* Stops the sequence.
*/
stop() {
if (this._currentSfxData != null) {
this._currentSfxData.stop();
this._currentSfxData = null;
}
this._onComplete = null;
this._playlistIndex = 0;
},
});

/**
*
* SoundEffectData - sfx data object for sequencing.
*
*/
var SoundEffectData = cc.Class.extend({
_sfxIdentifier: null,
_duration: null,
_looping: null,
_audio: null,
_playAction: null,
ctor: function (sfxIdentifier, looping, duration) {
this._sfxIdentifier = sfxIdentifier;
this._looping = looping;
this._duration = duration;
},
getSfxIdentifier: function () {
return this._sfxIdentifier;
},
setLooping: function (looping) {
this._looping = looping;
},
getLooping: function () {
return this._looping;
},
getAudio: function () {
return this._audio;
},
getDuration: function () {
if (this._duration == null && this._audio != null) {
if (this._audio instanceof audio_object) {
this._duration = this._audio.get_duration();
} else if (this._audio instanceof cc.Audio) {
this._duration = this._audio.getDuration();
}
}
return this._duration || 0;
},
play: function (onComplete) {
// stop previous
this.stop();
let SoundEffectData = cc.Class.extend({
_sfxIdentifier: null,
_duration: null,
_looping: null,
_audio: null,
_playAction: null,
ctor(sfxIdentifier, looping, duration) {
this._sfxIdentifier = sfxIdentifier;
this._looping = looping;
this._duration = duration;
},
getSfxIdentifier() {
return this._sfxIdentifier;
},
setLooping(looping) {
this._looping = looping;
},
getLooping() {
return this._looping;
},
getAudio() {
return this._audio;
},
getDuration() {
if (this._duration == null && this._audio != null) {
if (this._audio instanceof audio_object) {
this._duration = this._audio.get_duration();
} else if (this._audio instanceof cc.Audio) {
this._duration = this._audio.getDuration();
}
}
return this._duration || 0;
},
play(onComplete) {
// stop previous
this.stop();

// play effect
this._audio = audio_engine.current().play_effect(this._sfxIdentifier);
// play effect
this._audio = audio_engine.current().play_effect(this._sfxIdentifier);

// create action for play if there is a completion callback
if (_.isFunction(onComplete)) {
this._playAction = cc.sequence([
cc.delayTime(this.getDuration()),
cc.callFunc(function () {
onComplete();
}.bind(this))
]);
// create action for play if there is a completion callback
if (_.isFunction(onComplete)) {
this._playAction = cc.sequence([
cc.delayTime(this.getDuration()),
cc.callFunc(() => {
onComplete();
}),
]);

cc.director.getActionManager().addAction(this._playAction, this);
}
},
stop: function () {
if (this._audio != null) {
audio_engine.current().stop_effect(this._audio);
}
if (this._playAction != null) {
cc.director.getActionManager().removeAction(this._playAction);
this._playAction = null;
}
}
cc.director.getActionManager().addAction(this._playAction, this);
}
},
stop() {
if (this._audio != null) {
audio_engine.current().stop_effect(this._audio);
}
if (this._playAction != null) {
cc.director.getActionManager().removeAction(this._playAction);
this._playAction = null;
}
},
});

module.exports = SoundEffectSequence;
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