Makes singleton variable name of NotificationCenter lowercase

When we require a singleton, its instance name should be named
by lowercase, since it is not a class.

Relates to #128
This commit is contained in:
logsol 2016-10-10 22:11:55 +02:00
parent ffc55a204a
commit 3cb2e39a18
57 changed files with 262 additions and 262 deletions

View file

@ -5,7 +5,7 @@ define([
"Game/Client/View/Abstract/Layer"
],
function (Parent, Settings, Nc, Layer) {
function (Parent, Settings, nc, Layer) {
"use strict";
@ -14,7 +14,7 @@ function (Parent, Settings, Nc, Layer) {
Parent.call(this, physicsEngine, uid, options);
this.ncTokens = this.ncTokens.concat([
Nc.on(Nc.ns.client.game.events.render, this.render, this)
nc.on(nc.ns.client.game.events.render, this.render, this)
]);
}
@ -30,10 +30,10 @@ function (Parent, Settings, Nc, Layer) {
var callback = function(mesh) {
self.mesh = mesh;
Nc.trigger(Nc.ns.client.view.mesh.add, self.layerId, mesh);
nc.trigger(nc.ns.client.view.mesh.add, self.layerId, mesh);
}
Nc.trigger(Nc.ns.client.view.mesh.create,
nc.trigger(nc.ns.client.view.mesh.create,
this.layerId,
texturePath,
callback,
@ -49,13 +49,13 @@ function (Parent, Settings, Nc, Layer) {
};
Item.prototype.destroy = function() {
Nc.trigger(Nc.ns.client.view.mesh.remove, this.layerId, this.mesh);
nc.trigger(nc.ns.client.view.mesh.remove, this.layerId, this.mesh);
Parent.prototype.destroy.call(this);
};
Item.prototype.render = function() {
Nc.trigger(Nc.ns.client.view.mesh.update,
nc.trigger(nc.ns.client.view.mesh.update,
this.layerId,
this.mesh,
{
@ -72,7 +72,7 @@ function (Parent, Settings, Nc, Layer) {
Parent.prototype.flip.call(this, direction);
if(oldFlipDirection != direction) {
Nc.trigger(Nc.ns.client.view.mesh.update,
nc.trigger(nc.ns.client.view.mesh.update,
this.layerId,
this.mesh,
{