Use blocked scoped variables
In addition to using const and let, this also upgrades our linter config and removes lint (mostly whitespace).
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@@ -7,17 +7,17 @@ import VectorLayer from '../src/ol/layer/Vector.js';
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import OSM from '../src/ol/source/OSM.js';
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import VectorSource from '../src/ol/source/Vector.js';
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var raster = new TileLayer({
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const raster = new TileLayer({
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source: new OSM()
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});
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var source = new VectorSource({wrapX: false});
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const source = new VectorSource({wrapX: false});
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var vector = new VectorLayer({
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const vector = new VectorLayer({
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source: source
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});
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var map = new Map({
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const map = new Map({
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layers: [raster, vector],
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target: 'map',
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view: new View({
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@@ -26,13 +26,13 @@ var map = new Map({
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})
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});
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var typeSelect = document.getElementById('type');
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const typeSelect = document.getElementById('type');
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var draw; // global so we can remove it later
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let draw; // global so we can remove it later
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function addInteraction() {
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var value = typeSelect.value;
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let value = typeSelect.value;
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if (value !== 'None') {
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var geometryFunction;
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let geometryFunction;
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if (value === 'Square') {
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value = 'Circle';
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geometryFunction = Draw.createRegularPolygon(4);
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@@ -45,19 +45,19 @@ function addInteraction() {
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if (!geometry) {
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geometry = new Polygon(null);
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}
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var center = coordinates[0];
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var last = coordinates[1];
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var dx = center[0] - last[0];
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var dy = center[1] - last[1];
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var radius = Math.sqrt(dx * dx + dy * dy);
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var rotation = Math.atan2(dy, dx);
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var newCoordinates = [];
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var numPoints = 12;
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for (var i = 0; i < numPoints; ++i) {
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var angle = rotation + i * 2 * Math.PI / numPoints;
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var fraction = i % 2 === 0 ? 1 : 0.5;
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var offsetX = radius * fraction * Math.cos(angle);
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var offsetY = radius * fraction * Math.sin(angle);
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const center = coordinates[0];
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const last = coordinates[1];
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const dx = center[0] - last[0];
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const dy = center[1] - last[1];
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const radius = Math.sqrt(dx * dx + dy * dy);
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const rotation = Math.atan2(dy, dx);
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const newCoordinates = [];
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const numPoints = 12;
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for (let i = 0; i < numPoints; ++i) {
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const angle = rotation + i * 2 * Math.PI / numPoints;
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const fraction = i % 2 === 0 ? 1 : 0.5;
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const offsetX = radius * fraction * Math.cos(angle);
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const offsetY = radius * fraction * Math.sin(angle);
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newCoordinates.push([center[0] + offsetX, center[1] + offsetY]);
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}
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newCoordinates.push(newCoordinates[0].slice());
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