Whole codebase updated to TypeScript 0.9.1, phew!

This commit is contained in:
Richard Davey
2013-08-08 19:16:47 +01:00
parent df32190db8
commit 1248a6c06e
129 changed files with 38471 additions and 30343 deletions
-63
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@@ -1,63 +0,0 @@
/// <reference path="../Game.ts" />
/// <reference path="Pointer.ts" />
/**
* Phaser - Gestures
*
* The Gesture class monitors for gestures and dispatches the resulting signals when they occur.
* Note: Android 2.x only supports 1 touch event at once, no multi-touch
*/
module Phaser {
export class Gestures {
/**
* Constructor
* @param {Game} game.
* @return {Touch} This object.
*/
constructor(game: Game) {
this.game = game;
}
/**
* Local reference to Game.
* @property _game
* @type {Game}
* @private
**/
public game: Game;
private _p1: Pointer;
private _p2: Pointer;
private _p3: Pointer;
private _p4: Pointer;
private _p5: Pointer;
private _p6: Pointer;
private _p7: Pointer;
private _p8: Pointer;
private _p9: Pointer;
private _p10: Pointer;
public start() {
// Local references to the Phaser.Input.pointer objects
this._p1 = this.game.input.pointer1;
this._p2 = this.game.input.pointer2;
this._p3 = this.game.input.pointer3;
this._p4 = this.game.input.pointer4;
this._p5 = this.game.input.pointer5;
this._p6 = this.game.input.pointer6;
this._p7 = this.game.input.pointer7;
this._p8 = this.game.input.pointer8;
this._p9 = this.game.input.pointer9;
this._p10 = this.game.input.pointer10;
}
}
}
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+11 -13
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@@ -1,6 +1,4 @@
/// <reference path="../Game.ts" />
/// <reference path="../utils/SpriteUtils.ts" />
/// <reference path="../utils/RectangleUtils.ts" />
/// <reference path="../_definitions.ts" />
/**
* Phaser - Components - InputHandler
@@ -27,7 +25,7 @@ module Phaser.Components {
/**
* Reference to Phaser.Game
*/
public game: Game;
public game: Phaser.Game;
/**
* Local private reference to its parent game object.
@@ -551,7 +549,7 @@ module Phaser.Components {
* @param boundsRect If you want to restrict the drag of this sprite to a specific FlxRect, pass the FlxRect here, otherwise it's free to drag anywhere
* @param boundsSprite If you want to restrict the drag of this sprite to within the bounding box of another sprite, pass it here
*/
public enableDrag(lockCenter: boolean = false, bringToTop: boolean = false, pixelPerfect: boolean = false, alphaThreshold: number = 255, boundsRect: Rectangle = null, boundsSprite: Phaser.Sprite = null): void {
public enableDrag(lockCenter: boolean = false, bringToTop: boolean = false, pixelPerfect: boolean = false, alphaThreshold: number = 255, boundsRect: Rectangle = null, boundsSprite: Phaser.Sprite = null) {
this._dragPoint = new Point;
this.draggable = true;
@@ -576,7 +574,7 @@ module Phaser.Components {
/**
* Stops this sprite from being able to be dragged. If it is currently the target of an active drag it will be stopped immediately. Also disables any set callbacks.
*/
public disableDrag(): void {
public disableDrag() {
if (this._pointerData)
{
@@ -595,7 +593,7 @@ module Phaser.Components {
/**
* Called by Pointer when drag starts on this Sprite. Should not usually be called directly.
*/
public startDrag(pointer: Pointer): void {
public startDrag(pointer: Pointer) {
this.isDragged = true;
this._draggedPointerID = pointer.id;
@@ -625,7 +623,7 @@ module Phaser.Components {
/**
* Called by Pointer when drag is stopped on this Sprite. Should not usually be called directly.
*/
public stopDrag(pointer: Pointer): void {
public stopDrag(pointer: Pointer) {
this.isDragged = false;
this._draggedPointerID = -1;
@@ -648,7 +646,7 @@ module Phaser.Components {
* @param allowHorizontal To enable the sprite to be dragged horizontally set to true, otherwise false
* @param allowVertical To enable the sprite to be dragged vertically set to true, otherwise false
*/
public setDragLock(allowHorizontal: boolean = true, allowVertical: boolean = true): void {
public setDragLock(allowHorizontal: boolean = true, allowVertical: boolean = true) {
this.allowHorizontalDrag = allowHorizontal;
this.allowVerticalDrag = allowVertical;
}
@@ -662,7 +660,7 @@ module Phaser.Components {
* @param onDrag If true the sprite will snap to the grid while being dragged
* @param onRelease If true the sprite will snap to the grid when released
*/
public enableSnap(snapX: number, snapY: number, onDrag: boolean = true, onRelease: boolean = false): void {
public enableSnap(snapX: number, snapY: number, onDrag: boolean = true, onRelease: boolean = false) {
this.snapOnDrag = onDrag;
this.snapOnRelease = onRelease;
this.snapX = snapX;
@@ -672,7 +670,7 @@ module Phaser.Components {
/**
* Stops the sprite from snapping to a grid during drag or release.
*/
public disableSnap(): void {
public disableSnap() {
this.snapOnDrag = false;
this.snapOnRelease = false;
}
@@ -680,7 +678,7 @@ module Phaser.Components {
/**
* Bounds Rect check for the sprite drag
*/
private checkBoundsRect(): void {
private checkBoundsRect() {
if (this._parent.x < this.boundsRect.left)
{
this._parent.x = this.boundsRect.x;
@@ -703,7 +701,7 @@ module Phaser.Components {
/**
* Parent Sprite Bounds check for the sprite drag
*/
private checkBoundsSprite(): void {
private checkBoundsSprite() {
if (this._parent.x < this.boundsSprite.x)
{
this._parent.x = this.boundsSprite.x;
+5 -14
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@@ -1,13 +1,4 @@
/// <reference path="../Game.ts" />
/// <reference path="../core/Signal.ts" />
/// <reference path="../utils/PointUtils.ts" />
/// <reference path="../math/Vec2Utils.ts" />
/// <reference path="Pointer.ts" />
/// <reference path="MSPointer.ts" />
/// <reference path="Gestures.ts" />
/// <reference path="Mouse.ts" />
/// <reference path="Keyboard.ts" />
/// <reference path="Touch.ts" />
/// <reference path="../_definitions.ts" />
/**
* Phaser - InputManager
@@ -32,7 +23,7 @@ module Phaser {
this.keyboard = new Keyboard(this.game);
this.touch = new Touch(this.game);
this.mspointer = new MSPointer(this.game);
this.gestures = new Gestures(this.game);
//this.gestures = new Gestures(this.game);
this.onDown = new Phaser.Signal();
this.onUp = new Phaser.Signal();
@@ -58,7 +49,7 @@ module Phaser {
/**
* Local reference to game.
*/
public game: Game;
public game: Phaser.Game;
/**
* How often should the input pointers be checked for updates?
@@ -171,7 +162,7 @@ module Phaser {
* Phaser.Gestures handler
* @type {Gestures}
*/
public gestures: Gestures;
//public gestures: Gestures;
/**
* A vector object representing the current position of the Pointer.
@@ -458,7 +449,7 @@ module Phaser {
this.keyboard.start();
this.touch.start();
this.mspointer.start();
this.gestures.start();
//this.gestures.start();
this.mousePointer.active = true;
+4 -3
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@@ -1,4 +1,4 @@
/// <reference path="../Game.ts" />
/// <reference path="../_definitions.ts" />
/**
* Phaser - Keyboard
@@ -23,7 +23,7 @@ module Phaser {
* @property game
* @type {Phaser.Game}
**/
public game: Game;
public game: Phaser.Game;
private _keys = {};
private _capture = {};
@@ -211,6 +211,7 @@ module Phaser {
}
/*
// Letters
public static A: number = "A".charCodeAt(0);
public static B: number = "B".charCodeAt(0);
@@ -320,7 +321,7 @@ module Phaser {
public static DELETE: number = 46;
public static HELP: number = 47;
public static NUM_LOCK: number = 144;
*/
}
}
+2 -3
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@@ -1,5 +1,4 @@
/// <reference path="../Game.ts" />
/// <reference path="Pointer.ts" />
/// <reference path="../_definitions.ts" />
/**
* Phaser - MSPointer
@@ -29,7 +28,7 @@ module Phaser {
* @property game
* @type Game
**/
public game: Game;
public game: Phaser.Game;
/**
* You can disable all Input by setting disabled = true. While set all new input related events will be ignored.
+2 -2
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@@ -1,4 +1,4 @@
/// <reference path="../Game.ts" />
/// <reference path="../_definitions.ts" />
/**
* Phaser - Mouse
@@ -22,7 +22,7 @@ module Phaser {
* @property game
* @type {Phaser.Game}
**/
public game: Game;
public game: Phaser.Game;
public static LEFT_BUTTON: number = 0;
public static MIDDLE_BUTTON: number = 1;
+2 -3
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@@ -1,5 +1,4 @@
/// <reference path="../Game.ts" />
/// <reference path="../math/Vec2.ts" />
/// <reference path="../_definitions.ts" />
/**
* Phaser - Pointer
@@ -43,7 +42,7 @@ module Phaser {
* @type {Phaser.Game}
* @private
**/
public game: Game;
public game: Phaser.Game;
/**
* Local private variable to store the status of dispatching a hold event
+2 -3
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@@ -1,5 +1,4 @@
/// <reference path="../Game.ts" />
/// <reference path="Pointer.ts" />
/// <reference path="../_definitions.ts" />
/**
* Phaser - Touch
@@ -32,7 +31,7 @@ module Phaser {
* @property game
* @type {Phaser.Game}
**/
public game: Game;
public game: Phaser.Game;
/**
* You can disable all Input by setting disabled = true. While set all new input related events will be ignored.