From 4a51ac46713e854eaedb8c012464318d34778495 Mon Sep 17 00:00:00 2001 From: photonstorm Date: Wed, 23 Oct 2013 13:30:22 +0100 Subject: [PATCH] Updated README and sorting out folder case issue. --- README.md | 37 +- build/build.php | 2 +- build/phaser.d.ts | 1901 +++++++++++++++++ build/phaser.js | 33 +- build/ts.bat | 1 + {Docs => docs2}/Documentation Checklist.xlsx | Bin {Docs => docs2}/Hello Phaser/index.html | 0 {Docs => docs2}/Hello Phaser/logo.png | Bin {Docs => docs2}/Hello Phaser/phaser-min.js | 0 .../2D Text/Phaser Logo 2D Vector Outline.fla | Bin .../PNG/Phaser Logo Print Quality.png | Bin .../PNG/Phaser Logo Web Quality.png | Bin .../PNG/Phaser Logo iPad Resolution.png | Bin .../Phaser Logo/PNG/Phaser-Logo-Small.png | Bin .../Pixel Art/Phaser-Logo-Sizes.png | Bin .../Pixel Art/phaser_pixel_large_shaded.png | Bin .../Pixel Art/phaser_pixel_medium_flat.png | Bin .../Pixel Art/phaser_pixel_medium_shaded.png | Bin .../Pixel Art/phaser_pixel_small_flat.png | Bin .../Phaser 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plugins2}/SamplePlugin.js (100%) diff --git a/README.md b/README.md index c78afa77..7662b867 100644 --- a/README.md +++ b/README.md @@ -22,13 +22,13 @@ Try out the [Phaser Test Suite](http://gametest.mobi/phaser/) Welcome to Phaser ----------------- -It's staggering to think just how much has been achieved in the short time the 1.0 branch of Phaser has been available. We've seen literally hundreds of bug fixes and updates. Exciting new features and enhancements have been merged into the core library thanks to contributions from the community. We also completely overhauled the Examples Suite, removed the requirement for PHP, rebuilt it in html+js and filled it with over 150 examples to dig in to and learn from. And more importantly we've got our first pass at the API docs online and ready too. +It's staggering to think just how much has been achieved in the short time Phaser has been alive. We've implemented literally hundreds of bug fixes and updates, thanks to the effort the community puts in to reporting issues they find. Exciting new features have been merged into the core and we revisited old ones and pimped them out. We also completely overhauled the Examples Suite, removed the requirement for PHP, rebuilt it and filled it with over 150 examples to dig in and learn from. And more importantly we've got our first pass at the API docs ready too. -There is still more to be done of course. The API docs, while a good start, still need to be backed up with a proper comprehensive manual. And we desperately need to write some 'best practises' and 'getting started' tutorials. But at least now you don't have to flounder around in the dark and can turn to the examples and docs. +There is still more to be done of course. The API docs, while a good start, are lacking in places and still need to be backed up with a proper comprehensive manual. And we desperately need to write some 'best practises' and 'getting started' tutorials too. But we hope you appreciate the amount of effort that has been put in by the team so far. -There are so many exciting new features and tweaks in this build that we felt it warranted a proper full point release: 1.1. A few things have also changed, so games that were in development in the 1.0 version may need refactoring for 1.1, but we feel those changes have benefitted the framework as a whole. +There are many exciting new features and tweaks in this build that we felt it warranted a proper point release, hence the shift to version 1.1. Because of several core changes games that were in development in a 1.0.x version of Phaser may need refactoring for 1.1, but we feel those changes have helped the framework grow and mature as a whole. -As before "Thank you!" to everyone who has encouraged us along the way. To those of you who worked with Phaser during its various incarnations, and who released full games with it despite there being zero API documentation available: you are our heroes. It's your kind words and enthusiasm, as well as our commercial need for Phaser that has kept us going. +As before we offer a heart-felt "Thank you!" to everyone who has encouraged us along the way. To those of you who worked with Phaser during its various incarnations, and who released full games with it despite there being zero API documentation available: you are our heroes. It's your kind words and enthusiasm that has kept us going. Phaser is everything we ever wanted from an HTML5 game framework. It powers all of our client work in build today and remains our single most important product, and we've only just scratched the surface of what we have planned for it. @@ -42,6 +42,7 @@ Version 1.1 * JSDoc is go! We've added jsdoc3 blocks to every property and function, in every file. * Brand new Example system (no more php!) and over 150 examples to learn from too. +* New TypeScript definitions file generated (in the build folder). * Added World.postUpdate - all sprite position changes, as a result of physics, happen here before the render. * Complete overhaul of Physics.Arcade.Body - now significantly more stable and faster too. * Updated ArcadePhysics.separateX/Y to use new body system - much better results now. @@ -134,6 +135,10 @@ Version 1.1 * Added AnimationManager.refreshFrame - will reset the texture being used for a Sprite (useful after a crop rect clear) * You can now null a Sprite.crop and it will clear down the crop rect area correctly. * The default Game.antialias value is now 'true', so graphics will be smoothed automatically in canvas. Disable it via the Game constructor or Canvas utils. +* Added Physics.overlap(sprite1, sprite2) for quick body vs. body overlap tests with no separation performed. +* Fixed Issue 111 - calling Kill on a Phaser.Graphics instance causes error on undefined events. + + Outstanding Tasks ----------------- @@ -145,14 +150,13 @@ Outstanding Tasks * TODO: Sound.addMarker hh:mm:ss:ms * TODO: swap state (non-destructive shift) * TODO: rotation offset -* TODO: check stage bgc on droid (http://www.html5gamedevs.com/topic/1629-stage-background-color-not-working-on-android-chrome/) Requirements ------------ Games created with Phaser require a modern web browser that supports the canvas tag. This includes Internet Explorer 9+, Firefox, Chrome, Safari and Opera. It also works on mobile web browsers including stock Android 2.x browser and above and iOS5 Mobile Safari and above. -For developing with Phaser you can use either a plain-vanilla JavaScript approach or [TypeScript](https://typescript.codeplex.com/). We made no assumptions about how you like to code your games, and were careful not to impose any form of class/inheritance/structure upon you. +For developing with Phaser you can use either a plain-vanilla JavaScript approach or [TypeScript](https://typescript.codeplex.com/) using the provided TypeScript definitions file. We made no assumptions about how you like to code your games, and were careful not to impose any form of class/inheritance/structure upon you. Phaser is 275 KB minified and 62 KB gzipped. @@ -226,11 +230,6 @@ Although Phaser 1.0 is a brand new release it is born from years of experience b ![Phaser Particles](http://www.photonstorm.com/wp-content/uploads/2013/04/phaser_particles.png) -Known Issues ------------- - -* The TypeScript definition file isn't yet complete. - Future Plans ------------ @@ -248,20 +247,20 @@ The following list is not exhaustive and is subject to change: * Flash CC html output support. * Game parameters read from Google Docs. -Test Suite ----------- +Learn By Example +---------------- -Phaser comes with an ever growing Test Suite. Personally we learn better by looking at small refined code examples, so we create lots of them to test each new feature we add. Inside the Tests folder you'll find the current set. If you write a particularly good test then please send it to us. +Phaser comes with an ever growing suite of Examples. Personally I feel that we learn better by looking at small refined code examples, so we created over 150 of them and create new ones to test every new feature added. Inside the `examples` folder you'll find the current set. If you write a particularly good example then please send it to us. -The tests need running through a local web server (to avoid file access permission errors from your browser). +The examples need running through a local web server (to avoid file access permission errors from your browser). -Make sure you can browse to the Tests folder via your web server. If you've got php installed then launch: +Browse to the examples folder via your web server. - examples/index.php + examples/index.html -Right now the Test Suite requires PHP, but we will remove this requirement soon. +There is a new 'Side View' example viewer as well. This loads all the examples into a left-hand frame for faster navigation. -You can also browse the [Phaser Test Suite](http://gametest.mobi/phaser/) online. +You can also browse all [Phaser Examples](http://gametest.mobi/phaser/) online. Contributing ------------ diff --git a/build/build.php b/build/build.php index d95247e7..e5a4e48f 100644 --- a/build/build.php +++ b/build/build.php @@ -8,7 +8,7 @@ $buildLog = "Building version $version \n\n"; $header = ""; - $js = file(dirname(__FILE__) . 'config.php'); + $js = file(dirname(__FILE__) . DIRECTORY_SEPARATOR . 'config.php'); $output = ""; for ($i = 0; $i < count($js); $i++) diff --git a/build/phaser.d.ts b/build/phaser.d.ts new file mode 100644 index 00000000..5633d524 --- /dev/null +++ b/build/phaser.d.ts @@ -0,0 +1,1901 @@ + + +declare module Phaser { + + + export interface Animation { + + + game: any; + name: any; + delay: any; + looped: any; + killOnComplete: any; + isFinished: any; + isPlaying: any; + isPaused: any; + currentFrame: any; + paused: any; + frameTotal: any; + frame: any; + + static play(frameRate: number, loop: boolean, killOnComplete: boolean): Phaser.Animation; + static restart(): any; + static stop(resetFrame: boolean): any; + static update(): any; + static destroy(): any; + static onComplete(): any; + static generateFrameNames(prefix: string, min: number, max: number, suffix: string, zeroPad: number): any; + } + + export interface AnimationManager { + + + sprite: any; + game: any; + currentFrame: any; + updateIfVisible: any; + isLoaded: any; + frameData: any; + frameTotal: any; + paused: any; + frame: any; + frameName: any; + + add(name: string, frames: Array, frameRate: number, loop: boolean, useNumericIndex: boolean): Phaser.Animation; + validateFrames(frames: Array, useNumericIndex: boolean): boolean; + play(name: string, frameRate: number, loop: boolean, killOnComplete: boolean): Phaser.Animation; + stop(name: string, resetFrame: boolean): any; + update(): boolean; + refreshFrame(): any; + destroy(): any; + } + + export interface AnimationParser { + + + static spriteSheet(game: Phaser.Game, key: string, frameWidth: number, frameHeight: number, frameMax: number): Phaser.FrameData; + static JSONData(game: Phaser.Game, json: Object, cacheKey: string): Phaser.FrameData; + static JSONDataHash(game: Phaser.Game, json: Object, cacheKey: string): Phaser.FrameData; + static XMLData(game: Phaser.Game, xml: Object, cacheKey: string): Phaser.FrameData; + } + + export interface BitmapText { + + + exists: any; + alive: any; + group: any; + name: any; + game: any; + type: any; + anchor: any; + scale: any; + + update(): any; + destroy(): any; + } + + export interface Button { + + + type: any; + onInputOver: any; + onInputOut: any; + onInputDown: any; + onInputUp: any; + + setFrames(overFrame: string|number, outFrame: string|number, downFrame: string|number): any; + onInputOverHandler(pointer: Description): any; + onInputOutHandler(pointer: Description): any; + onInputDownHandler(pointer: Description): any; + onInputUpHandler(pointer: Description): any; + } + + export interface Cache { + + + game: any; + onSoundUnlock: any; + + addCanvas(key: string, canvas: HTMLCanvasElement, context: CanvasRenderingContext2D): any; + addRenderTexture(key: string, textue: Phaser.Texture): any; + addSpriteSheet(key: string, url: string, data: object, frameWidth: number, frameHeight: number, frameMax: number): any; + addTileset(key: string, url: string, data: object, tileWidth: number, tileHeight: number, tileMax: number, tileMargin: number, tileSpacing: number): any; + addTilemap(key: string, url: string, mapData: object, format: number): any; + addTextureAtlas(key: string, url: string, data: object, atlasData: object, format: number): any; + addBitmapFont(key: string, url: string, data: object, xmlData): any; + addDefaultImage(): any; + addText(key: string, url: string, data: object): any; + addImage(key: string, url: string, data: object): any; + addSound(key: string, url: string, data: object, webAudio: boolean, audioTag: boolean): any; + reloadSound(key: string): any; + reloadSoundComplete(key: string): any; + updateSound(key: string, property, value): any; + decodedSound(key: string, data: object): any; + getCanvas(key: string): object; + checkImageKey(key: string): boolean; + getImage(key: string): object; + getTilesetImage(key: string): object; + getTileset(key: string): Phaser.Tileset; + getTilemapData(key: string): Object; + getFrameData(key: string): Phaser.FrameData; + getFrameByIndex(key: string, frame): Phaser.Frame; + getFrameByName(key: string, frame): Phaser.Frame; + getFrame(key: string): Phaser.Frame; + getTextureFrame(key: string): Phaser.Frame; + getTexture(key: string): Phaser.RenderTexture; + getSound(key: string): Phaser.Sound; + getSoundData(key: string): object; + isSoundDecoded(key: string): boolean; + isSoundReady(key: string): boolean; + isSpriteSheet(key: string): boolean; + getText(key: string): object; + getKeys(array: Array): Array; + getImageKeys(): Array; + getSoundKeys(): Array; + getTextKeys(): Array; + removeCanvas(key: string): any; + removeImage(key: string): any; + removeSound(key: string): any; + removeText(key: string): any; + destroy(): any; + } + + export interface Camera { + + + game: any; + world: any; + id: any; + view: any; + screenView: any; + bounds: any; + deadzone: any; + visible: any; + atLimit: any; + target: any; + static FOLLOW_LOCKON: any; + static FOLLOW_PLATFORMER: any; + static FOLLOW_TOPDOWN: any; + static FOLLOW_TOPDOWN_TIGHT: any; + x: any; + y: any; + width: any; + height: any; + + follow(target: Phaser.Sprite, style: number): any; + focusOn(displayObject: any): any; + focusOnXY(x: number, y: number): any; + update(): any; + checkBounds(): any; + setPosition(x: number, y: number): any; + setSize(width: number, height: number): any; + } + + export interface Canvas { + + + static create(width: number, height: number): HTMLCanvasElement; + static getOffset(element: HTMLElement, point: Phaser.Point): Phaser.Point; + static getAspectRatio(canvas: HTMLCanvasElement): number; + static setBackgroundColor(canvas: HTMLCanvasElement, color: string): HTMLCanvasElement; + static setTouchAction(canvas: HTMLCanvasElement, value: String): HTMLCanvasElement; + static setUserSelect(canvas: HTMLCanvasElement, value: String): HTMLCanvasElement; + static addToDOM(canvas: HTMLCanvasElement, parent: string, overflowHidden: boolean): HTMLCanvasElement; + static setTransform(context: CanvasRenderingContext2D, translateX: number, translateY: number, scaleX: number, scaleY: number, skewX: number, skewY: number): CanvasRenderingContext2D; + static setSmoothingEnabled(context: CanvasRenderingContext2D, value: boolean): CanvasRenderingContext2D; + static setImageRenderingCrisp(canvas: HTMLCanvasElement): HTMLCanvasElement; + static setImageRenderingBicubic(canvas: HTMLCanvasElement): HTMLCanvasElement; + } + + export interface Circle { + + + x: any; + y: any; + diameter: any; + radius: any; + left: any; + right: any; + top: any; + bottom: any; + area: any; + empty: any; + + circumference(): number; + setTo(x: number, y: number, diameter: number): Circle; + copyFrom(source: any): Circle; + copyTo(dest: any): Object; + distance(dest: object, round: boolean): number; + clone(out: Phaser.Circle): Phaser.Circle; + contains(x: number, y: number): boolean; + circumferencePoint(angle: number, asDegrees: boolean, out: Phaser.Point): Phaser.Point; + offset(dx: number, dy: number): Circle; + offsetPoint(point: Point): Circle; + toString(): string; + static contains(a: Phaser.Circle, x: number, y: number): boolean; + static equals(a: Phaser.Circle, b: Phaser.Circle): boolean; + static intersects(a: Phaser.Circle, b: Phaser.Circle): boolean; + static circumferencePoint(a: Phaser.Circle, angle: number, asDegrees: boolean, out: Phaser.Point): Phaser.Point; + static intersectsRectangle(c: Phaser.Circle, r: Phaser.Rectangle): boolean; + } + + export interface Color { + + + static getColor32(alpha: number, red: number, green: number, blue: number): number; + static getColor(red: number, green: number, blue: number): number; + static hexToRGB(h: string): object; + static getColorInfo(color: number): string; + static RGBtoHexstring(color: number): string; + static RGBtoWebstring(color: number): string; + static colorToHexstring(color: number): string; + static interpolateColor(color1: number, color2: number, steps: number, currentStep: number, alpha: number): number; + static interpolateColorWithRGB(color: number, r: number, g: number, b: number, steps: number, currentStep: number): number; + static interpolateRGB(r1: number, g1: number, b1: number, r2: number, g2: number, b2: number, steps: number, currentStep: number): number; + static getRandomColor(min: number, max: number, alpha: number): number; + static getRGB(color: number): object; + static getWebRGB(color: number): string; + static getAlpha(color: number): number; + static getAlphaFloat(color: number): number; + static getRed(color: number): number; + static getGreen(color: number): number; + static getBlue(color: number): number; + } + + export interface Device { + + + patchAndroidClearRectBug: any; + desktop: any; + iOS: any; + android: any; + chromeOS: any; + linux: any; + macOS: any; + windows: any; + canvas: any; + file: any; + fileSystem: any; + localStorage: any; + webGL: any; + worker: any; + touch: any; + mspointer: any; + css3D: any; + pointerLock: any; + arora: any; + chrome: any; + epiphany: any; + firefox: any; + ie: any; + ieVersion: any; + mobileSafari: any; + midori: any; + opera: any; + safari: any; + audioData: any; + webAudio: any; + ogg: any; + opus: any; + mp3: any; + wav: any; + m4a: any; + webm: any; + iPhone: any; + iPhone4: any; + iPad: any; + pixelRatio: any; + + canPlayAudio(type: string): boolean; + isConsoleOpen(): boolean; + } + + export interface Easing { + + } + + export interface Events { + + } + + export interface Frame { + + + index: any; + x: any; + y: any; + width: any; + height: any; + name: any; + uuid: any; + centerX: any; + centerY: any; + distance: any; + rotated: any; + rotationDirection: any; + trimmed: any; + sourceSizeW: any; + sourceSizeH: any; + spriteSourceSizeX: any; + spriteSourceSizeY: any; + spriteSourceSizeW: any; + spriteSourceSizeH: any; + + setTrim(trimmed: boolean, actualWidth: number, actualHeight: number, destX: number, destY: number, destWidth: number, destHeight: number): any; + } + + export interface FrameData { + + + total: any; + + addFrame(frame: Phaser.Frame): Phaser.Frame; + getFrame(index: number): Phaser.Frame; + getFrameByName(name: string): Phaser.Frame; + checkFrameName(name: string): boolean; + getFrameRange(start: number, end: number, output: Array): Array; + getFrames(frames: Array, useNumericIndex: boolean, output: Array): Array; + getFrameIndexes(frames: Array, useNumericIndex: boolean, output: Array): Array; + } + + export interface Game { + + + id: any; + parent: any; + width: any; + height: any; + transparent: any; + antialias: any; + renderer: any; + state: any; + renderType: any; + isBooted: any; + isRunning: any; + raf: any; + add: any; + cache: any; + input: any; + load: any; + math: any; + net: any; + sound: any; + stage: any; + time: any; + tweens: any; + world: any; + physics: any; + rnd: any; + device: any; + camera: any; + canvas: any; + context: any; + debug: any; + particles: any; + paused: any; + + boot(): any; + setUpRenderer(): any; + loadComplete(): any; + update(time: number): any; + destroy(): any; + } + + export interface GameObjectFactory { + + + game: any; + world: any; + + existing(-: object): boolean; + sprite(x: number, y: number, key: string|RenderTexture, frame: string|number): Description; + child(group: Phaser.Group, x: number, y: number, key: string|RenderTexture, frame: string|number): Description; + tween(obj: object): Description; + group(parent: Description, name: Description): Description; + audio(key: Description, volume: Description, loop: Description): Description; + tileSprite(x: Description, y: Description, width: Description, height: Description, key: Description, frame: Description): Description; + text(x: Description, y: Description, text: Description, style: Description): any; + button(x: Description, y: Description, callback: Description, callbackContext: Description, overFrame: Description, outFrame: Description, downFrame: Description, downFrame): Description; + graphics(x: Description, y: Description): Description; + emitter(x: Description, y: Description, maxParticles: Description): Description; + bitmapText(x: Description, y: Description, text: Description, style: Description): Description; + tilemap(key: Description): Description; + tileset(key: Description): Description; + tilemapLayer(x: Description, y: Description, width: Description, height: Description, key: Description, frame: Description, layer): Description; + renderTexture(key: Description, width: Description, height: Description): Description; + } + + export interface Graphics { + + + type: any; + + destroy(): any; + } + + export interface Group { + + + game: any; + name: any; + type: any; + exists: any; + scale: any; + total: any; + length: any; + x: any; + y: any; + angle: any; + rotation: any; + visible: any; + alpha: any; + + add(child: *): *; + addAt(child: *, index: number): *; + static getAt(index: number): *; + create(x: number, y: number, key: string, frame: number|string, exists: boolean): Phaser.Sprite; + createMultiple(quantity: number, key: string, frame: number|string, exists: boolean): any; + swap(child1: *, child2: *): boolean; + bringToTop(child: *): *; + getIndex(child: *): number; + replace(oldChild: *, newChild: *): any; + setProperty(child: *, key: array, value: *, operation: number): any; + setAll(key: string, value: *, checkAlive: boolean, checkVisible: boolean, operation: number): any; + addAll(property: string, amount: number, checkAlive: boolean, checkVisible: boolean): any; + subAll(property: string, amount: number, checkAlive: boolean, checkVisible: boolean): any; + multiplyAll(property: string, amount: number, checkAlive: boolean, checkVisible: boolean): any; + divideAll(property: string, amount: number, checkAlive: boolean, checkVisible: boolean): any; + callAllExists(callback: function, existsValue: boolean, parameter: ...*): any; + callAll(callback: function, parameter: ...*): any; + forEach(callback: function, callbackContext: Object, checkExists: boolean): any; + forEachAlive(callback: function, callbackContext: Object): any; + forEachDead(callback: function, callbackContext: Object): any; + getFirstExists(state: boolean): Any; + getFirstAlive(): Any; + getFirstDead(): Any; + countLiving(): number; + countDead(): number; + getRandom(startIndex: number, length: number): Any; + remove(child: Any): any; + removeAll(): any; + removeBetween(startIndex: number, endIndex: number): any; + destroy(): any; + dump(full: boolean): any; + } + + export interface Input { + + + game: any; + hitCanvas: any; + hitContext: any; + static MOUSE_OVERRIDES_TOUCH: any; + static TOUCH_OVERRIDES_MOUSE: any; + static MOUSE_TOUCH_COMBINE: any; + pollRate: any; + disabled: any; + multiInputOverride: any; + position: any; + speed: any; + circle: any; + scale: any; + maxPointers: any; + currentPointers: any; + tapRate: any; + doubleTapRate: any; + holdRate: any; + justPressedRate: any; + justReleasedRate: any; + recordPointerHistory: any; + recordRate: any; + recordLimit: any; + pointer1: any; + pointer2: any; + pointer3: any; + pointer4: any; + pointer5: any; + pointer6: any; + pointer7: any; + pointer8: any; + pointer9: any; + pointer10: any; + activePointer: any; + mousePointer: any; + mouse: any; + keyboard: any; + touch: any; + mspointer: any; + onDown: any; + onUp: any; + onTap: any; + onHold: any; + interactiveItems: any; + x: any; + y: any; + pollLocked: any; + totalInactivePointers: any; + totalActivePointers: any; + worldX: any; + worldY: any; + + boot(): any; + addPointer(): Phaser.Pointer; + update(): any; + reset(hard: boolean): any; + resetSpeed(x: number, y: number): any; + startPointer(event: Any): Phaser.Pointer; + updatePointer(event: Any): Phaser.Pointer; + stopPointer(event: Any): Phaser.Pointer; + getPointer(state: boolean): Phaser.Pointer; + getPointerFromIdentifier(identifier: number): Phaser.Pointer; + getDistance(pointer1: Pointer, pointer2: Pointer): Description; + getAngle(pointer1: Pointer, pointer2: Pointer): Description; + } + + export interface InputHandler { + + + sprite: any; + game: any; + enabled: any; + parent: any; + next: any; + prev: any; + last: any; + first: any; + priorityID: any; + useHandCursor: any; + isDragged: any; + allowHorizontalDrag: any; + allowVerticalDrag: any; + bringToTop: any; + snapOffset: any; + snapOnDrag: any; + snapOnRelease: any; + snapX: any; + snapY: any; + pixelPerfect: any; + pixelPerfectAlpha: any; + draggable: any; + boundsRect: any; + boundsSprite: any; + consumePointerEvent: any; + + start(priority: number, useHandCursor: boolean): Phaser.Sprite; + reset(): any; + stop(): any; + destroy(): any; + pointerX(pointer: Pointer): number; + pointerY(pointer: Pointer): number; + pointerDown(pointer: Pointer): boolean; + pointerUp(pointer: Pointer): boolean; + pointerTimeDown(pointer: Pointer): number; + pointerTimeUp(pointer: Pointer): number; + pointerOver(pointer: Pointer): {bool; + pointerOut(pointer: Pointer): boolean; + pointerTimeOver(pointer: Pointer): number; + pointerTimeOut(pointer: Pointer): number; + pointerDragged(pointer: Pointer): number; + checkPointerOver(pointer: Pointer): boolean; + checkPixel(x: Description, y: Description): boolean; + update(pointer: Pointer): any; + updateDrag(pointer: Pointer): boolean; + justOver(pointer: Pointer, delay: number): boolean; + justOut(pointer: Pointer, delay: number): boolean; + justPressed(pointer: Pointer, delay: number): boolean; + justReleased(pointer: Pointer, delay: number): boolean; + overDuration(pointer: Pointer): number; + downDuration(pointer: Pointer): number; + enableDrag(lockCenter, bringToTop, pixelPerfect, alphaThreshold, boundsRect, boundsSprite): any; + disableDrag(): any; + startDrag(pointer): any; + stopDrag(pointer): any; + setDragLock(allowHorizontal, allowVertical): any; + enableSnap(snapX, snapY, onDrag, onRelease): any; + disableSnap(): any; + checkBoundsRect(): any; + checkBoundsSprite(): any; + } + + export interface Key { + + + game: any; + isDown: any; + isUp: any; + altKey: any; + ctrlKey: any; + shiftKey: any; + timeDown: any; + duration: any; + timeUp: any; + repeats: any; + keyCode: any; + onDown: any; + onUp: any; + + processKeyDown(event.: KeyboardEvent): any; + processKeyUp(event.: KeyboardEvent): any; + justPressed(duration: number): boolean; + justReleased(duration: number): boolean; + } + + export interface Keyboard { + + + game: any; + disabled: any; + callbackContext: any; + onDownCallback: any; + onUpCallback: any; + + addCallbacks(context: Object, onDown: function, onUp: function): any; + addKey(keycode: number): Phaser.Key; + removeKey(keycode: number): any; + createCursorKeys(): object; + start(): any; + stop(): any; + addKeyCapture(keycode: Any): any; + removeKeyCapture(keycode: number): any; + clearCaptures(): any; + processKeyDown(event: KeyboardEvent): any; + processKeyUp(event: KeyboardEvent): any; + reset(): any; + justPressed(keycode: number, duration: number): boolean; + justReleased(keycode: number, duration: number): boolean; + isDown(keycode: number): boolean; + } + + export interface LinkedList { + + + next: any; + prev: any; + first: any; + last: any; + total: any; + + add(child: object): object; + remove(child: object): any; + callAll(callback: function): any; + } + + export interface Loader { + + + game: any; + queueSize: any; + isLoading: any; + hasLoaded: any; + progress: any; + preloadSprite: any; + crossOrigin: any; + baseURL: any; + onFileComplete: any; + onFileError: any; + onLoadStart: any; + onLoadComplete: any; + static TEXTURE_ATLAS_JSON_ARRAY: any; + static TEXTURE_ATLAS_JSON_HASH: any; + static TEXTURE_ATLAS_XML_STARLING: any; + + setPreloadSprite(sprite: Phaser.Sprite, direction: number): any; + checkKeyExists(key: string): boolean; + reset(): any; + addToFileList(type: Description, key: string, url: string, properties: Description): any; + image(key: string, url: string, overwrite: boolean): any; + text(key: string, url: string, overwrite: boolean): any; + spritesheet(key: string, url: string, frameWidth: number, frameHeight: number, frameMax: number): any; + tileset(key: string, url: string, tileWidth: number, tileHeight: number, tileMax: number, tileMargin: number, tileSpacing: number): any; + audio(key: string, urls: Array, autoDecode: boolean): any; + tilemap(key: string, tilesetURL: string, mapDataURL: string, mapData: object, format: string): any; + bitmapFont(key: string, textureURL: string, xmlURL: string, xmlData: object): any; + atlasJSONArray(key: string, atlasURL: Description, atlasData: Description, atlasData): any; + atlasJSONHash(key: string, atlasURL: Description, atlasData: Description, atlasData): any; + atlasXML(key: string, atlasURL: Description, atlasData: Description, atlasData): any; + atlas(key: string, textureURL: string, atlasURL: string, atlasData: object, format: number): any; + removeFile(key): any; + removeAll(): any; + start(): any; + fileError(key: string): any; + fileComplete(key: string): any; + jsonLoadComplete(key: string): any; + csvLoadComplete(key: string): any; + dataLoadError(key: string): any; + xmlLoadComplete(key: string): any; + } + + export interface LoaderParser { + + + static bitmapFont(xml: object, xml, cacheKey): FrameData; + } + + export interface Math { + + + static PI2: any; + static degToRad: function; + static radToDeg: function; + + static fuzzyEqual(a: number, b: number, epsilon: number): boolean; + static fuzzyLessThan(a: number, b: number, epsilon: number): boolean; + static fuzzyGreaterThan(a: number, b: number, epsilon: number): boolean; + static fuzzyCeil(val: number, epsilon: number): boolean; + static fuzzyFloor(val: number, epsilon: number): boolean; + static average(): number; + static truncate(n: number): number; + static shear(n: number): number; + static snapTo(input: number, gap: number, start: number): number; + static snapToFloor(input: number, gap: number, start: number): number; + static snapToCeil(input: number, gap: number, start: number): number; + static snapToInArray(input: number, arr: array, sort: boolean): number; + static roundTo(value: number, place: number, base: number): number; + static floorTo(value: number, place: number, base: number): number; + static ceilTo(value: number, place: number, base: number): number; + static interpolateFloat(a: number, b: number, weight: number): number; + static angleBetween(x1: number, y1: number, x2: number, y2: number): number; + static normalizeAngle(angle: number, radians: boolean): number; + static nearestAngleBetween(a1: number, a2: number, radians: boolean): number; + static interpolateAngles(a1: number, a2: number, weight: number, radians: boolean, ease: Description): number; + static chanceRoll(chance: number): boolean; + static numberArray(min: number, max: number): array; + static maxAdd(value: number, amount: number, max-: number): number; + static minSub(value: number, amount: number, min: number): number; + static wrap(value, min, max): number; + static wrapValue(value: number, amount: number, max: number): number; + static randomSign(): number; + static isOdd(n: number): boolean; + static isEven(n: number): boolean; + static max(): number; + static min(): number; + static wrapAngle(angle: number): number; + static angleLimit(angle: number, min: number, max: number): number; + static linearInterpolation(v: number, k: number): number; + static bezierInterpolation(v: number, k: number): number; + static catmullRomInterpolation(v: number, k: number): number; + static linear(p0: number, p1: number, t: number): number; + static bernstein(n: number, i: number): number; + static catmullRom(p0: number, p1: number, p2: number, p3: number, t: number): number; + static difference(a: number, b: number): number; + static getRandom(objects: array, startIndex: number, length: number): object; + static floor(Value: number): number; + static ceil(value: number): number; + static sinCosGenerator(length: number, sinAmplitude: number, cosAmplitude: number, frequency: number): Array; + static shift(stack: array): any; + static shuffleArray(array: array): array; + static distance(x1: number, y1: number, x2: number, y2: number): number; + static distanceRounded(x1: number, y1: number, x2: number, y2: number): number; + static clamp(x: number, a: number, b: number): number; + static clampBottom(x: number, a: number): number; + static within(a: number, b: number, tolerance: number): boolean; + static mapLinear(x: number, a1: number, a1: number, a2: number, b1: number, b2: number): number; + static smoothstep(x: number, min: number, max: number): number; + static smootherstep(x: number, min: number, max: number): number; + static sign(x: number): number; + } + + export interface Mouse { + + + game: any; + callbackContext: any; + mouseDownCallback: any; + mouseMoveCallback: any; + mouseUpCallback: any; + disabled: any; + locked: any; + static LEFT_BUTTON: any; + static MIDDLE_BUTTON: any; + static RIGHT_BUTTON: any; + + start(): any; + onMouseDown(event: MouseEvent): any; + onMouseMove(event: MouseEvent): any; + onMouseUp(event: MouseEvent): any; + requestPointerLock(): any; + pointerLockChange(event: MouseEvent): any; + releasePointerLock(): any; + stop(): any; + } + + export interface MSPointer { + + + game: any; + callbackContext: any; + mouseDownCallback: any; + mouseMoveCallback: any; + mouseUpCallback: any; + disabled: any; + + start(): any; + onPointerDown(event: Any): any; + onPointerMove(event: Any): any; + onPointerUp(event: Any): any; + stop(): any; + } + + export interface Net { + + + getHostName(): string; + checkDomainName(domain: string): boolean; + updateQueryString(key: string, value: string, redirect: boolean, url: string): string; + getQueryString(parameter: string): string|object; + decodeURI(value: string): string; + } + + export interface Particles { + + + emitters: any; + ID: any; + + add(emitter: Phaser.Emitter): Phaser.Emitter; + remove(emitter: Phaser.Emitter): any; + update(): any; + } + + export interface Plugin { + + + game: any; + parent: any; + active: any; + visible: any; + hasPreUpdate: any; + hasUpdate: any; + hasRender: any; + hasPostRender: any; + + preUpdate(): any; + update(): any; + render(): any; + postRender(): any; + destroy(): any; + } + + export interface PluginManager { + + + game: any; + plugins: any; + + add(plugin: Phaser.Plugin): Phaser.Plugin; + remove(plugin: Phaser.Plugin): any; + preUpdate(): any; + update(): any; + render(): any; + postRender(): any; + destroy(): any; + } + + export interface Point { + + + x: any; + y: any; + + copyFrom(source: any): Point; + invert(): Point; + setTo(x: number, y: number): Point; + add(x: number, y: number): Phaser.Point; + subtract(x: number, y: number): Phaser.Point; + multiply(x: number, y: number): Phaser.Point; + divide(x: number, y: number): Phaser.Point; + clampX(min: number, max: number): Phaser.Point; + clampY(min: number, max: number): Phaser.Point; + clamp(min: number, max: number): Phaser.Point; + clone(output: Phaser.Point): Phaser.Point; + copyTo(dest: any): Object; + distance(dest: object, round: boolean): number; + equals(a: Phaser.Point): boolean; + rotate(x: number, y: number, angle: number, asDegrees: boolean, distance: number): Phaser.Point; + toString(): string; + static add(a: Phaser.Point, b: Phaser.Point, out: Phaser.Point): Phaser.Point; + static subtract(a: Phaser.Point, b: Phaser.Point, out: Phaser.Point): Phaser.Point; + static multiply(a: Phaser.Point, b: Phaser.Point, out: Phaser.Point): Phaser.Point; + static divide(a: Phaser.Point, b: Phaser.Point, out: Phaser.Point): Phaser.Point; + static equals(a: Phaser.Point, b: Phaser.Point): boolean; + static distance(a: object, b: object, round: boolean): number; + static rotate(a: Phaser.Point, x: number, y: number, angle: number, asDegrees: boolean, distance: number): Phaser.Point; + } + + export interface Pointer { + + + game: any; + id: any; + positionDown: any; + position: any; + circle: any; + withinGame: any; + clientX: any; + clientY: any; + pageX: any; + pageY: any; + screenX: any; + screenY: any; + x: any; + y: any; + isMouse: any; + isDown: any; + isUp: any; + timeDown: any; + timeUp: any; + previousTapTime: any; + totalTouches: any; + msSinceLastClick: any; + targetObject: any; + active: any; + duration: any; + worldX: any; + worldY: any; + + start(event: Any): any; + update(): any; + move(event: Any): any; + leave(event: Any): any; + stop(event: Any): any; + justPressed(duration: number): boolean; + justReleased(duration: number): boolean; + reset(): any; + toString(): string; + } + + export interface QuadTree { + + } + + export interface RandomDataGenerator { + + + sow(seeds: array): any; + integer(): number; + frac(): number; + real(): number; + integerInRange(min: number, max: number): number; + realInRange(min: number, max: number): number; + normal(): number; + uuid(): string; + pick(ary: Any): number; + weightedPick(ary: Any): number; + timestamp(min: number, max: number): number; + angle(): number; + } + + export interface Rectangle { + + + x: any; + y: any; + width: any; + height: any; + halfWidth: any; + halfHeight: any; + bottom: any; + left: any; + right: any; + volume: any; + perimeter: any; + centerX: any; + centerY: any; + top: any; + topLeft: any; + empty: any; + + offset(dx: number, dy: number): Rectangle; + offsetPoint(point: Point): Rectangle; + setTo(x: number, y: number, width: number, height: number): Rectangle; + floor(): any; + copyFrom(source: any): Rectangle; + copyTo(source: any): object; + inflate(dx: number, dy: number): Phaser.Rectangle; + size(output: Phaser.Point): Phaser.Point; + clone(output: Phaser.Rectangle): Phaser.Rectangle; + contains(x: number, y: number): boolean; + containsRect(b: Phaser.Rectangle): boolean; + equals(b: Phaser.Rectangle): boolean; + intersection(b: Phaser.Rectangle, out: Phaser.Rectangle): Phaser.Rectangle; + intersects(b: Phaser.Rectangle, tolerance: number): boolean; + intersectsRaw(left: number, right: number, top: number, bottomt: number, tolerance: number): boolean; + union(b: Phaser.Rectangle, out: Phaser.Rectangle): Phaser.Rectangle; + toString(): string; + static inflate(a: Phaser.Rectangle, dx: number, dy: number): Phaser.Rectangle; + static inflatePoint(a: Phaser.Rectangle, point: Phaser.Point): Phaser.Rectangle; + static size(a: Phaser.Rectangle, output: Phaser.Point): Phaser.Point; + static clone(a: Phaser.Rectangle, output: Phaser.Rectangle): Phaser.Rectangle; + static contains(a: Phaser.Rectangle, x: number, y: number): boolean; + static containsPoint(a: Phaser.Rectangle, point: Phaser.Point): boolean; + static containsRect(a: Phaser.Rectangle, b: Phaser.Rectangle): boolean; + static equals(a: Phaser.Rectangle, b: Phaser.Rectangle): boolean; + static intersection(a: Phaser.Rectangle, b: Phaser.Rectangle, out: Phaser.Rectangle): Phaser.Rectangle; + static intersects(a: Phaser.Rectangle, b: Phaser.Rectangle): boolean; + static intersectsRaw(left: number, right: number, top: number, bottom: number, tolerance: number, tolerance): boolean; + static union(a: Phaser.Rectangle, b: Phaser.Rectangle, out: Phaser.Rectangle): Phaser.Rectangle; + } + + export interface RenderTexture { + + + game: any; + name: any; + width: any; + height: any; + indetityMatrix: any; + frame: any; + type: any; + } + + export interface RequestAnimationFrame { + + + game: any; + isRunning: any; + + start(): any; + updateRAF(time: number): any; + updateSetTimeout(): any; + stop(): any; + isSetTimeOut(): boolean; + isRAF(): boolean; + } + + export interface Signal { + + + memorize: any; + active: any; + + dispatch(): any; + has(listener: Function, context: Object): boolean; + add(listener: function, listenerContext: object, priority: number): Phaser.SignalBinding; + addOnce(listener: function, listenerContext: object, priority: number): Phaser.SignalBinding; + remove(listener: function, context: object): function; + removeAll(): any; + getNumListeners(): number; + halt(): any; + forget(): any; + dispose(): any; + toString(): string; + } + + export interface Sound { + + + game: any; + name: any; + key: any; + loop: any; + markers: any; + context: any; + totalDuration: any; + startTime: any; + currentTime: any; + duration: any; + stopTime: any; + paused: any; + isPlaying: any; + currentMarker: any; + pendingPlayback: any; + override: any; + usingWebAudio: any; + usingAudioTag: any; + onDecoded: any; + onPlay: any; + onPause: any; + onResume: any; + onLoop: any; + onStop: any; + onMute: any; + onMarkerComplete: any; + isDecoding: any; + isDecoded: any; + mute: any; + volume: any; + + soundHasUnlocked(key: string): any; + addMarker(name: string, start: number, duration: number, volume: number, loop: boolean): any; + removeMarker(name: string): any; + update(): any; + play(marker: string, position: number, volume: number, loop: boolean, forceRestart: boolean): Sound; + restart(marker: string, position: number, volume: number, loop: boolean): any; + pause(): any; + resume(): any; + stop(): any; + } + + export interface SoundManager { + + + game: any; + onSoundDecode: any; + context: any; + usingWebAudio: any; + usingAudioTag: any; + noAudio: any; + touchLocked: any; + channels: any; + mute: any; + volume: any; + + boot(): any; + unlock(): any; + stopAll(): any; + pauseAll(): any; + resumeAll(): any; + decode(key: string, sound: Phaser.Sound): any; + update(): any; + add(key: string, volume: number, loop: boolean): any; + } + + export interface Sprite { + + + game: any; + exists: any; + alive: any; + group: any; + name: any; + type: any; + renderOrderID: any; + lifespan: any; + events: any; + animations: any; + input: any; + key: any; + anchor: any; + x: any; + y: any; + autoCull: any; + scale: any; + offset: any; + center: any; + topLeft: any; + topRight: any; + bottomRight: any; + bottomLeft: any; + bounds: any; + body: any; + health: any; + inWorld: any; + inWorldThreshold: any; + outOfBoundsKill: any; + fixedToCamera: any; + angle: any; + + preUpdate(): any; + centerOn(x: number, y: number): any; + revive(health): any; + kill(): any; + destroy(): any; + damage(amount): any; + reset(x, y, health): any; + updateBounds(): any; + getLocalPosition(p: Description, x: number, y: number): Description; + getLocalUnmodifiedPosition(p: Description, x: number, y: number): Description; + bringToTop(): any; + play(name: String, frameRate: number, loop: boolean, killOnComplete: boolean): Phaser.Animation; + } + + export interface Stage { + + + game: any; + offset: any; + canvas: any; + scaleMode: any; + scale: any; + aspectRatio: any; + backgroundColor: any; + + visibilityChange(event: Event): any; + } + + export interface StageScaleMode { + + + forceLandscape: any; + forcePortrait: any; + incorrectOrientation: any; + pageAlignHorizontally: any; + pageAlignVertically: any; + minWidth: any; + maxWidth: any; + minHeight: any; + maxHeight: any; + width: any; + height: any; + maxIterations: any; + game: any; + enterLandscape: any; + enterPortrait: any; + scaleFactor: any; + aspectRatio: any; + static EXACT_FIT: any; + static NO_SCALE: any; + static SHOW_ALL: any; + isFullScreen: any; + isPortrait: any; + isLandscape: any; + + startFullScreen(): any; + stopFullScreen(): any; + checkOrientationState(): any; + checkOrientation(event: Event): any; + checkResize(event: Event): any; + refresh(): any; + setScreenSize(force: Description): any; + setSize(): any; + setMaximum(): any; + setShowAll(): any; + setExactFit(): any; + } + + export interface State { + + + game: any; + add: any; + camera: any; + cache: any; + input: any; + load: any; + math: any; + sound: any; + stage: any; + time: any; + tweens: any; + world: any; + particles: any; + physics: any; + + preload(): any; + loadUpdate(): any; + loadRender(): any; + create(): any; + update(): any; + render(): any; + paused(): any; + destroy(): any; + } + + export interface StateManager { + + + game: any; + states: any; + current: any; + onInitCallback: any; + onPreloadCallback: any; + onCreateCallback: any; + onUpdateCallback: any; + onRenderCallback: any; + onPreRenderCallback: any; + onLoadUpdateCallback: any; + onLoadRenderCallback: any; + onPausedCallback: any; + onShutDownCallback: any; + + add(key, state, autoStart): any; + remove(key: string): any; + start(key: string, clearWorld: boolean, clearCache: boolean): any; + checkState(key: string): boolean; + link(key: string): any; + setCurrentState(key: string): any; + loadComplete(): any; + update(): any; + preRender(): any; + render(): any; + destroy(): any; + } + + export interface Text { + + + exists: any; + alive: any; + group: any; + name: any; + game: any; + type: any; + anchor: any; + scale: any; + renderable: any; + + update(): any; + destroy(): any; + } + + export interface Tile { + + + tileset: any; + index: any; + width: any; + height: any; + x: any; + y: any; + mass: any; + collideNone: any; + collideLeft: any; + collideRight: any; + collideUp: any; + collideDown: any; + separateX: any; + separateY: any; + collisionCallback: any; + collisionCallbackContext: any; + + setCollisionCallback(callback: Function, context: object): any; + destroy(): any; + setCollision(left: boolean, right: boolean, up: boolean, down: boolean, reset: boolean, separateX: boolean, separateY: boolean): any; + resetCollision(): any; + } + + export interface TileSprite { + + + texture: any; + type: any; + tileScale: any; + tilePosition: any; + } + + export interface Time { + + + game: any; + physicsElapsed: any; + time: any; + pausedTime: any; + now: any; + elapsed: any; + fps: any; + fpsMin: any; + fpsMax: any; + msMin: any; + msMax: any; + frames: any; + pauseDuration: any; + timeToCall: any; + lastTime: any; + + totalElapsedSeconds(): number; + update(time: number): any; + elapsedSince(since: number): number; + elapsedSecondsSince(since: number): number; + reset(): any; + } + + export interface Touch { + + + game: any; + disabled: boolean; + callbackContext: any; + touchStartCallback: any; + touchMoveCallback: any; + touchEndCallback: any; + touchEnterCallback: any; + touchLeaveCallback: any; + touchCancelCallback: any; + preventDefault: any; + + start(): any; + consumeDocumentTouches(): any; + onTouchStart(event: Any): any; + onTouchCancel(event: Any): any; + onTouchEnter(event: Any): any; + onTouchLeave(event: Any): any; + onTouchMove(event: Any): any; + onTouchEnd(event: Any): any; + stop(): any; + } + + export interface Tween { + + + game: any; + pendingDelete: any; + onStart: any; + onComplete: any; + isRunning: any; + + to(properties: object, duration: number, ease: function, autoStart: boolean, delay: number, repeat: boolean, yoyo: Phaser.Tween): Phaser.Tween; + start(time: number): Phaser.Tween; + stop(): Phaser.Tween; + delay(amount: number): Phaser.Tween; + repeat(times: number): Phaser.Tween; + yoyo(yoyo: boolean): Phaser.Tween; + easing(easing: function): Phaser.Tween; + interpolation(interpolation: function): Phaser.Tween; + chain(): Phaser.Tween; + loop(): Phaser.Tween; + onStartCallback(callback: function): Phaser.Tween; + onUpdateCallback(callback: function): Phaser.Tween; + onCompleteCallback(callback: function): Phaser.Tween; + pause(): any; + resume(): any; + update(time: number): boolean; + } + + export interface TweenManager { + + + game: any; + REVISION: any; + + getAll(): Phaser.Tween[]; + removeAll(): any; + add(tween: Phaser.Tween): Phaser.Tween; + create(object: Object): Phaser.Tween; + remove(tween: Phaser.Tween): any; + update(): boolean; + pauseAll(): any; + resumeAll(): any; + } + + export interface Utils { + + + static pad(str: string, len: number, pad: number, dir: number): string; + static isPlainObject(obj: object): boolean; + static extend(deep: boolean, target: object): object; + } + + export interface World { + + + scale: any; + bounds: any; + camera: any; + currentRenderOrderID: any; + width: any; + height: any; + centerX: any; + centerY: any; + randomX: any; + randomY: any; + + boot(): any; + update(): any; + postUpdate(): any; + setBounds(x: number, y: number, width: number, height: number): any; + destroy(): any; + } + + + } + + + +declare module Phaser.Easing { + + + export interface Back { + + + static In(k: number): number; + static Out(k: number): number; + static InOut(k: number): number; + } + + export interface Bounce { + + + static In(k: number): number; + static Out(k: number): number; + static InOut(k: number): number; + } + + export interface Circular { + + + static In(k: number): number; + static Out(k: number): number; + static InOut(k: number): number; + } + + export interface Cubic { + + + static In(k: number): number; + static Out(k: number): number; + static InOut(k: number): number; + } + + export interface Elastic { + + + static In(k: number): number; + static Out(k: number): number; + static InOut(k: number): number; + } + + export interface Exponential { + + + static In(k: number): number; + static Out(k: number): number; + static InOut(k: number): number; + } + + export interface Linear { + + + static None(k: number): number; + } + + export interface Quadratic { + + + static In(k: number): number; + static Out(k: number): number; + static InOut(k: number): number; + } + + export interface Quartic { + + + static In(k: number): number; + static Out(k: number): number; + static InOut(k: number): number; + } + + export interface Quintic { + + + static In(k: number): number; + static Out(k: number): number; + static InOut(k: number): number; + } + + export interface Sinusoidal { + + + static In(k: number): number; + static Out(k: number): number; + static InOut(k: number): number; + } + + + } + + + +declare module Phaser.Particles.Arcade { + + + export interface Emitter extends Phaser.Group { + + + maxParticles: any; + name: any; + type: any; + x: any; + y: any; + width: any; + height: any; + minParticleSpeed: any; + maxParticleSpeed: any; + minParticleScale: any; + maxParticleScale: any; + minRotation: any; + maxRotation: any; + gravity: any; + particleClass: any; + particleDrag: any; + angularDrag: any; + frequency: any; + lifespan: any; + bounce: any; + on: any; + exists: any; + emitX: any; + emitY: any; + alpha: any; + visible: any; + left: any; + right: any; + top: any; + bottom: any; + + update(): any; + makeParticles(keys: Description, frames: number, quantity: number, collide: number, collideWorldBounds: boolean): This Emitter instance (nice for chaining stuff together, if you're into that).; + kill(): any; + revive(): any; + start(explode: boolean, lifespan: number, frequency: number, quantity: number): any; + emitParticle(): any; + setSize(width: number, height: number): any; + setXSpeed(min: number, max: number): any; + setYSpeed(min: number, max: number): any; + setRotation(min: number, max: number): any; + at(object: object): any; + } + + + } + + + +declare module Phaser.Utils { + + + export interface Debug { + + + game: any; + context: any; + font: any; + lineHeight: any; + renderShadow: any; + currentX: any; + currentY: any; + currentAlpha: any; + + start(x: number, y: number, color: string): any; + stop(): any; + line(text: string, x: number, y: number): any; + renderQuadTree(quadtree: Phaser.QuadTree, color: string): any; + renderSpriteCorners(sprite: Phaser.Sprite, showText: boolean, showBounds: boolean, color: string): any; + renderSoundInfo(sound: Phaser.Sound, x: number, y: number, color: string): any; + renderCameraInfo(camera: Phaser.Camera, x: number, y: number, color: string): any; + renderPointer(pointer: Phaser.Pointer, hideIfUp: boolean, downColor: string, upColor: string, color: string): any; + renderSpriteInputInfo(sprite: Phaser.Sprite, x: number, y: number, color: string): any; + renderSpriteCollision(sprite: Phaser.Sprite, x: number, y: number, color: string): any; + renderInputInfo(x: number, y: number, color: string): any; + renderSpriteInfo(sprite: Phaser.Sprite, x: number, y: number, color: string): any; + renderWorldTransformInfo(sprite: Phaser.Sprite, x: number, y: number, color: string): any; + renderLocalTransformInfo(sprite: Phaser.Sprite, x: number, y: number, color: string): any; + renderPointInfo(sprite: Phaser.Point, x: number, y: number, color: string): any; + renderSpriteBody(sprite: Phaser.Sprite, color: string): any; + renderSpriteBounds(sprite: Phaser.Sprite, color: string, fill: boolean): any; + renderPixel(x: number, y: number, color: string): any; + renderPoint(point: Phaser.Point, color: string): any; + renderRectangle(rect: Phaser.Rectangle, color: string): any; + renderCircle(circle: Phaser.Circle, color: string): any; + renderText(text: string, x: number, y: number, color: string, font: string): any; + dumpLinkedList(list: Phaser.LinkedList): any; + } + + + } + + + +declare module PIXI { + + + export interface BaseTexture { + + + width: Number; + height: Number; + hasLoaded: Boolean; + source: Image; + + destroy(): any; + static fromImage(imageUrl, crossorigin): BaseTexture; + } + + export interface BitmapText { + + + setText(text): any; + setStyle(style, style.font, style.align): any; + } + + export interface CanvasGraphics { + + } + + export interface CanvasRenderer { + + + width: Number; + height: Number; + view: Canvas; + context: Canvas 2d Context; + + render(stage): any; + resize(width, height): any; + renderDisplayObject(displayObject): any; + } + + export interface CustomRenderable { + + + renderCanvas(renderer): any; + initWebGL(renderer): any; + renderWebGL(renderer, projectionMatrix): any; + } + + export interface DisplayObject { + + + position: Point; + scale: Point; + pivot: Point; + rotation: Number; + alpha: Number; + visible: Boolean; + hitArea: Rectangle|Circle|Ellipse|Polygon; + buttonMode: Boolean; + renderable: Boolean; + parent: DisplayObjectContainer; + stage: Stage; + worldAlpha: Number; + constructor: any; + + setInteractive(interactive): any; + } + + export interface DisplayObjectContainer { + + + children: Array; + + addChild(child): any; + addChildAt(child, index): any; + getChildAt(index): any; + removeChild(child): any; + } + + export interface EventTarget { + + } + + export interface Graphics { + + + fillAlpha: Number; + lineWidth: Number; + lineColor: String; + + lineStyle(lineWidth, color, alpha): any; + moveTo(x, y): any; + lineTo(x, y): any; + beginFill(color, alpha): any; + endFill(): any; + drawRect(x, y, width, height): any; + drawCircle(x, y, radius): any; + drawElipse(x, y, width, height): any; + clear(): any; + } + + export interface Point { + + + x: Number; + y: Number; + + clone(): Point; + } + + export interface Rectangle { + + + x: Number; + y: Number; + width: Number; + height: Number; + + clone(): Rectangle; + contains(x, y): Boolean; + } + + export interface RenderTexture { + + } + + export interface Sprite { + + + anchor: Point; + texture: Texture; + blendMode: Number; + + setTexture(texture): any; + static fromFrame(frameId): Sprite; + static fromImage(imageId): Sprite; + setText(text: String): any; + } + + export interface Stage { + + + interactive: Boolean; + interactionManager: InteractionManager; + + setBackgroundColor(backgroundColor): any; + getMousePosition(): Point; + } + + export interface Text { + + + setStyle(style, style.font, style.fill, style.align, style.stroke, style.strokeThickness, style.wordWrap, style.wordWrapWidth): any; + destroy(destroyTexture): any; + } + + export interface Texture { + + + baseTexture: BaseTexture; + frame: Rectangle; + trim: Point; + + destroy(destroyBase): any; + setFrame(frame): any; + static fromImage(imageUrl, crossorigin): Texture; + static fromFrame(frameId): Texture; + static fromCanvas(canvas): Texture; + static addTextureToCache(texture, id): any; + static removeTextureFromCache(id): Texture; + } + + export interface TilingSprite { + + + texture: Texture; + width: Number; + height: Number; + tileScale: Point; + tilePosition: Point; + + setTexture(texture): any; + } + + export interface WebGLBatch { + + + clean(): any; + restoreLostContext(gl): any; + init(sprite): any; + insertBefore(sprite, nextSprite): any; + insertAfter(sprite, previousSprite): any; + remove(sprite): any; + split(sprite): WebGLBatch; + merge(batch): any; + growBatch(): any; + refresh(): any; + update(): any; + render(start, end): any; + } + + export interface WebGLGraphics { + + } + + export interface WebGLRenderer { + + + render(stage): any; + resize(width, height): any; + } + + export interface WebGLRenderGroup { + + + render(projection): any; + } + + + } + + + +declare module PIXI.PolyK { + + + export interface Triangulate { + + } + + + } + diff --git a/build/phaser.js b/build/phaser.js index 96ca286c..fe82308e 100644 --- a/build/phaser.js +++ b/build/phaser.js @@ -9,7 +9,7 @@ * * Phaser - http://www.phaser.io * -* v1.0.7 - Built at: Tue, 22 Oct 2013 00:54:52 +0100 +* v1.1.0 - Built at: Wed, 23 Oct 2013 13:05:12 +0100 * * By Richard Davey http://www.photonstorm.com @photonstorm * @@ -56,7 +56,7 @@ var PIXI = PIXI || {}; */ var Phaser = Phaser || { - VERSION: '1.0.7-beta', + VERSION: '1.1.0', GAMES: [], AUTO: 0, CANVAS: 1, @@ -15955,6 +15955,9 @@ Phaser.Sprite = function (game, x, y, key, frame) { */ this.scale = new Phaser.Point(1, 1); + // console.log(this.worldTransform); + // this.worldTransform = []; + /** * @property {Phaser.Point} _cache - A mini cache for storing all of the calculated values. * @private @@ -16331,7 +16334,11 @@ Phaser.Sprite.prototype.kill = function() { this.alive = false; this.exists = false; this.visible = false; - this.events.onKilled.dispatch(this); + + if (this.events) + { + this.events.onKilled.dispatch(this); + } } @@ -30380,6 +30387,25 @@ Phaser.Physics.Arcade.prototype = { }, + /** + * Checks if two Sprite objects intersect. + * + * @param object1 The first object to check. Can be an instance of Phaser.Sprite or anything that extends it. + * @param object2 The second object to check. Can be an instance of Phaser.Sprite or anything that extends it. + * @returns {boolean} true if the two objects overlap. + **/ + overlap: function (object1, object2) { + + // Only test valid objects + if (object1 && object2 && object1.exists && object2.exists) + { + return (Phaser.Rectangle.intersects(object1.body, object2.body)); + } + + return false; + + }, + /** * Checks for collision between two game objects. The objects can be Sprites, Groups, Emitters or Tilemaps. * You can perform Sprite vs. Sprite, Sprite vs. Group, Group vs. Group, Sprite vs. Tilemap or Group vs. Tilemap collisions. @@ -31527,6 +31553,7 @@ Phaser.Physics.Arcade.Body.prototype = { // this.preX = (this.sprite.localTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x; // this.preY = (this.sprite.localTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y; + this.preX = (this.sprite.worldTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x; this.preY = (this.sprite.worldTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y; diff --git a/build/ts.bat b/build/ts.bat new file mode 100644 index 00000000..7b415531 --- /dev/null +++ b/build/ts.bat @@ -0,0 +1 @@ +jsdocts -d:phaser.d.ts phaser.js \ No newline at end of file diff --git a/Docs/Documentation Checklist.xlsx b/docs2/Documentation Checklist.xlsx similarity index 100% rename from Docs/Documentation Checklist.xlsx 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b/examples/_site/view_full.html index 0bd418b2..83d6c04f 100644 --- a/examples/_site/view_full.html +++ b/examples/_site/view_full.html @@ -121,7 +121,7 @@
Phaser Version: 1.1 - 1.2 dev branch + New version:
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