From c21365703d991733486d1333bacb3594be993596 Mon Sep 17 00:00:00 2001 From: Tarion Date: Wed, 8 Jan 2014 22:57:13 +0100 Subject: [PATCH] Phaser Definitions Update Added "GetCurrentState" to StateManager --- build/phaser.d.ts | 41 ++++++++++++++++++++++++++++++++++------ src/core/StateManager.js | 16 ++++++++++++++-- 2 files changed, 49 insertions(+), 8 deletions(-) diff --git a/build/phaser.d.ts b/build/phaser.d.ts index 9d7a6905..083338c2 100644 --- a/build/phaser.d.ts +++ b/build/phaser.d.ts @@ -80,8 +80,8 @@ declare module Phaser { class StateManager { constructor(game: Phaser.Game, pendingState: Phaser.State); game: Phaser.Game; - states: Object; - current: Phaser.State; + states: { [key: string]: Phaser.State }; + current: string; onInitCallback(): void; onPreloadCallback(): void; onCreateCallback(): void; @@ -99,7 +99,7 @@ declare module Phaser { dummy(): void; checkState(key: string): boolean; link(key: string): void; - setCurrentState(key: string): void; + getCurrentState(): Phaser.State; loadComplete(): void; update(): void; preRender(): void; @@ -196,8 +196,9 @@ declare module Phaser { visibilityChange(event: Event): void; } + // Wraps a PIXI.DisplayObjectContainer class Group { - constructor(game: Phaser.Game, parent: any, name: string, useStage: boolean); + constructor(game: Phaser.Game, parent?: any, name?: string, useStage?: boolean); game: Phaser.Game; name: string; type: number; @@ -260,6 +261,16 @@ declare module Phaser { } class Game { + /* + * Defaults: + * [width=800] - The width of your game in game pixels. + * [height=600] - The height of your game in game pixels. + * [renderer=Phaser.AUTO] - Which renderer to use: Phaser.AUTO will auto-detect, Phaser.WEBGL, Phaser.CANVAS or Phaser.HEADLESS (no rendering at all). + * [parent=''] - The Games DOM parent. + * [state=null] - Description. + * [transparent=false] - Use a transparent canvas background or not. + * [antialias=true] - Anti-alias graphics. + * */ constructor(width?: number, height?: number, renderer?: number, parent?: string, state?: Object, transparent?: boolean, antialias?: boolean); id: number; width: number; @@ -705,7 +716,7 @@ declare module Phaser { } class Sprite { - constructor(game: Phaser.Game, x: number, y: number, key: string, frame: number); + constructor(game: Phaser.Game, x?: number, y?: number, key?: string, frame?: number); game: Phaser.Game; exists: boolean; alive: boolean; @@ -722,6 +733,7 @@ declare module Phaser { anchor: Phaser.Point; x: number; y: number; + cameraOffset:Phaser.Point; position: Phaser.Point; autoCull: boolean; scale: Phaser.Point; @@ -740,7 +752,7 @@ declare module Phaser { frame: number; frameName: string; inCamera: boolean; - crop: boolean; + crop: Phaser.Rectangle; cropEnabled: boolean; inputEnabled: boolean; fixedToCamera:boolean; @@ -825,9 +837,26 @@ declare module Phaser { onInputOutHandler(pointer: Phaser.Pointer): void; } + + // Actually extends PIXI.Graphics but we skip the abstraction here, since pixi is "part" of phaser + // PIXI.Graphics extends PIXI.DisplayObjectContainer extends DisplayObject class Graphics extends Phaser.Sprite { constructor(game: Phaser.Game, x: number, y: number); angle: number; + x:number; + y:number; + + // Pixi drawing + lineStyle(lineWidth:number, color?:number, alpha?:number): void; + moveTo(x:number, y:number): void; + lineTo(x:number, y:number): void; + beginFill(color:number, alpha?:number): void; + endFill(): void; + drawRect( x:number, y:number, width:number, height:number ): void; + drawCircle( x:number, y:number, radius:number): void; + drawElipse( x:number, y:number, width:number, height:number): void; + clear(): void; + updateFilterBounds(): void; } class RenderTexture { diff --git a/src/core/StateManager.js b/src/core/StateManager.js index 6d0d4e31..2351bb0b 100644 --- a/src/core/StateManager.js +++ b/src/core/StateManager.js @@ -280,7 +280,8 @@ Phaser.StateManager.prototype = { }, /** - * Description. + * Checks i a given phaser state is valid. + * State must exist and have at least one callback function registered.. * @method Phaser.StateManager#checkState * @param {string} key - The key of the state you want to check. * @return {boolean} Description. @@ -347,7 +348,7 @@ Phaser.StateManager.prototype = { * Sets the current State. Should not be called directly (use StateManager.start) * @method Phaser.StateManager#setCurrentState * @param {string} key - State key. - * @protected + * @private */ setCurrentState: function (key) { @@ -377,6 +378,17 @@ Phaser.StateManager.prototype = { }, + /** + * Gets the current State. + * + * @method Phaser.StateManager#getCurrentState + * @return Phaser.State + * @public + */ + getCurrentState: function() { + return this.states[this.current]; + }, + /** * @method Phaser.StateManager#loadComplete * @protected