Tidying up the examples and more Tilemap work.

This commit is contained in:
photonstorm
2013-12-10 12:23:42 +00:00
parent af5847e8e4
commit 669570c701
115 changed files with 372 additions and 11768 deletions
+123 -103
View File
@@ -260,7 +260,7 @@ declare module Phaser {
}
class Game {
constructor(width: number, height: number, renderer: number, parent: string, state: Object, transparent: boolean, antialias: boolean);
constructor(width: number, height: number, renderer: number, parent: string, state: Object, transparent?: boolean, antialias?: boolean);
id: number;
width: number;
height: number;
@@ -655,7 +655,7 @@ declare module Phaser {
onAnimationStart: Phaser.Signal;
onAnimationComplete: Phaser.Signal;
onAnimationLoop: Phaser.Signal;
}
}
class GameObjectFactory {
constructor(game: Phaser.Game);
@@ -687,7 +687,7 @@ declare module Phaser {
type: number;
renderOrderID: number;
lifespan: number;
events: Phaser.Event[];
events: Phaser.Events;
animations: Phaser.AnimationManager;
input: Phaser.InputHandler;
key: string;
@@ -707,8 +707,6 @@ declare module Phaser {
bottomLeft: Phaser.Point;
bounds: Phaser.Rectangle;
body: Phaser.Physics.Arcade.Body;
velocity: number;
acceleration: number;
inWorld: boolean;
inWorldThreshold: number;
angle: number;
@@ -731,6 +729,24 @@ declare module Phaser {
getBounds(rect: Phaser.Rectangle): Phaser.Rectangle;
}
class Events {
parent: Phaser.Sprite;
onAddedToGroup: Phaser.Signal;
onRemovedFromGroup: Phaser.Signal;
onKilled: Phaser.Signal;
onRevived: Phaser.Signal;
onOutOfBounds: Phaser.Signal;
onInputOver: Phaser.Signal;
onInputOut: Phaser.Signal;
onInputDown: Phaser.Signal;
onInputUp: Phaser.Signal;
onDragStart: Phaser.Signal;
onDragStop: Phaser.Signal;
onAnimationStart: Phaser.Signal;
onAnimationComplete: Phaser.Signal;
onAnimationLoop: Phaser.Signal;
}
class TileSprite {
constructor(game: Phaser.Game, x: number, y: number, width: number, height: number, key?: string, frame?: number);
texture: Phaser.RenderTexture;
@@ -1166,60 +1182,68 @@ declare module Phaser {
update(time: number): boolean;
}
class Easing {
Linear: {
None: (k: number) => number;
};
Quadratic: {
In: (k: number) => number;
Out: (k: number) => number;
InOut: (k: number) => number;
};
Cubic: {
In: (k: number) => number;
Out: (k: number) => number;
InOut: (k: number) => number;
};
Quartic: {
In: (k: number) => number;
Out: (k: number) => number;
InOut: (k: number) => number;
};
Quintic: {
In: (k: number) => number;
Out: (k: number) => number;
InOut: (k: number) => number;
};
Sinusoidal: {
In: (k: number) => number;
Out: (k: number) => number;
InOut: (k: number) => number;
};
Exponential: {
In: (k: number) => number;
Out: (k: number) => number;
InOut: (k: number) => number;
};
Circular: {
In: (k: number) => number;
Out: (k: number) => number;
InOut: (k: number) => number;
};
Elastic: {
In: (k: number) => number;
Out: (k: number) => number;
InOut: (k: number) => number;
};
Back: {
In: (k: number) => number;
Out: (k: number) => number;
InOut: (k: number) => number;
};
Bounce: {
In: (k: number) => number;
Out: (k: number) => number;
InOut: (k: number) => number;
};
class Easing.Linear {
static None(k: number);
}
class Easing.Quadratic {
static In(k: number);
static Out(k: number);
static InOut(k: number);
}
class Easing.Cubic {
static In(k: number);
static Out(k: number);
static InOut(k: number);
}
class Easing.Quartic {
static In(k: number);
static Out(k: number);
static InOut(k: number);
}
class Easing.Quintic {
static In(k: number);
static Out(k: number);
static InOut(k: number);
}
class Easing.Sinusoidal {
static In(k: number);
static Out(k: number);
static InOut(k: number);
}
class Easing.Exponential {
static In(k: number);
static Out(k: number);
static InOut(k: number);
}
class Easing.Circular {
static In(k: number);
static Out(k: number);
static InOut(k: number);
}
class Easing.Elastic {
static In(k: number);
static Out(k: number);
static InOut(k: number);
}
class Easing.Back {
static In(k: number);
static Out(k: number);
static InOut(k: number);
}
class Easing.Bounce {
static In(k: number);
static Out(k: number);
static InOut(k: number);
}
class Time {
@@ -1286,48 +1310,46 @@ declare module Phaser {
onComplete(): void;
}
module Animation {
class Frame {
constructor(index: number, x: number, y: number, width: number, height: number, name: string, uuid: string);
index: number;
x: number;
y: number;
width: number;
height: number;
centerX: number;
centerY: number;
distance: number;
name: string;
uuid: string;
rotated: boolean;
rotationDirection: string;
trimmed: boolean;
sourceSizeW: number;
sourceSizeH: number;
spriteSourceSizeX: number;
spriteSourceSizeY: number;
spriteSourceSizeW: number;
spriteSourcesizeH: number;
setTrim(trimmed: boolean, actualWidth: number, actualHeight: number, destX: number, destY: number, destWidth: number, destHeight: number): void;
}
class Frame {
constructor(index: number, x: number, y: number, width: number, height: number, name: string, uuid: string);
index: number;
x: number;
y: number;
width: number;
height: number;
centerX: number;
centerY: number;
distance: number;
name: string;
uuid: string;
rotated: boolean;
rotationDirection: string;
trimmed: boolean;
sourceSizeW: number;
sourceSizeH: number;
spriteSourceSizeX: number;
spriteSourceSizeY: number;
spriteSourceSizeW: number;
spriteSourcesizeH: number;
setTrim(trimmed: boolean, actualWidth: number, actualHeight: number, destX: number, destY: number, destWidth: number, destHeight: number): void;
}
class FrameData {
addFrame(frame: Frame): Frame;
getFrame(index: number): Frame;
getFrameByName(name: string): Frame;
checkFrame(name: string): boolean;
getFrameRange(start: number, end: number, output: Array<Frame>): Array<Frame>;
getFrames(frames: Array<number>, useNumericIndex?: boolean, output?: Array<Frame>): Array<Frame>;
getFrameIndexes(frames: Array<number>, useNumericIndex?: boolean, output?: Array<number>): Array<number>;
total: number;
}
class FrameData {
addFrame(frame: Frame): Frame;
getFrame(index: number): Frame;
getFrameByName(name: string): Frame;
checkFrame(name: string): boolean;
getFrameRange(start: number, end: number, output: Array<Frame>): Array<Frame>;
getFrames(frames: Array<number>, useNumericIndex?: boolean, output?: Array<Frame>): Array<Frame>;
getFrameIndexes(frames: Array<number>, useNumericIndex?: boolean, output?: Array<number>): Array<number>;
total: number;
}
class Parser {
spriteSheet(game: Phaser.Game, key: string, frameWidth: number, frameHeight: number, frameMax?: number): Phaser.Animation.FrameData;
JSONData(game: Phaser.Game, json: Object, cacheKey: string): Phaser.Animation.FrameData;
JSONDataHash(game: Phaser.Game, json: Object, cacheKey: string): Phaser.Animation.FrameData;
XMLData(game: Phaser.Game, xml: Object, cacheKey: string): Phaser.Animation.FrameData;
}
class AnimationParser {
spriteSheet(game: Phaser.Game, key: string, frameWidth: number, frameHeight: number, frameMax?: number): Phaser.Animation.FrameData;
JSONData(game: Phaser.Game, json: Object, cacheKey: string): Phaser.Animation.FrameData;
JSONDataHash(game: Phaser.Game, json: Object, cacheKey: string): Phaser.Animation.FrameData;
XMLData(game: Phaser.Game, xml: Object, cacheKey: string): Phaser.Animation.FrameData;
}
class Cache {
@@ -1420,10 +1442,8 @@ declare module Phaser {
nextFile(previousKey: string, success: boolean): void;
}
module Loader {
class Parser {
bitmapFont(game: Phaser.Game, xml: Object, cacheKey: Phaser.Animation.FrameData): void;
}
class LoaderParser {
bitmapFont(game: Phaser.Game, xml: Object, cacheKey: Phaser.Animation.FrameData): void;
}
class Sound {