From 77a8dc321f495340f8215bc1fb44bf86ac381310 Mon Sep 17 00:00:00 2001 From: niondir Date: Tue, 7 Jan 2014 10:58:00 +0100 Subject: [PATCH] phaser.d.ts corrections --- build/phaser.d.ts | 3393 +++++++++++++++++++++++---------------------- 1 file changed, 1697 insertions(+), 1696 deletions(-) diff --git a/build/phaser.d.ts b/build/phaser.d.ts index 33ec8578..1e00927e 100644 --- a/build/phaser.d.ts +++ b/build/phaser.d.ts @@ -1,708 +1,708 @@ declare class Phaser { - static VERSION: string; - static DEV_VERSION: string; - static GAMES: Array; - static AUTO: number; - static CANVAS: number; - static WEBGL: number; - static SPRITE: number; - static BUTTON: number; - static BULLET: number; - static GRAPHICS: number; - static TEXT: number; - static TILESPRITE: number; - static BITMAPTEXT: number; - static GROUP: number; - static RENDERTEXTURE: number; - static TILEMAP: number; - static TILEMAPLAYER: number; - static EMITTER: number; - static BITMAPDATA: number; - static CANVAS_FILTER: number; - static WEBGL_FILTER: number; + static VERSION: string; + static DEV_VERSION: string; + static GAMES: Array; + static AUTO: number; + static CANVAS: number; + static WEBGL: number; + static SPRITE: number; + static BUTTON: number; + static BULLET: number; + static GRAPHICS: number; + static TEXT: number; + static TILESPRITE: number; + static BITMAPTEXT: number; + static GROUP: number; + static RENDERTEXTURE: number; + static TILEMAP: number; + static TILEMAPLAYER: number; + static EMITTER: number; + static BITMAPDATA: number; + static CANVAS_FILTER: number; + static WEBGL_FILTER: number; } declare module Phaser { - class Camera { - constructor(game: Phaser.Game, id: number, x: number, y: number, width: number, height: number); - game: Phaser.Game; - world: Phaser.World; - id: number; - x: number; - y: number; - width: number; - height: number; - view: Phaser.Rectangle; - screenView: Phaser.Rectangle; - bounds: Phaser.Rectangle; - deadzone: Phaser.Rectangle; - visible: boolean; - atLimit: { x: boolean; y: boolean; }; - target: Phaser.Sprite; - private _edge: number; - static FOLLOW_LOCKON: number; - static FOLLOW_PLATFORMER: number; - static FOLLOW_TOPDOWN: number; - static FOLLOW_TOPDOWN_TIGHT: number; - follow(target: Phaser.Sprite, style?: number): void; - focusOnXY(x: number, y: number): void; - update(): void; - checkWorldBounds(): void; - setPosition(x: number, y: number): void; - setSize(width: number, height: number): void; - } + class Camera { + constructor(game: Phaser.Game, id: number, x: number, y: number, width: number, height: number); + game: Phaser.Game; + world: Phaser.World; + id: number; + x: number; + y: number; + width: number; + height: number; + view: Phaser.Rectangle; + screenView: Phaser.Rectangle; + bounds: Phaser.Rectangle; + deadzone: Phaser.Rectangle; + visible: boolean; + atLimit: { x: boolean; y: boolean; }; + target: Phaser.Sprite; + private _edge: number; + static FOLLOW_LOCKON: number; + static FOLLOW_PLATFORMER: number; + static FOLLOW_TOPDOWN: number; + static FOLLOW_TOPDOWN_TIGHT: number; + follow(target: Phaser.Sprite, style?: number): void; + focusOnXY(x: number, y: number): void; + update(): void; + checkWorldBounds(): void; + setPosition(x: number, y: number): void; + setSize(width: number, height: number): void; + } - class State { - game: Phaser.Game; - add: Phaser.GameObjectFactory; - camera: Phaser.Camera; - cache: Phaser.Cache; - input: Phaser.Input; - load: Phaser.Loader; - stage: Phaser.Stage; - math: Phaser.Math; - sound: Phaser.SoundManager; - time: Phaser.Time; - tweens: Phaser.TweenManager; - world: Phaser.World; - particles: Phaser.Particles; - physics: Phaser.Physics.Arcade; - preload(); - loadUpdate(); - loadRender(); - create(); - update(); - render(); - paused(); - destroy(); - } + class State { + game: Phaser.Game; + add: Phaser.GameObjectFactory; + camera: Phaser.Camera; + cache: Phaser.Cache; + input: Phaser.Input; + load: Phaser.Loader; + stage: Phaser.Stage; + math: Phaser.Math; + sound: Phaser.SoundManager; + time: Phaser.Time; + tweens: Phaser.TweenManager; + world: Phaser.World; + particles: Phaser.Particles; + physics: Phaser.Physics.Arcade; + preload(); + loadUpdate(); + loadRender(); + create(); + update(); + render(); + paused(); + destroy(); + } - class StateManager { - constructor(game: Phaser.Game, pendingState: Phaser.State); - game: Phaser.Game; - states: Object; - current: Phaser.State; - onInitCallback(): void; - onPreloadCallback(): void; - onCreateCallback(): void; - onUpdateCallback(): void; - onRenderCallback(): void; - onPreRenderCallback(): void; - onLoadUpdateCallback(): void; - onLoadRenderCallback(): void; - onPausedCallback(): void; - onShutDownCallback(): void; - boot(): void; - add(key: string, state: any, autoStart?: boolean): void; - remove(key: string): void; - start(key: string, clearWorld?: boolean, clearCache?: boolean): void; - dummy(): void; - checkState(key: string): boolean; - link(key: string): void; - setCurrentState(key: string): void; - loadComplete(): void; - update(): void; - preRender(): void; - render(): void; - destroy(): void; - } + class StateManager { + constructor(game: Phaser.Game, pendingState: Phaser.State); + game: Phaser.Game; + states: Object; + current: Phaser.State; + onInitCallback(): void; + onPreloadCallback(): void; + onCreateCallback(): void; + onUpdateCallback(): void; + onRenderCallback(): void; + onPreRenderCallback(): void; + onLoadUpdateCallback(): void; + onLoadRenderCallback(): void; + onPausedCallback(): void; + onShutDownCallback(): void; + boot(): void; + add(key: string, state: any, autoStart?: boolean): void; + remove(key: string): void; + start(key: string, clearWorld?: boolean, clearCache?: boolean): void; + dummy(): void; + checkState(key: string): boolean; + link(key: string): void; + setCurrentState(key: string): void; + loadComplete(): void; + update(): void; + preRender(): void; + render(): void; + destroy(): void; + } - class LinkedListItem { - next: LinkedListItem; - prev: LinkedListItem; - first: LinkedListItem; - last: LinkedListItem; - } + class LinkedListItem { + next: LinkedListItem; + prev: LinkedListItem; + first: LinkedListItem; + last: LinkedListItem; + } - class LinkedList extends LinkedListItem { - total: number; - add(child: LinkedListItem): LinkedListItem; - remove(child: LinkedListItem): void; - callAll(callback: string): void; - dump(): void; - } + class LinkedList extends LinkedListItem { + total: number; + add(child: LinkedListItem): LinkedListItem; + remove(child: LinkedListItem): void; + callAll(callback: string): void; + dump(): void; + } - class Signal { - memorize: boolean; - active: boolean; - validateListener(listener: Function, fnName: string): void; - has(listener: Function, context?: any): boolean; - add(listener: Function, listenerContext?: any, priority?: number): Phaser.SignalBinding; - addOnce(listener: Function, listenerContext?: any, priority?: number): Phaser.SignalBinding; - remove(listener: Function, context?: any): Function; - removeAll(): void; - getNumListeners(): number; - halt(): void; - dispatch(...params: any[]): void; - forget(): void; - dispose(): void; - toString(): string; - } + class Signal { + memorize: boolean; + active: boolean; + validateListener(listener: Function, fnName: string): void; + has(listener: Function, context?: any): boolean; + add(listener: Function, listenerContext?: any, priority?: number): Phaser.SignalBinding; + addOnce(listener: Function, listenerContext?: any, priority?: number): Phaser.SignalBinding; + remove(listener: Function, context?: any): Function; + removeAll(): void; + getNumListeners(): number; + halt(): void; + dispatch(...params: any[]): void; + forget(): void; + dispose(): void; + toString(): string; + } - class SignalBinding { - constructor(signal: Phaser.Signal, listener: Function, isOnce: boolean, listenerContext: Object, priority?: number); - context: Object; - active: boolean; - params: Array; - execute(paramsArr?: Array): void; - detach(): Function; - isBound(): boolean; - isOnce(): boolean; - getListener(): Function; - getSignal(): Phaser.Signal; - toString(): string; - } + class SignalBinding { + constructor(signal: Phaser.Signal, listener: Function, isOnce: boolean, listenerContext: Object, priority?: number); + context: Object; + active: boolean; + params: Array; + execute(paramsArr?: Array): void; + detach(): Function; + isBound(): boolean; + isOnce(): boolean; + getListener(): Function; + getSignal(): Phaser.Signal; + toString(): string; + } - class StateCycle { - preUpdate(): void; - update(): void; - render(): void; - postRender(): void; - destroy(): void; - } + class StateCycle { + preUpdate(): void; + update(): void; + render(): void; + postRender(): void; + destroy(): void; + } - class Plugin extends StateCycle { - constructor(game: Phaser.Game, parent: any); - game: Phaser.Game; - parent: any; - active: boolean; - visible: boolean; - hasPreUpdate: boolean; - hasUpdate: boolean; - hasRender: boolean; - hasPostRender: boolean; - } + class Plugin extends StateCycle { + constructor(game: Phaser.Game, parent: any); + game: Phaser.Game; + parent: any; + active: boolean; + visible: boolean; + hasPreUpdate: boolean; + hasUpdate: boolean; + hasRender: boolean; + hasPostRender: boolean; + } - class PluginManager extends StateCycle { - constructor(game: Phaser.Game, parent: any); - game: Phaser.Game; - private _parent: any; - plugins: Phaser.Plugin[]; - add(plugin: Phaser.Plugin): Phaser.Plugin; - remove(plugin: Phaser.Plugin): void; - } + class PluginManager extends StateCycle { + constructor(game: Phaser.Game, parent: any); + game: Phaser.Game; + private _parent: any; + plugins: Phaser.Plugin[]; + add(plugin: Phaser.Plugin): Phaser.Plugin; + remove(plugin: Phaser.Plugin): void; + } - class Stage { - constructor(game: Phaser.Game, width: number, height: number); - game: Phaser.Game; - offset: Phaser.Point; - canvas: HTMLCanvasElement; - scaleMode: number; - scale: Phaser.StageScaleMode; - aspectRatio: number; - backgroundColor: string; - disableVisibilityChange: boolean; - boot(): void; - visibilityChange(event: Event): void; - } + class Stage { + constructor(game: Phaser.Game, width: number, height: number); + game: Phaser.Game; + offset: Phaser.Point; + canvas: HTMLCanvasElement; + scaleMode: number; + scale: Phaser.StageScaleMode; + aspectRatio: number; + backgroundColor: string; + disableVisibilityChange: boolean; + boot(): void; + visibilityChange(event: Event): void; + } - class Group { - constructor(game: Phaser.Game, parent: any, name: string, useStage: boolean); - game: Phaser.Game; - name: string; - type: number; - exists: boolean; - sortIndex: string; - length: number; - x: number; - y: number; - angle: number; - rotation: number; - visible: boolean; - add(child: any): any; - addAt(child: any, index: number): any; - getAt(index: number): any; - create(x: number, y: number, key: string, frame?: any, exists?: boolean): Phaser.Sprite; - swap(child1: any, child2: any): boolean; - bringToTop(child: any): any; - getIndex(child: any): number; - replace(oldChild: any, newChild: any): void; - setProperty(child: any, key: string[], value: string, operation: number): void; - setAll(key: string, value: number, checkAlive: boolean, checkVisible: boolean, operation: number): void; - subAll(key: string, value: number, checkAlive: boolean, checkVisible: boolean, operation: number): void; - multiplyAll(key: string, value: number, checkAlive: boolean, checkVisible: boolean, operation: number): void; - divideAll(key: string, value: number, checkAlive: boolean, checkVisible: boolean, operation: number): void; - callAllExists(callback: Function, callbackContext: Object, existsValue: boolean): void; - callAll(callback: string, callbackContext?: Object): void; - forEach(callback: Function, callbackContext: Object, checkExists: boolean): void; - forEachAlive(callback: Function, callbackContext: Object): void; - forEachDead(callback: Function, callbackContext: Object): void; - getFirstExists(state: boolean): any; - getFirstAlive(): any; - getFirstDead(): any; - countLiving(): number; - countDead(): number; - getRandom(startIndex: number, length: number): any; - remove(child: any): void; - removeAll(): void; - removeBetween(startIndex: number, endIndex: number): void; - destroy(): void; - dump(full: boolean): void; - } + class Group { + constructor(game: Phaser.Game, parent: any, name: string, useStage: boolean); + game: Phaser.Game; + name: string; + type: number; + exists: boolean; + sortIndex: string; + length: number; + x: number; + y: number; + angle: number; + rotation: number; + visible: boolean; + add(child: any): any; + addAt(child: any, index: number): any; + getAt(index: number): any; + create(x: number, y: number, key: string, frame?: any, exists?: boolean): Phaser.Sprite; + swap(child1: any, child2: any): boolean; + bringToTop(child: any): any; + getIndex(child: any): number; + replace(oldChild: any, newChild: any): void; + setProperty(child: any, key: string[], value: string, operation: number): void; + setAll(key: string, value: number, checkAlive: boolean, checkVisible: boolean, operation: number): void; + subAll(key: string, value: number, checkAlive: boolean, checkVisible: boolean, operation: number): void; + multiplyAll(key: string, value: number, checkAlive: boolean, checkVisible: boolean, operation: number): void; + divideAll(key: string, value: number, checkAlive: boolean, checkVisible: boolean, operation: number): void; + callAllExists(callback: Function, callbackContext: Object, existsValue: boolean): void; + callAll(callback: string, callbackContext?: Object): void; + forEach(callback: Function, callbackContext: Object, checkExists: boolean): void; + forEachAlive(callback: Function, callbackContext: Object): void; + forEachDead(callback: Function, callbackContext: Object): void; + getFirstExists(state: boolean): any; + getFirstAlive(): any; + getFirstDead(): any; + countLiving(): number; + countDead(): number; + getRandom(startIndex: number, length: number): any; + remove(child: any): void; + removeAll(): void; + removeBetween(startIndex: number, endIndex: number): void; + destroy(): void; + dump(full: boolean): void; + } - class World { - constructor(game: Phaser.Game); - game: Phaser.Game; - bounds: Phaser.Rectangle; - camera: Phaser.Camera; - currentRenderOrderID: number; - group: Phaser.Group; - width: number; - height: number; - centerX: number; - centerY: number; - randomX: number; - randomY: number; - boot(): void; - update(): void; - setBounds( x:number, y:number, width: number, height: number): void; - destroy(): void; - } + class World { + constructor(game: Phaser.Game); + game: Phaser.Game; + bounds: Phaser.Rectangle; + camera: Phaser.Camera; + currentRenderOrderID: number; + group: Phaser.Group; + width: number; + height: number; + centerX: number; + centerY: number; + randomX: number; + randomY: number; + boot(): void; + update(): void; + setBounds( x:number, y:number, width: number, height: number): void; + destroy(): void; + } - class Game { - constructor(width: number, height: number, renderer: number, parent: string, state: Object, transparent?: boolean, antialias?: boolean); - id: number; - width: number; - height: number; - renderer: number; - transparent: boolean; - antialias: boolean; - parent: string; - state: Phaser.StateManager; - renderType: number; - isBooted: boolean; - raf: Phaser.RequestAnimationFrame; - add: Phaser.GameObjectFactory; - cache: Phaser.Cache; - input: Phaser.Input; - load: Phaser.Loader; - math: Phaser.Math; - sound: Phaser.SoundManager; - stage: Phaser.Stage; - time: Phaser.Time; - tweens: Phaser.TweenManager; - world: Phaser.World; - physics: Phaser.Physics.Arcade; - rnd: Phaser.RandomDataGenerator; - device: Phaser.Device; - camera: Phaser.Camera; - canvas: HTMLCanvasElement; - context: Object; - debug: Phaser.Utils.Debug; - particles: Phaser.Particles; - _paused: boolean; - paused: boolean; - boot(): void; - setUpRenderer(): void; - loadComplete(): void; - update(): void; - destroy(): void; - } + class Game { + constructor(width?: number, height?: number, renderer?: number, parent?: string, state?: Object, transparent?: boolean, antialias?: boolean); + id: number; + width: number; + height: number; + renderer: number; + transparent: boolean; + antialias: boolean; + parent: string; + state: Phaser.StateManager; + renderType: number; + isBooted: boolean; + raf: Phaser.RequestAnimationFrame; + add: Phaser.GameObjectFactory; + cache: Phaser.Cache; + input: Phaser.Input; + load: Phaser.Loader; + math: Phaser.Math; + sound: Phaser.SoundManager; + stage: Phaser.Stage; + time: Phaser.Time; + tweens: Phaser.TweenManager; + world: Phaser.World; + physics: Phaser.Physics.Arcade; + rnd: Phaser.RandomDataGenerator; + device: Phaser.Device; + camera: Phaser.Camera; + canvas: HTMLCanvasElement; + context: Object; + debug: Phaser.Utils.Debug; + particles: Phaser.Particles; + _paused: boolean; + paused: boolean; + boot(): void; + setUpRenderer(): void; + loadComplete(): void; + update(): void; + destroy(): void; + } - class Input { - constructor(game: Phaser.Game); - static MOUSE_OVERRIDES_TOUCH: number; - static TOUCH_OVERRIDES_MOUSE: number; - static MOUSE_TOUCH_COMBINE: number; - id: number; - active: boolean; - game: Phaser.Game; - hitCanvas: any; - hitContext: any; - pollRate: number; - disabled: boolean; - multiInputOverride: number; - position: Phaser.Point; - speed: Phaser.Point; - circle: Phaser.Circle; - scale: Phaser.Point; - maxPointers: number; - currentPointers: number; - tapRate: number; - doubleTapRate: number; - holdRate: number; - justPressedRate: number; - justReleasedRate: number; - recordPointerHistory: boolean; - recordRate: number; - recordLimit: number; - x: number; - y: number; - totalInactivePointers: number; - totalActivePointers: number; - worldX: number; - worldY: number; - pollLocked: boolean; - pointer1: Phaser.Pointer; - pointer2: Phaser.Pointer; - pointer3: Phaser.Pointer; - pointer4: Phaser.Pointer; - pointer5: Phaser.Pointer; - pointer6: Phaser.Pointer; - pointer7: Phaser.Pointer; - pointer8: Phaser.Pointer; - pointer9: Phaser.Pointer; - pointer10: Phaser.Pointer; - activePointer: Phaser.Pointer; - mousePointer: Phaser.Pointer; - mouse: Phaser.Mouse; - keyboard: Phaser.Keyboard; - touch: Phaser.Touch; - mspointer: Phaser.MSPointer; - interactiveItems: Phaser.LinkedList; - onDown: Phaser.Signal; - onUp: Phaser.Signal; - onTap: Phaser.Signal; - onHold: Phaser.Signal; - boot(): void; - update(): void; - reset(hard?: boolean); - resetSpeed(x: number, y: number); - startPointer(event: Event): Phaser.Pointer; - updatePointer(event: Event): Phaser.Pointer; - stopPointer(event: Event): Phaser.Pointer; - getPointer(state: boolean): Phaser.Pointer; - getPointerFromIdentifier(identifier: number): Phaser.Pointer; - addPointer(): Phaser.Pointer; - } + class Input { + constructor(game: Phaser.Game); + static MOUSE_OVERRIDES_TOUCH: number; + static TOUCH_OVERRIDES_MOUSE: number; + static MOUSE_TOUCH_COMBINE: number; + id: number; + active: boolean; + game: Phaser.Game; + hitCanvas: any; + hitContext: any; + pollRate: number; + disabled: boolean; + multiInputOverride: number; + position: Phaser.Point; + speed: Phaser.Point; + circle: Phaser.Circle; + scale: Phaser.Point; + maxPointers: number; + currentPointers: number; + tapRate: number; + doubleTapRate: number; + holdRate: number; + justPressedRate: number; + justReleasedRate: number; + recordPointerHistory: boolean; + recordRate: number; + recordLimit: number; + x: number; + y: number; + totalInactivePointers: number; + totalActivePointers: number; + worldX: number; + worldY: number; + pollLocked: boolean; + pointer1: Phaser.Pointer; + pointer2: Phaser.Pointer; + pointer3: Phaser.Pointer; + pointer4: Phaser.Pointer; + pointer5: Phaser.Pointer; + pointer6: Phaser.Pointer; + pointer7: Phaser.Pointer; + pointer8: Phaser.Pointer; + pointer9: Phaser.Pointer; + pointer10: Phaser.Pointer; + activePointer: Phaser.Pointer; + mousePointer: Phaser.Pointer; + mouse: Phaser.Mouse; + keyboard: Phaser.Keyboard; + touch: Phaser.Touch; + mspointer: Phaser.MSPointer; + interactiveItems: Phaser.LinkedList; + onDown: Phaser.Signal; + onUp: Phaser.Signal; + onTap: Phaser.Signal; + onHold: Phaser.Signal; + boot(): void; + update(): void; + reset(hard?: boolean); + resetSpeed(x: number, y: number); + startPointer(event: Event): Phaser.Pointer; + updatePointer(event: Event): Phaser.Pointer; + stopPointer(event: Event): Phaser.Pointer; + getPointer(state: boolean): Phaser.Pointer; + getPointerFromIdentifier(identifier: number): Phaser.Pointer; + addPointer(): Phaser.Pointer; + } - class Key { - constructor( game:Phaser.Game, keycode:number ) - isDown:boolean; - isUp:boolean; - altKey:boolean; - ctrlKey:boolean; - shiftKey:boolean; - timeDown:number; - duration:number; - timeUp:number; - repeats:number; - keycode:number; - onDown:Phaser.Signal; - onUp:Phaser.Signal; - justPressed( duration:number ):boolean; - justReleased( duration:number ):boolean; - } + class Key { + constructor( game:Phaser.Game, keycode:number ) + isDown:boolean; + isUp:boolean; + altKey:boolean; + ctrlKey:boolean; + shiftKey:boolean; + timeDown:number; + duration:number; + timeUp:number; + repeats:number; + keycode:number; + onDown:Phaser.Signal; + onUp:Phaser.Signal; + justPressed( duration:number ):boolean; + justReleased( duration:number ):boolean; + } - interface CursorKeys - { - up:Phaser.Key; - down:Phaser.Key; - left:Phaser.Key; - right:Phaser.Key; - } + interface CursorKeys + { + up:Phaser.Key; + down:Phaser.Key; + left:Phaser.Key; + right:Phaser.Key; + } - class Keyboard { - constructor(game: Phaser.Game); - game: Phaser.Game; - disabled: boolean; - static A: number; - static B: number; - static C: number; - static D: number; - static E: number; - static F: number; - static G: number; - static H: number; - static I: number; - static J: number; - static K: number; - static L: number; - static M: number; - static N: number; - static O: number; - static P: number; - static Q: number; - static R: number; - static S: number; - static T: number; - static U: number; - static V: number; - static W: number; - static X: number; - static Y: number; - static Z: number; - static ZERO: number; - static ONE: number; - static TWO: number; - static THREE: number; - static FOUR: number; - static FIVE: number; - static SIX: number; - static SEVEN: number; - static EIGHT: number; - static NINE: number; - static NUMPAD_0: number; - static NUMPAD_1: number; - static NUMPAD_2: number; - static NUMPAD_3: number; - static NUMPAD_4: number; - static NUMPAD_5: number; - static NUMPAD_6: number; - static NUMPAD_7: number; - static NUMPAD_8: number; - static NUMPAD_9: number; - static NUMPAD_MULTIPLY: number; - static NUMPAD_ADD: number; - static NUMPAD_ENTER: number; - static NUMPAD_SUBTRACT: number; - static NUMPAD_DECIMAL: number; - static NUMPAD_DIVIDE: number; - static F1: number; - static F2: number; - static F3: number; - static F4: number; - static F5: number; - static F6: number; - static F7: number; - static F8: number; - static F9: number; - static F10: number; - static F11: number; - static F12: number; - static F13: number; - static F14: number; - static F15: number; - static COLON: number; - static EQUALS: number; - static UNDERSCORE: number; - static QUESTION_MARK: number; - static TILDE: number; - static OPEN_BRACKET: number; - static BACKWARD_SLASH: number; - static CLOSED_BRACKET: number; - static QUOTES: number; - static BACKSPACE: number; - static TAB: number; - static CLEAR: number; - static ENTER: number; - static SHIFT: number; - static CONTROL: number; - static ALT: number; - static CAPS_LOCK: number; - static ESC: number; - static SPACEBAR: number; - static PAGE_UP: number; - static PAGE_DOWN: number; - static END: number; - static HOME: number; - static LEFT: number; - static UP: number; - static RIGHT: number; - static DOWN: number; - static INSERT: number; - static DELETE: number; - static HELP: number; - static NUM_LOCK: number; - start(): void; - stop(): void; - addKeyCapture(keycode: any): void; - removeKeyCapture(keycode: number): void; - clearCaptures(): void; - onKeyDown(event: any): void; - onKeyUp(event: any): void; - reset(): void; - justPressed(keycode: number, duration?: number): boolean; - justReleased(keycode: number, duration?: number): boolean; - isDown(keycode: number): boolean; - createCursorKeys():CursorKeys; - } + class Keyboard { + constructor(game: Phaser.Game); + game: Phaser.Game; + disabled: boolean; + static A: number; + static B: number; + static C: number; + static D: number; + static E: number; + static F: number; + static G: number; + static H: number; + static I: number; + static J: number; + static K: number; + static L: number; + static M: number; + static N: number; + static O: number; + static P: number; + static Q: number; + static R: number; + static S: number; + static T: number; + static U: number; + static V: number; + static W: number; + static X: number; + static Y: number; + static Z: number; + static ZERO: number; + static ONE: number; + static TWO: number; + static THREE: number; + static FOUR: number; + static FIVE: number; + static SIX: number; + static SEVEN: number; + static EIGHT: number; + static NINE: number; + static NUMPAD_0: number; + static NUMPAD_1: number; + static NUMPAD_2: number; + static NUMPAD_3: number; + static NUMPAD_4: number; + static NUMPAD_5: number; + static NUMPAD_6: number; + static NUMPAD_7: number; + static NUMPAD_8: number; + static NUMPAD_9: number; + static NUMPAD_MULTIPLY: number; + static NUMPAD_ADD: number; + static NUMPAD_ENTER: number; + static NUMPAD_SUBTRACT: number; + static NUMPAD_DECIMAL: number; + static NUMPAD_DIVIDE: number; + static F1: number; + static F2: number; + static F3: number; + static F4: number; + static F5: number; + static F6: number; + static F7: number; + static F8: number; + static F9: number; + static F10: number; + static F11: number; + static F12: number; + static F13: number; + static F14: number; + static F15: number; + static COLON: number; + static EQUALS: number; + static UNDERSCORE: number; + static QUESTION_MARK: number; + static TILDE: number; + static OPEN_BRACKET: number; + static BACKWARD_SLASH: number; + static CLOSED_BRACKET: number; + static QUOTES: number; + static BACKSPACE: number; + static TAB: number; + static CLEAR: number; + static ENTER: number; + static SHIFT: number; + static CONTROL: number; + static ALT: number; + static CAPS_LOCK: number; + static ESC: number; + static SPACEBAR: number; + static PAGE_UP: number; + static PAGE_DOWN: number; + static END: number; + static HOME: number; + static LEFT: number; + static UP: number; + static RIGHT: number; + static DOWN: number; + static INSERT: number; + static DELETE: number; + static HELP: number; + static NUM_LOCK: number; + start(): void; + stop(): void; + addKeyCapture(keycode: any): void; + removeKeyCapture(keycode: number): void; + clearCaptures(): void; + onKeyDown(event: any): void; + onKeyUp(event: any): void; + reset(): void; + justPressed(keycode: number, duration?: number): boolean; + justReleased(keycode: number, duration?: number): boolean; + isDown(keycode: number): boolean; + createCursorKeys():CursorKeys; + } - class Mouse { - constructor(game: Phaser.Game) - game: Phaser.Game; - callbackContext: Object; - disabled: boolean; - locked: boolean; - static LEFT_BUTTON: number; - static MIDDLE_BUTTON: number; - static RIGHT_BUTTON: number; - mouseDownCallback(): void; - mouseMoveCallback(): void; - mouseUpCallback(): void; - start(): void; - onMouseDown(): void; - onMouseUp(): void; - onMouseMove(): void; - requestPointerLock(): void; - pointerLockChange(): void; - releasePointerLock(): void; - stop(); - } + class Mouse { + constructor(game: Phaser.Game) + game: Phaser.Game; + callbackContext: Object; + disabled: boolean; + locked: boolean; + static LEFT_BUTTON: number; + static MIDDLE_BUTTON: number; + static RIGHT_BUTTON: number; + mouseDownCallback: Function; + mouseMoveCallback: Function; + mouseUpCallback: Function; + start(): void; + onMouseDown(): void; + onMouseUp(): void; + onMouseMove(): void; + requestPointerLock(): void; + pointerLockChange(): void; + releasePointerLock(): void; + stop(); + } - class MSPointer { - constructor(game: Phaser.Game); - game: Phaser.Game; - callbackContext: Object; - disabled: boolean; - mouseDownCallback(): void; - mouseMoveCallback(): void; - mouseUpCallback(): void; - start(): void; - onPointerDown(): void; - onPointerUp(): void; - onPointerMove(): void; - stop(): void; - } + class MSPointer { + constructor(game: Phaser.Game); + game: Phaser.Game; + callbackContext: Object; + disabled: boolean; + mouseDownCallback(): void; + mouseMoveCallback(): void; + mouseUpCallback(): void; + start(): void; + onPointerDown(): void; + onPointerUp(): void; + onPointerMove(): void; + stop(): void; + } - class Pointer { - constructor(game: Phaser.Game, id: number); - game: Phaser.Game; - id: number; - active: boolean; - positionDown: Phaser.Point; - position: Phaser.Point; - circle: Phaser.Circle; - withinGame: boolean; - clientX: number; - clientY: number; - pageX: number; - pageY: number; - screenX: number; - screenY: number; - duation: number; - worldX: number; - worldY: number; - x: number; - y: number; - isMouse: boolean; - isDown: boolean; - isUp: boolean; - timeDown: number; - timeUp: number; - previousTapTime: number; - totalTouches: number; - msSinceLastClick: number; - targetObject: any; - start(event: any): Phaser.Pointer; - update(): void; - move(event: any): void; - leave(event: any): void; - stop(event: any): void; - justPressed(duration?: number): boolean; - justReleased(duration?: number): boolean; - reset(): void; - toString(): string; - } + class Pointer { + constructor(game: Phaser.Game, id: number); + game: Phaser.Game; + id: number; + active: boolean; + positionDown: Phaser.Point; + position: Phaser.Point; + circle: Phaser.Circle; + withinGame: boolean; + clientX: number; + clientY: number; + pageX: number; + pageY: number; + screenX: number; + screenY: number; + duation: number; + worldX: number; + worldY: number; + x: number; + y: number; + isMouse: boolean; + isDown: boolean; + isUp: boolean; + timeDown: number; + timeUp: number; + previousTapTime: number; + totalTouches: number; + msSinceLastClick: number; + targetObject: any; + start(event: any): Phaser.Pointer; + update(): void; + move(event: any): void; + leave(event: any): void; + stop(event: any): void; + justPressed(duration?: number): boolean; + justReleased(duration?: number): boolean; + reset(): void; + toString(): string; + } - class Touch { - constructor(game: Phaser.Game); - game: Phaser.Game; - callbackContext: any; - touchStartCallback: Function; - touchMoveCallback: Function; - touchEndCallback: Function; - touchEnterCallback: Function; - touchLeaveCallback: Function; - touchCancelCallback: Function; - preventDefault: boolean; - disabled: boolean; - start(): void; - consumeDocumentTouches(): void; - onTouchStart(event: any): void; - onTouchCancel(event: any): void; - onTouchEnter(event: any): void; - onTouchLeave(event: any): void; - onTouchMove(event: any): void; - onTouchEnd(event: any): void; - stop(): void; - } + class Touch { + constructor(game: Phaser.Game); + game: Phaser.Game; + callbackContext: any; + touchStartCallback: Function; + touchMoveCallback: Function; + touchEndCallback: Function; + touchEnterCallback: Function; + touchLeaveCallback: Function; + touchCancelCallback: Function; + preventDefault: boolean; + disabled: boolean; + start(): void; + consumeDocumentTouches(): void; + onTouchStart(event: any): void; + onTouchCancel(event: any): void; + onTouchEnter(event: any): void; + onTouchLeave(event: any): void; + onTouchMove(event: any): void; + onTouchEnd(event: any): void; + stop(): void; + } - class InputHandler extends LinkedListItem { - constructor(sprite: Phaser.Sprite); - game: Phaser.Game; - sprite: Phaser.Sprite; - enabled: boolean; - priorityID: number; - useHandCursor: boolean; - isDragged: boolean; - allowHorizontalDrag: boolean; - allowVerticalDrag: boolean; - bringToTop: boolean; - snapOffset: number; - snapOnDrag: boolean; - snapOnRelease: boolean; - snapX: number; - snapY: number; - pixelPerfect: boolean; - pixelPerfectAlpha: number; - draggable: boolean; - boundsSprite: Phaser.Sprite; - consumePointerEvent: boolean; - start(priority: number, useHandCursor: boolean): void; - reset(): void; - stop(): void; - destroy(): void; - pointerX(pointer: number): number; - pointerY(pointer: number): number; - pointerDown(pointer: number): boolean; - pointerUp(pointer: number): boolean; - pointerTimeDown(pointer: number): number; - pointerTimeUp(pointer: number): number; - pointerOver(pointer: number): boolean; - pointerOut(pointer: number): boolean; - pointerTimeOver(pointer: number): number; - pointerTimeOut(pointer: number): number; - pointerDragged(pointer: number): boolean; - checkPointerOver(pointer: number): boolean; - checkPixel(x: number, y: number): boolean; - update(pointer: number): void; - updateDrag(pointer: number): boolean; - justOver(pointer: number, delay: number): boolean; - justOut(pointer: number, delay: number): boolean; - justPressed(pointer: number, delay: number): boolean; - justReleased(pointer: number, delay: number): boolean; - overDuration(pointer: number): number; - downDuration(pointer: number): number; - enableDrag(lockCenter: boolean, bringToTop: boolean, pixelPerfect: boolean, alphaThreshold?: number, boundsRect?: Phaser.Rectangle, boundsSprite?: Phaser.Rectangle): void; - disableDrag(): void; - startDrag(): void; - stopDrag(): void; - setDragLock(allowHorizontal: boolean, allowVertical: boolean): void; - enableSnap(snapX: number, snapY: number, onDrag?: boolean, onRelease?: boolean): void; - disableSnap(): void; - checkBoundsRect(): void; - checkBoundsSprite(): void; - } + class InputHandler extends LinkedListItem { + constructor(sprite: Phaser.Sprite); + game: Phaser.Game; + sprite: Phaser.Sprite; + enabled: boolean; + priorityID: number; + useHandCursor: boolean; + isDragged: boolean; + allowHorizontalDrag: boolean; + allowVerticalDrag: boolean; + bringToTop: boolean; + snapOffset: number; + snapOnDrag: boolean; + snapOnRelease: boolean; + snapX: number; + snapY: number; + pixelPerfect: boolean; + pixelPerfectAlpha: number; + draggable: boolean; + boundsSprite: Phaser.Sprite; + consumePointerEvent: boolean; + start(priority: number, useHandCursor: boolean): void; + reset(): void; + stop(): void; + destroy(): void; + pointerX(pointer: number): number; + pointerY(pointer: number): number; + pointerDown(pointer: number): boolean; + pointerUp(pointer: number): boolean; + pointerTimeDown(pointer: number): number; + pointerTimeUp(pointer: number): number; + pointerOver(pointer: number): boolean; + pointerOut(pointer: number): boolean; + pointerTimeOver(pointer: number): number; + pointerTimeOut(pointer: number): number; + pointerDragged(pointer: number): boolean; + checkPointerOver(pointer: number): boolean; + checkPixel(x: number, y: number): boolean; + update(pointer: number): void; + updateDrag(pointer: number): boolean; + justOver(pointer: number, delay: number): boolean; + justOut(pointer: number, delay: number): boolean; + justPressed(pointer: number, delay: number): boolean; + justReleased(pointer: number, delay: number): boolean; + overDuration(pointer: number): number; + downDuration(pointer: number): number; + enableDrag(lockCenter: boolean, bringToTop: boolean, pixelPerfect: boolean, alphaThreshold?: number, boundsRect?: Phaser.Rectangle, boundsSprite?: Phaser.Rectangle): void; + disableDrag(): void; + startDrag(): void; + stopDrag(): void; + setDragLock(allowHorizontal: boolean, allowVertical: boolean): void; + enableSnap(snapX: number, snapY: number, onDrag?: boolean, onRelease?: boolean): void; + disableSnap(): void; + checkBoundsRect(): void; + checkBoundsSprite(): void; + } - class Event { - constructor(sprite: Phaser.Sprite); - 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 Event { + constructor(sprite: Phaser.Sprite); + 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 GameObjectFactory { - constructor(game: Phaser.Game); - game: Phaser.Game; - world: Phaser.World; - existing(object: any): boolean; - sprite(x: number, y: number, key?: string, frame?: any): Phaser.Sprite; - child(parent: any, x: number, y: number, key?: string, frame?: number): Phaser.Sprite; - tween(obj: Object): Phaser.Tween; - group(parent?: any, name?: string): Phaser.Group; - audio(key: string, volume?: number, loop?: boolean): Phaser.Sound; - tileSprite(x: number, y: number, width: number, height: number, key?: string, frame?: number): Phaser.TileSprite; - text(x: number, y: number, text: string, style: any): Phaser.Text; - button(x: number, y: number, key: string, callback: Function, callbackContext: Object, overFrame?: any, outFrame?: any, downFrame?: any): Phaser.Button; - graphics(x: number, y: number): Phaser.Graphics; - emitter(x: number, y: number, maxParticles: number): Phaser.Particles.Arcade.Emitter; - bitmapText(x: number, y: number, text: string, style: string): Phaser.BitmapText; - tilemap(x: number, y: number, key: string, resizeWorld: boolean, tileWidth: number, tileHeight: number): Phaser.Tilemap; - renderTexture(key: string, width: number, height: number): Phaser.RenderTexture; - } + class GameObjectFactory { + constructor(game: Phaser.Game); + game: Phaser.Game; + world: Phaser.World; + existing(object: any): boolean; + sprite(x: number, y: number, key?: string, frame?: any): Phaser.Sprite; + child(parent: any, x: number, y: number, key?: string, frame?: number): Phaser.Sprite; + tween(obj: Object): Phaser.Tween; + group(parent?: any, name?: string): Phaser.Group; + audio(key: string, volume?: number, loop?: boolean): Phaser.Sound; + tileSprite(x: number, y: number, width: number, height: number, key?: string, frame?: number): Phaser.TileSprite; + text(x: number, y: number, text: string, style: any): Phaser.Text; + button(x: number, y: number, key: string, callback: Function, callbackContext: Object, overFrame?: any, outFrame?: any, downFrame?: any): Phaser.Button; + graphics(x: number, y: number): Phaser.Graphics; + emitter(x: number, y: number, maxParticles: number): Phaser.Particles.Arcade.Emitter; + bitmapText(x: number, y: number, text: string, style: any): Phaser.BitmapText; + tilemap(x: number, y: number, key: string, resizeWorld: boolean, tileWidth: number, tileHeight: number): Phaser.Tilemap; + renderTexture(key: string, width: number, height: number): Phaser.RenderTexture; + } class Sprite { constructor(game: Phaser.Game, x: number, y: number, key: string, frame: number); @@ -760,457 +760,457 @@ declare module Phaser { renderable: boolean; } - 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 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 extends Sprite { - constructor(game: Phaser.Game, x: number, y: number, width: number, height: number, key?: string, frame?: number); - texture: Phaser.RenderTexture; - type: number; - tileScale: Phaser.Point; - tilePosition: Phaser.Point; - } + class TileSprite extends Sprite { + constructor(game: Phaser.Game, x: number, y: number, width: number, height: number, key?: string, frame?: number); + texture: Phaser.RenderTexture; + type: number; + tileScale: Phaser.Point; + tilePosition: Phaser.Point; + } - class Text { - constructor(game: Phaser.Game, x: number, y: number, text: string, style: string); - exists: boolean; - alive: boolean; - group: Phaser.Group; - content: string; - name: string; - game: Phaser.Game; - type: number; - text: string; - angle: number; - style: string; - visible: boolean; - position: Phaser.Point; - anchor: Phaser.Point; - scale: Phaser.Point; - scrollFactor: Phaser.Point; - renderable: boolean; - update(): void; - } + class Text { + constructor(game: Phaser.Game, x: number, y: number, text: string, style: string); + exists: boolean; + alive: boolean; + group: Phaser.Group; + content: string; + name: string; + game: Phaser.Game; + type: number; + text: string; + angle: number; + style: string; + visible: boolean; + position: Phaser.Point; + anchor: Phaser.Point; + scale: Phaser.Point; + scrollFactor: Phaser.Point; + renderable: boolean; + update(): void; + } - class BitmapText extends Phaser.Text { - } + class BitmapText extends Phaser.Text { + } - class Button { - constructor(game: Phaser.Game, x: number, y: number, key: string, callback: Function, overFrame: number, outFrame: number, downFrame: number); - input: Phaser.InputHandler; - onInputUp: Phaser.Signal; - onInputDown: Phaser.Signal; - onInputOut: Phaser.Signal; - onInputOver: Phaser.Signal; - events: Phaser.Event[]; - setFrames(overFrame?: number, outFrame?: number, downFrame?: number): void; - onInputOverHandler(pointer: Phaser.Pointer): void; - onInputUpHandler(pointer: Phaser.Pointer): void; - onInputDownHandler(pointer: Phaser.Pointer): void; - onInputOutHandler(pointer: Phaser.Pointer): void; - } + class Button { + constructor(game: Phaser.Game, x: number, y: number, key: string, callback: Function, overFrame: number, outFrame: number, downFrame: number); + input: Phaser.InputHandler; + onInputUp: Phaser.Signal; + onInputDown: Phaser.Signal; + onInputOut: Phaser.Signal; + onInputOver: Phaser.Signal; + events: Phaser.Event[]; + setFrames(overFrame?: number, outFrame?: number, downFrame?: number): void; + onInputOverHandler(pointer: Phaser.Pointer): void; + onInputUpHandler(pointer: Phaser.Pointer): void; + onInputDownHandler(pointer: Phaser.Pointer): void; + onInputOutHandler(pointer: Phaser.Pointer): void; + } - class Graphics extends Phaser.Sprite { - constructor(game: Phaser.Game, x: number, y: number); - angle: number; - } + class Graphics extends Phaser.Sprite { + constructor(game: Phaser.Game, x: number, y: number); + angle: number; + } - class RenderTexture { - constructor(game: Phaser.Game, key: string, width: number, height: number); - name: string; - type: number; - } + class RenderTexture { + constructor(game: Phaser.Game, key: string, width: number, height: number); + name: string; + type: number; + } - class Canvas { - create(width: number, height: number): HTMLCanvasElement; - getOffset(element: HTMLElement, point?: Phaser.Point): Phaser.Point; - getAspectRatio(canvas: HTMLCanvasElement): number; - setBackgroundColor(canvas: HTMLCanvasElement, color: string): HTMLCanvasElement; - setTouchAction(canvas: HTMLCanvasElement, value: string): HTMLCanvasElement; - addToDOM(canvas: HTMLCanvasElement, parent: string, overflowHidden: boolean): HTMLCanvasElement; - setTransform(context: CanvasRenderingContext2D, translateX: number, translateY: number, scaleX: number, scaleY: number, skewX: number, skewY: number): CanvasRenderingContext2D; - setSmoothingEnabled(context: CanvasRenderingContext2D, value: boolean): CanvasRenderingContext2D; - setImageRenderingCrisp(canvas: HTMLCanvasElement): HTMLCanvasElement; - setImageRenderingBicubic(canvas: HTMLCanvasElement): HTMLCanvasElement; - } + class Canvas { + create(width: number, height: number): HTMLCanvasElement; + getOffset(element: HTMLElement, point?: Phaser.Point): Phaser.Point; + getAspectRatio(canvas: HTMLCanvasElement): number; + setBackgroundColor(canvas: HTMLCanvasElement, color: string): HTMLCanvasElement; + setTouchAction(canvas: HTMLCanvasElement, value: string): HTMLCanvasElement; + addToDOM(canvas: HTMLCanvasElement, parent: string, overflowHidden: boolean): HTMLCanvasElement; + setTransform(context: CanvasRenderingContext2D, translateX: number, translateY: number, scaleX: number, scaleY: number, skewX: number, skewY: number): CanvasRenderingContext2D; + setSmoothingEnabled(context: CanvasRenderingContext2D, value: boolean): CanvasRenderingContext2D; + setImageRenderingCrisp(canvas: HTMLCanvasElement): HTMLCanvasElement; + setImageRenderingBicubic(canvas: HTMLCanvasElement): HTMLCanvasElement; + } - class StageScaleMode { - constructor(game: Phaser.Game, width: number, height: number); - static EXACT_FIT: number; - static NO_SCALE: number; - static SHOW_ALL: number; - forceLandscape: boolean; - forcePortrait: boolean; - incorrectOrientation: boolean; - pageAlignHorizontally: boolean; - pageAlignVeritcally: boolean; - minWidth: number; - maxWidth: number; - minHeight: number; - maxHeight: number; - width: number; - height: number; - maxIterations: number; - game: Phaser.Game; - enterLandscape: Phaser.Signal; - enterPortrait: Phaser.Signal; - orientation: number; - scaleFactor: Phaser.Point; - aspectRatio: number; - isFullScreen: boolean; - isPortrait: boolean; - isLandscape: boolean; - startFullScreen(): void; - stopFullScreen(): void; - checkOrientationState(): void; - checkOrientation(): void; - checkResize(event: any): void; - refresh(): void; - setScreenSize(force: boolean): void; - setSize(): void; - setMaximum(): void; - setShowAll(): void; - setExactFit(): void; - } + class StageScaleMode { + constructor(game: Phaser.Game, width: number, height: number); + static EXACT_FIT: number; + static NO_SCALE: number; + static SHOW_ALL: number; + forceLandscape: boolean; + forcePortrait: boolean; + incorrectOrientation: boolean; + pageAlignHorizontally: boolean; + pageAlignVeritcally: boolean; + minWidth: number; + maxWidth: number; + minHeight: number; + maxHeight: number; + width: number; + height: number; + maxIterations: number; + game: Phaser.Game; + enterLandscape: Phaser.Signal; + enterPortrait: Phaser.Signal; + orientation: number; + scaleFactor: Phaser.Point; + aspectRatio: number; + isFullScreen: boolean; + isPortrait: boolean; + isLandscape: boolean; + startFullScreen(): void; + stopFullScreen(): void; + checkOrientationState(): void; + checkOrientation(): void; + checkResize(event: any): void; + refresh(): void; + setScreenSize(force: boolean): void; + setSize(): void; + setMaximum(): void; + setShowAll(): void; + setExactFit(): void; + } - class Device { - patchAndroidClearRect: boolean; - desktop: boolean; - iOS: boolean; - android: boolean; - chromeOS: boolean; - linux: boolean; - macOS: boolean; - windows: boolean; - canvas: boolean; - file: boolean; - fileSystem: boolean; - localStorage: boolean; - webGL: boolean; - worker: boolean; - touch: boolean; - mspointer: boolean; - css3D: boolean; - pointerLock: boolean; - arora: boolean; - chrome: boolean; - epiphany: boolean; - firefox: boolean; - ie: boolean; - ieVersion: number; - mobileSafari: boolean; - midori: boolean; - opera: boolean; - safari: boolean; - webApp: boolean; - audioData: boolean; - webAudio: boolean; - ogg: boolean; - opus: boolean; - mp3: boolean; - wav: boolean; - m4a: boolean; - webm: boolean; - iPhone: boolean; - iPhone4: boolean; - iPad: boolean; - pixelRatio: number; - canPlayAudio(type: string): boolean; - isConsoleOpen(): boolean; - } + class Device { + patchAndroidClearRect: boolean; + desktop: boolean; + iOS: boolean; + android: boolean; + chromeOS: boolean; + linux: boolean; + macOS: boolean; + windows: boolean; + canvas: boolean; + file: boolean; + fileSystem: boolean; + localStorage: boolean; + webGL: boolean; + worker: boolean; + touch: boolean; + mspointer: boolean; + css3D: boolean; + pointerLock: boolean; + arora: boolean; + chrome: boolean; + epiphany: boolean; + firefox: boolean; + ie: boolean; + ieVersion: number; + mobileSafari: boolean; + midori: boolean; + opera: boolean; + safari: boolean; + webApp: boolean; + audioData: boolean; + webAudio: boolean; + ogg: boolean; + opus: boolean; + mp3: boolean; + wav: boolean; + m4a: boolean; + webm: boolean; + iPhone: boolean; + iPhone4: boolean; + iPad: boolean; + pixelRatio: number; + canPlayAudio(type: string): boolean; + isConsoleOpen(): boolean; + } - class RequestAnimationFrame { - constructor(game: Phaser.Game); - game: Phaser.Game; - isRunning: boolean; - start(): boolean; - updateRAF(time: number): void; - updateSetTimeout(): void; - stop(): void; - isSetTimeOut(): boolean; - isRAF(): boolean; - } + class RequestAnimationFrame { + constructor(game: Phaser.Game); + game: Phaser.Game; + isRunning: boolean; + start(): boolean; + updateRAF(time: number): void; + updateSetTimeout(): void; + stop(): void; + isSetTimeOut(): boolean; + isRAF(): boolean; + } - class RandomDataGenerator { - constructor(seeds: Array); - c: number; - s0: number; - s1: number; - s2: number; - rnd(): number; - sow(seeds: Array): void; - hash(data: any): number; - integer(): number; - frac(): number; - real(): number; - integerInRange(min: number, max: number): number; - realInRange(min: number, max: number): number; - normal(): number; - uuid(): number; - pick(ary: number[]): number; - weightedPick(ary: number[]): number; - timestamp(a?: number, b?: number): number; - angle(): number; - } + class RandomDataGenerator { + constructor(seeds: Array); + c: number; + s0: number; + s1: number; + s2: number; + rnd(): number; + sow(seeds: Array): void; + hash(data: any): number; + integer(): number; + frac(): number; + real(): number; + integerInRange(min: number, max: number): number; + realInRange(min: number, max: number): number; + normal(): number; + uuid(): number; + pick(ary: number[]): number; + weightedPick(ary: number[]): number; + timestamp(a?: number, b?: number): number; + angle(): number; + } - class Math { - static PI2: number; - 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(a: number, b: number, epsilon?: number): boolean; - static fuzzyFloor(a: number, b: number, epsilon?: number): boolean; - static average(...numbers: number[]): 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: number[], 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?: any): number; - static chanceRoll(chance?: number): boolean; - static numberArray(min: number, max: number): number[]; - static maxAdd(value: number, amount: number, max: number): number; - static minSub(value: number, amount: number, min: number): number; - static wrap(value: number, min: number, max: number): 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(...numbers: number[]): number; - static min(...numbers: number[]): 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: Object[], 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): { sin: number[]; cos: number[]; }; - 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 mapLinear(x: 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; - static degToRad(degrees: number): number; - static radToDeg(radians: number): number; - } + class Math { + static PI2: number; + 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(a: number, b: number, epsilon?: number): boolean; + static fuzzyFloor(a: number, b: number, epsilon?: number): boolean; + static average(...numbers: number[]): 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: number[], 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?: any): number; + static chanceRoll(chance?: number): boolean; + static numberArray(min: number, max: number): number[]; + static maxAdd(value: number, amount: number, max: number): number; + static minSub(value: number, amount: number, min: number): number; + static wrap(value: number, min: number, max: number): 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(...numbers: number[]): number; + static min(...numbers: number[]): 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: Object[], 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): { sin: number[]; cos: number[]; }; + 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 mapLinear(x: 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; + static degToRad(degrees: number): number; + static radToDeg(radians: number): number; + } - class QuadTree { - constructor(physicsManager: Phaser.Physics.Arcade, x: number, y: number, width: number, height: number, maxObject?: number, maxLevels?: number, level?: number); - physicsManager: Phaser.Physics.Arcade; - ID: number; - maxObjects: number; - maxLevels: number; - level: number; - bounds: { - x: number; - y: number; - width: number; - height: number; - subWidth: number; - subHeight: number; - right: number; - bottom: number; - }; - objects: Array; - nodes: Array; - split(): void; - insert(body: Object): void; - getIndex(rect: Object): number; - retrieve(sprite: Object): Array; - clear(): void; - } - - class Circle { - constructor(x?: number, y?: number, diameter?: number); - x: number; - y: number; - diameter: number; - radius: number; - left: number; - right: number; - top: number; - bottom: number; - area: number; - empty: boolean; - circumference(): number; - setTo(x: number, y: number, diameter: number): Circle; - copyFrom(source: any): Circle; - copyTo(dest: Object): Object; - distance(dest: Object, round: boolean): number; - clone(out: Phaser.Circle): Phaser.Circle; - contains(x: number, y: number): Phaser.Circle; - circumferencePoint(angle: number, asDegrees: number, output?: Phaser.Point): Phaser.Point; - offset(dx: number, dy: number): Phaser.Circle; - offsetPoint(point: Phaser.Point): Phaser.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, output?: Phaser.Point): Phaser.Point; - static intersectsRectangle(c: Phaser.Circle, r: Phaser.Rectangle): boolean; - } - - class Point { - constructor(x: number, y: number); - x: number; - y: number; - copyFrom(source: any): Phaser.Point; - invert(): Phaser.Point; - setTo(x: number, y: number): Phaser.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: Phaser.Point, b: Phaser.Point, round: boolean): number; - static rotate(a: Phaser.Point, x: number, y: number, angle: number, asDegrees: boolean, distance: boolean): Phaser.Point; - } - - class Rectangle { - constructor(x: number, y: number, width: number, height: number); + class QuadTree { + constructor(physicsManager: Phaser.Physics.Arcade, x: number, y: number, width: number, height: number, maxObject?: number, maxLevels?: number, level?: number); + physicsManager: Phaser.Physics.Arcade; + ID: number; + maxObjects: number; + maxLevels: number; + level: number; + bounds: { x: number; y: number; width: number; height: number; - halfWidth: number; - halfHeight: number; - bottom: number; - bottomRight: Phaser.Point; - left: number; + subWidth: number; + subHeight: number; right: number; - volume: number; - perimeter: number; - centerX: number; - centerY: number; - top: number; - topLeft: Phaser.Point; - empty: boolean; - offset(dx: number, dy: number): Phaser.Rectangle; - offsetPoint(point: Phaser.Point): Phaser.Rectangle; - setTo(x: number, y: number, width: number, height: number): Phaser.Rectangle; - floor(): void; - copyFrom(source: any): Phaser.Rectangle; - copyTo(dest: 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, bottom: 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, tolerance: number): boolean; - static intersectsRaw(a: Phaser.Rectangle, left: number, right: number, top: number, bottom: number, tolerance: number): boolean; - static union(a: Phaser.Rectangle, b: Phaser.Rectangle, out: Phaser.Rectangle): Phaser.Rectangle; - } + bottom: number; + }; + objects: Array; + nodes: Array; + split(): void; + insert(body: Object): void; + getIndex(rect: Object): number; + retrieve(sprite: Object): Array; + clear(): void; + } - class Net { - constructor(game: Phaser.Game); - game: Phaser.Game; - getHostName(): string; - checkDomainName(domain: string): string; - updateQueryString(key: string, value: any, redirect?: boolean, url?: string): string; - getQueryString(parameter?: string): string; - decodeURI(value: string): string; - } + class Circle { + constructor(x?: number, y?: number, diameter?: number); + x: number; + y: number; + diameter: number; + radius: number; + left: number; + right: number; + top: number; + bottom: number; + area: number; + empty: boolean; + circumference(): number; + setTo(x: number, y: number, diameter: number): Circle; + copyFrom(source: any): Circle; + copyTo(dest: Object): Object; + distance(dest: Object, round: boolean): number; + clone(out: Phaser.Circle): Phaser.Circle; + contains(x: number, y: number): Phaser.Circle; + circumferencePoint(angle: number, asDegrees: number, output?: Phaser.Point): Phaser.Point; + offset(dx: number, dy: number): Phaser.Circle; + offsetPoint(point: Phaser.Point): Phaser.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, output?: Phaser.Point): Phaser.Point; + static intersectsRectangle(c: Phaser.Circle, r: Phaser.Rectangle): boolean; + } - class TweenManager { - constructor(game: Phaser.Game); - game: Phaser.Game; - REVISION: string; - getAll(): Phaser.Tween[]; - removeAll(): void; - add(tween: Phaser.Tween): Phaser.Tween; - create(object: Object): Phaser.Tween; - remove(tween: Phaser.Tween): void; - update(): boolean; - pauseAll(): void; - resumeAll(): void; - } + class Point { + constructor(x: number, y: number); + x: number; + y: number; + copyFrom(source: any): Phaser.Point; + invert(): Phaser.Point; + setTo(x: number, y: number): Phaser.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: Phaser.Point, b: Phaser.Point, round: boolean): number; + static rotate(a: Phaser.Point, x: number, y: number, angle: number, asDegrees: boolean, distance: boolean): Phaser.Point; + } - class Tween { - constructor(object: Object, game: Phaser.Game); - game: Phaser.Game; - pending: boolean; - pendingDelete: boolean; - onStart: Phaser.Signal; - onComplete: Phaser.Signal; - isRunning: boolean; - to(properties: Object, duration?: number, ease?: any, autoStart?: boolean, delay?: number, loop?: boolean): 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: any): Phaser.Tween; - interpolation(interpolation: Function): Phaser.Tween; - chain(...tweens: Phaser.Tween[]): Phaser.Tween; - loop(): Phaser.Tween; - onStartCallback(callback: Function): Phaser.Tween; - onUpdateCallback(callback: Function): Phaser.Tween; - onCompleteCallback(callback: Function): Phaser.Tween; - pause(): void; - resume(): void; - update(time: number): boolean; + class Rectangle { + constructor(x: number, y: number, width: number, height: number); + x: number; + y: number; + width: number; + height: number; + halfWidth: number; + halfHeight: number; + bottom: number; + bottomRight: Phaser.Point; + left: number; + right: number; + volume: number; + perimeter: number; + centerX: number; + centerY: number; + top: number; + topLeft: Phaser.Point; + empty: boolean; + offset(dx: number, dy: number): Phaser.Rectangle; + offsetPoint(point: Phaser.Point): Phaser.Rectangle; + setTo(x: number, y: number, width: number, height: number): Phaser.Rectangle; + floor(): void; + copyFrom(source: any): Phaser.Rectangle; + copyTo(dest: 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, bottom: 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, tolerance: number): boolean; + static intersectsRaw(a: Phaser.Rectangle, left: number, right: number, top: number, bottom: number, tolerance: number): boolean; + static union(a: Phaser.Rectangle, b: Phaser.Rectangle, out: Phaser.Rectangle): Phaser.Rectangle; + } + + class Net { + constructor(game: Phaser.Game); + game: Phaser.Game; + getHostName(): string; + checkDomainName(domain: string): string; + updateQueryString(key: string, value: any, redirect?: boolean, url?: string): string; + getQueryString(parameter?: string): string; + decodeURI(value: string): string; + } + + class TweenManager { + constructor(game: Phaser.Game); + game: Phaser.Game; + REVISION: string; + getAll(): Phaser.Tween[]; + removeAll(): void; + add(tween: Phaser.Tween): Phaser.Tween; + create(object: Object): Phaser.Tween; + remove(tween: Phaser.Tween): void; + update(): boolean; + pauseAll(): void; + resumeAll(): void; + } + + class Tween { + constructor(object: Object, game: Phaser.Game); + game: Phaser.Game; + pending: boolean; + pendingDelete: boolean; + onStart: Phaser.Signal; + onComplete: Phaser.Signal; + isRunning: boolean; + to(properties: Object, duration?: number, ease?: any, autoStart?: boolean, delay?: number, loop?: boolean): 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: any): Phaser.Tween; + interpolation(interpolation: Function): Phaser.Tween; + chain(...tweens: Phaser.Tween[]): Phaser.Tween; + loop(): Phaser.Tween; + onStartCallback(callback: Function): Phaser.Tween; + onUpdateCallback(callback: Function): Phaser.Tween; + onCompleteCallback(callback: Function): Phaser.Tween; + pause(): void; + resume(): void; + update(time: number): boolean; } module Easing { @@ -1281,610 +1281,611 @@ declare module Phaser { } - class Time { + class Time { + constructor(game: Phaser.Game); + game: Phaser.Game; + physicsElapsed: number; + time: number; + pausedTime: number; + now: number; + elapsed: number; + fps: number; + fpsMin: number; + fpsMax: number; + msMin: number; + msMax: number; + frames: number; + pauseDuration: number; + timeToCall: number; + lastTime: number; + totalElapsedSeconds(): number; + update(time: number): number; + gamePaused(): void; + gameResumed(): void; + elapsedSince(since: number): number; + elapsedSecondsSince(since: number): number; + reset(): void; + } + + class AnimationManager { + constructor(sprite); + sprite: Phaser.Sprite; + game: Phaser.Game; + currentFrame: Phaser.Frame; + updateIfVisible: boolean; + frameData: Phaser.FrameData; + frameTotal: number; + frame: number; + frameName: string; + loadFrameData(frameData: Phaser.FrameData): void; + 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): Phaser.Animation; + stop(name?: string, resetFrame?: boolean): void; + update(): boolean; + destroy(): void; + } + + class Animation { + constructor(game: Phaser.Game, parent: Phaser.Sprite, name: string, frameData: Phaser.FrameData, frames: any[], delay: number, looped: boolean); + game: Phaser.Game; + name: string; + delay: number; + looped: boolean; + isFinished: boolean; + isPlaying: boolean; + currentFrame: Phaser.Frame; + frameTotal: number; + frame: number; + play(frameRate?: number, loop?: boolean): Phaser.Animation; + restart(): void; + stop(resetFrame?: boolean): void; + update(): boolean; + destroy(): void; + onComplete(): 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): Array; + getFrames(frames: Array, useNumericIndex?: boolean, output?: Array): Array; + getFrameIndexes(frames: Array, useNumericIndex?: boolean, output?: Array): Array; + total: number; + } + + class AnimationParser { + spriteSheet(game: Phaser.Game, key: string, frameWidth: number, frameHeight: number, frameMax?: number): Phaser.FrameData; + JSONData(game: Phaser.Game, json: Object, cacheKey: string): Phaser.FrameData; + JSONDataHash(game: Phaser.Game, json: Object, cacheKey: string): Phaser.FrameData; + XMLData(game: Phaser.Game, xml: Object, cacheKey: string): Phaser.FrameData; + } + + class Cache { + constructor(game: Phaser.Game); + game: Phaser.Game; + onSoundUnlock: Phaser.Signal; + addCanvas(key: string, canvas: HTMLCanvasElement, context: CanvasRenderingContext2D): void; + addRenderTexture(key: string, texture: RenderTexture): void; + addSpriteSheet(key: string, url: string, data: Object, frameWidth: number, frameHeight: number, frameMax: number): void; + addTilemap(key: string, url: string, data: Object, mapData: Object, atlasData: Object): void; + addTextureAtlas(key: string, url: string, data: Object, atlasData: Object): void; + addBitmapFont(key: string, url: string, data: Object, xmlData: Object): void; + addDefaultImage(): void; + addImage(key: string, url: string, data: Object): void; + addSound(key: string, url: string, data: Object): void; + reloadSound(key: string): void; + reloadSoundComplete(key: string): void; + updateSound(key: string, property: string, value: Phaser.Sound): void; + decodedSound(key: string, data: Object): void; + addText(key: string, url: string, data: Object): void; + getCanvas(key: string): Object; + checkImageKey(key: string): boolean; + getImage(key: string): Object; + getTilemap(key: string): Phaser.Tilemap; + getFrameData(key: string): Phaser.FrameData; + getFrameByIndex(key: string, frame: string): Phaser.Frame; + getFrameByName(key: string, frame: string): 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(): string[]; + getSoundKeys(): string[]; + getTextKeys(): string[]; + removeCanvas(key: string): void; + removeImage(key: string): void; + removeSound(key: string): void; + removeText(key: string): void; + destroy(): void; + } + + class Loader { + static TEXTURE_ATLAS_JSON_ARRAY: number; + static TEXTURE_ATLAS_JSON_HASH: number; + static TEXTURE_ATLAS_XML_STARLING: number; + constructor(game: Phaser.Game); + game: Phaser.Game; + queueSize: number; + isLoading: boolean; + hasLoaded: boolean; + progress: number; + preloadSprite: Phaser.Sprite; + crossOrigin: string; + baseURL: string; + onFileComplete: Phaser.Signal; + onFileError: Phaser.Signal; + onLoadStart: Phaser.Signal; + onLoadComplete: Phaser.Signal; + setPreloadSprite(sprite: Phaser.Sprite, direction?: number): void; + checkKeyExists(key: string): boolean; + reset(): void; + addToFileList(type: string, key: string, url: string, properties: Array): void; + image(key: string, url: string, overwrite?: boolean): void; + text(key: string, url: string, overwrite?: boolean): void; + spritesheet(key: string, url: string, frameWidth: number, frameHeight: number, frameMax: number): void; + audio(key: string, urls: any, autoDecode?: boolean): void; + tilemap(key: string, tilesetURL: string, mapDataURL?: string, mapData?: Object, format?: string): void; + tileset(key: string, url: string, tileWidth: number, tileHeight: number, tileMargin?: number, tileSpacing?: number, rows?: number, columns?: number, limit?: number): void; + bitmapFont(key: string, textureURL: string, xmlURL?: string, xmlData?: Object): void; + atlasJSONArray(key: string, textureURL: string, atlasURL: string, atlasData: Object): void; + atlasJSONHash(key: string, textureURL: string, atlasURL: string, atlasData: Object): void; + atlasXML(key: string, textureURL: string, atlasURL: string, atlasData: Object): void; + atlas(key: string, textureURL: string, atlasURL?: string, atlasData?: Object, format?: number): void; + removeFile(key: string): void; + removeAll(): void; + start(): void; + loadFile(): void; + getAudioURL(urls: string[]): string; + fileError(key: string): void; + fileComplete(key: string): void; + jsonLoadComplete(key: string): void; + csvLoadComplete(key: string): void; + dataLoadError(key: string): void; + xmlLoadComplete(key: string): void; + nextFile(previousKey: string, success: boolean): void; + } + + class LoaderParser { + bitmapFont(game: Phaser.Game, xml: Object, cacheKey: Phaser.FrameData): void; + } + + class Sound { + constructor(game: Phaser.Game, key: string, volume?: number, loop?: boolean); + game: Phaser.Game; + name: string; + key: string; + loop: boolean; + markers: Object; + context: any; + autoplay: boolean; + totalDuration: number; + startTime: number; + currentTime: number; + duration: number; + stopTime: number; + paused: boolean; + isPlaying: boolean; + currentMarker: string; + pendingPlayback: boolean; + override: boolean; + usingWebAudio: boolean; + usingAudioTag: boolean; + onDecoded: Phaser.Signal; + onPlay: Phaser.Signal; + onPause: Phaser.Signal; + onResume: Phaser.Signal; + onLoop: Phaser.Signal; + onStop: Phaser.Signal; + onMute: Phaser.Signal; + isDecoded: boolean; + isDecoding: boolean; + mute: boolean; + volume: number; + onMarkerComplete: Phaser.Signal; + soundHasUnlocked(key: string): void; + addMarker(name: string, start: number, stop: number, volume?: number, loop?: boolean): void; + removeMarker(name: string): void; + update(): void; + play(marker?: string, position?: number, volume?: number, loop?: boolean): Phaser.Sound; + restart(marker: string, position: number, volume?: number, loop?: boolean): void; + pause(): void; + resume(): void; + stop(): void; + } + + class SoundManager { + constructor(game: Phaser.Game); + game: Phaser.Game; + onSoundDecode: Phaser.Signal; + context: any; + usingWebAudio: boolean; + usingAudioTag: boolean; + noAudio: boolean; + touchLocked: boolean; + channels: number; + mute: boolean; + volume: number; + boot(): void; + unlock(): void; + stopAll(): void; + pauseAll(): void; + resumeAll(): void; + decode(key: string, sound?: Phaser.Sound): void; + update(): void; + add(key: string, volume: number, loop: boolean): Phaser.Sound; + } + + module Utils { + class Debug { constructor(game: Phaser.Game); game: Phaser.Game; - physicsElapsed: number; - time: number; - pausedTime: number; - now: number; - elapsed: number; - fps: number; - fpsMin: number; - fpsMax: number; - msMin: number; - msMax: number; - frames: number; - pauseDuration: number; - timeToCall: number; - lastTime: number; - totalElapsedSeconds(): number; - update(time: number): number; - gamePaused(): void; - gameResumed(): void; - elapsedSince(since: number): number; - elapsedSecondsSince(since: number): number; - reset(): void; - } - - class AnimationManager { - constructor(sprite); - sprite: Phaser.Sprite; - game: Phaser.Game; - currentFrame: Phaser.Frame; - updateIfVisible: boolean; - frameData: Phaser.FrameData; - frameTotal: number; - frame: number; - frameName: string; - loadFrameData(frameData: Phaser.FrameData): void; - 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): Phaser.Animation; - stop(name?: string, resetFrame?: boolean): void; - update(): boolean; - destroy(): void; - } - - class Animation { - constructor(game: Phaser.Game, parent: Phaser.Sprite, name: string, frameData: Phaser.FrameData, frames: any[], delay: number, looped: boolean); - game: Phaser.Game; - name: string; - delay: number; - looped: boolean; - isFinished: boolean; - isPlaying: boolean; - currentFrame: Phaser.Frame; - frameTotal: number; - frame: number; - play(frameRate?: number, loop?: boolean): Phaser.Animation; - restart(): void; - stop(resetFrame?: boolean): void; - update(): boolean; - destroy(): void; - onComplete(): 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): Array; - getFrames(frames: Array, useNumericIndex?: boolean, output?: Array): Array; - getFrameIndexes(frames: Array, useNumericIndex?: boolean, output?: Array): Array; - total: number; - } - - class AnimationParser { - spriteSheet(game: Phaser.Game, key: string, frameWidth: number, frameHeight: number, frameMax?: number): Phaser.FrameData; - JSONData(game: Phaser.Game, json: Object, cacheKey: string): Phaser.FrameData; - JSONDataHash(game: Phaser.Game, json: Object, cacheKey: string): Phaser.FrameData; - XMLData(game: Phaser.Game, xml: Object, cacheKey: string): Phaser.FrameData; - } - - class Cache { - constructor(game: Phaser.Game); - game: Phaser.Game; - onSoundUnlock: Phaser.Signal; - addCanvas(key: string, canvas: HTMLCanvasElement, context: CanvasRenderingContext2D): void; - addRenderTexture(key: string, texture: RenderTexture): void; - addSpriteSheet(key: string, url: string, data: Object, frameWidth: number, frameHeight: number, frameMax: number): void; - addTilemap(key: string, url: string, data: Object, mapData: Object, atlasData: Object): void; - addTextureAtlas(key: string, url: string, data: Object, atlasData: Object): void; - addBitmapFont(key: string, url: string, data: Object, xmlData: Object): void; - addDefaultImage(): void; - addImage(key: string, url: string, data: Object): void; - addSound(key: string, url: string, data: Object): void; - reloadSound(key: string): void; - reloadSoundComplete(key: string): void; - updateSound(key: string, property: string, value: Phaser.Sound): void; - decodedSound(key: string, data: Object): void; - addText(key: string, url: string, data: Object): void; - getCanvas(key: string): Object; - checkImageKey(key: string): boolean; - getImage(key: string): Object; - getTilemap(key: string): Phaser.Tilemap; - getFrameData(key: string): Phaser.FrameData; - getFrameByIndex(key: string, frame: string): Phaser.Frame; - getFrameByName(key: string, frame: string): 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(): string[]; - getSoundKeys(): string[]; - getTextKeys(): string[]; - removeCanvas(key: string): void; - removeImage(key: string): void; - removeSound(key: string): void; - removeText(key: string): void; - destroy(): void; - } - - class Loader { - static TEXTURE_ATLAS_JSON_ARRAY: number; - static TEXTURE_ATLAS_JSON_HASH: number; - static TEXTURE_ATLAS_XML_STARLING: number; - constructor(game: Phaser.Game); - game: Phaser.Game; - queueSize: number; - isLoading: boolean; - hasLoaded: boolean; - progress: number; - preloadSprite: Phaser.Sprite; - crossOrigin: string; - baseURL: string; - onFileComplete: Phaser.Signal; - onFileError: Phaser.Signal; - onLoadStart: Phaser.Signal; - onLoadComplete: Phaser.Signal; - setPreloadSprite(sprite: Phaser.Sprite, direction?: number): void; - checkKeyExists(key: string): boolean; - reset(): void; - addToFileList(type: string, key: string, url: string, properties: Array): void; - image(key: string, url: string, overwrite?: boolean): void; - text(key: string, url: string, overwrite?: boolean): void; - spritesheet(key: string, url: string, frameWidth: number, frameHeight: number, frameMax: number): void; - audio(key: string, urls: any, autoDecode?: boolean): void; - tilemap(key: string, tilesetURL: string, mapDataURL?: string, mapData?: Object, format?: string): void; - tileset(key: string, url: string, tileWidth: number, tileHeight: number, tileMargin?: number, tileSpacing?: number, rows?: number, columns?: number, limit?: number): void; - bitmapFont(key: string, textureURL: string, xmlURL?: string, xmlData?: Object): void; - atlasJSONArray(key: string, textureURL: string, atlasURL: string, atlasData: Object): void; - atlasJSONHash(key: string, textureURL: string, atlasURL: string, atlasData: Object): void; - atlasXML(key: string, textureURL: string, atlasURL: string, atlasData: Object): void; - atlas(key: string, textureURL: string, atlasURL?: string, atlasData?: Object, format?: number): void; - removeFile(key: string): void; - removeAll(): void; - start(): void; - loadFile(): void; - getAudioURL(urls: string[]): string; - fileError(key: string): void; - fileComplete(key: string): void; - jsonLoadComplete(key: string): void; - csvLoadComplete(key: string): void; - dataLoadError(key: string): void; - xmlLoadComplete(key: string): void; - nextFile(previousKey: string, success: boolean): void; - } - - class LoaderParser { - bitmapFont(game: Phaser.Game, xml: Object, cacheKey: Phaser.FrameData): void; - } - - class Sound { - constructor(game: Phaser.Game, key: string, volume?: number, loop?: boolean); - game: Phaser.Game; - name: string; - key: string; - loop: boolean; - markers: Object; - context: any; - autoplay: boolean; - totalDuration: number; - startTime: number; - currentTime: number; - duration: number; - stopTime: number; - paused: boolean; - isPlaying: boolean; - currentMarker: string; - pendingPlayback: boolean; - override: boolean; - usingWebAudio: boolean; - usingAudioTag: boolean; - onDecoded: Phaser.Signal; - onPlay: Phaser.Signal; - onPause: Phaser.Signal; - onResume: Phaser.Signal; - onLoop: Phaser.Signal; - onStop: Phaser.Signal; - onMute: Phaser.Signal; - isDecoded: boolean; - isDecoding: boolean; - mute: boolean; - volume: number; - onMarkerComplete: Phaser.Signal; - soundHasUnlocked(key: string): void; - addMarker(name: string, start: number, stop: number, volume?: number, loop?: boolean): void; - removeMarker(name: string): void; - update(): void; - play(marker?: string, position?: number, volume?: number, loop?: boolean): Phaser.Sound; - restart(marker: string, position: number, volume?: number, loop?: boolean): void; - pause(): void; - resume(): void; + font: string; + lineHeight: number; + renderShadow: boolean; + currentX: number; + currentY: number; + currentAlpha: number; + start(x?: number, y?: number, color?: string): void; stop(): void; - } + line(text: string, x: number, y: number): void; + renderQuadTree(quadtree: Phaser.QuadTree, color?: string): void; + renderSpriteCorners(sprite: Phaser.Sprite, showText?: boolean, showBounds?: boolean, color?: string): void; + renderSoundInfo(sound: Phaser.Sound, x: number, y: number, color?: string): void; + renderCameraInfo(camera: Phaser.Camera, x: number, y: number, color?: string): void; + renderPointer(pointer: Phaser.Pointer, hideIfUp?: boolean, downColor?: string, upColor?: string, color?: string): void; + renderSpriteInputInfo(sprite: Phaser.Sprite, x: number, y: number, color?: string): void; + renderSpriteCollision(sprite: Phaser.Sprite, x: number, y: number, color?: string): void; + renderInputInfo(x: number, y: number, color?: string): void; + renderSpriteInfo(sprite: Phaser.Sprite, x: number, y: number, color?: string): void; + renderWorldTransformInfo(sprite: Phaser.Sprite, x: number, y: number, color?: string): void; + renderLocalTransformInfo(sprite: Phaser.Sprite, x: number, y: number, color?: string): void; + renderPointInfo(point: Phaser.Point, x: number, y: number, color?: string): void; + renderSpriteBody(sprite: Phaser.Sprite, color?: string): void; + renderSpriteBounds(sprite: Phaser.Sprite, color?: string, fill?: boolean): void; + renderPixel(x: number, y: number, fillStyle?: string): void; + renderPoint(point: Phaser.Point, fillStyle?: string): void; + renderRectangle(rect: Phaser.Rectangle, fillStyle?: string): void; + renderCircle(circle: Phaser.Circle, fillStyle?: string): void; + renderText(text: string, x: number, y: number, color?: string, font?: string): void; + } + } - class SoundManager { - constructor(game: Phaser.Game); + class Color { + getColor32(alpha: number, red: number, green: number, blue: number): number; + getColor(red: number, green: number, blue: number): number; + hexToRGB(h: string): number; + getColorInfo(color: number): string; + RGBtoHexstring(color: number): string; + RGBtoWebstring(color: number): string; + colorToHexstring(color: number): string; + interpolateColor(color1: number, color2: number, steps: number, currentStep: number, alpha: number): number; + interpolateColorWithRGB(color: number, r: number, g: number, b: number, steps: number, currentStep: number): number; + interpolateRGB(r1: number, g1: number, b1: number, r2: number, g2: number, b2: number, steps: number, currentStep: number): number; + getRandomColor(min?: number, max?: number, alpha?: number): number; + getRGB(color: number): Object; + getWebRGB(color: number): string; + getAlpha(color: number): number; + getAlphaFloat(color: number): number; + getRed(color: number): number; + getGreen(color: number): number; + getBlue(color: number): number; + } + + module Physics { + class Arcade { + constructor(game: Phaser.Game) game: Phaser.Game; - onSoundDecode: Phaser.Signal; - context: any; - usingWebAudio: boolean; - usingAudioTag: boolean; - noAudio: boolean; - touchLocked: boolean; - channels: number; - mute: boolean; - volume: number; - boot(): void; - unlock(): void; - stopAll(): void; - pauseAll(): void; - resumeAll(): void; - decode(key: string, sound?: Phaser.Sound): void; - update(): void; - add(key: string, volume: number, loop: boolean): Phaser.Sound; - } + gravity: Phaser.Point; + bounds: Phaser.Rectangle; + maxObjects: number; + maxLevels: number; + OVERLAP_BIAS: number; + TILE_OVERLAP: number; + quadTree: Phaser.QuadTree; + quadTreeID: number; + updateMotion(body: Phaser.Physics.Arcade.Body); + computeVelocity(axis: number, body: Phaser.Physics.Arcade.Body, velocity: number, acceleration: number, drag: number, max: number): void; + preUpdate(): void; + postUpdate(): void; + overlap(object1: any, object2: any, overlapCallback?: Function, processCallback?: Function, callbackContext?: any): boolean; + overlapSpriteVsSprite(sprite1: Phaser.Sprite, sprite2: Phaser.Sprite, overlapCallback?: Function, processCallback?: Function, callbackContext?: any): boolean; + overlapSpriteVsGroup(sprite1: Phaser.Sprite, group: Phaser.Group, overlapCallback?: Function, processCallback?: Function, callbackContext?: any): boolean; + overlapGroupVsGroup(group: Phaser.Group, group2: Phaser.Group, overlapCallback?: Function, processCallback?: Function, callbackContext?: any): boolean; + collide(object1: any, object2: any, collideCallback?: Function, processCallback?: Function, callbackContext?: any): boolean; + collideSpriteVsSprite(sprite1: Phaser.Sprite, sprite2: Phaser.Sprite, collideCallback?: Function, processCallback?: Function, callbackContext?: any): boolean; + collideSpriteVsTilemap(sprite1: Phaser.Sprite, tilemap: Phaser.Tilemap, collideCallback?: Function, processCallback?: Function, callbackContext?: any): boolean; + collideSpriteVsGroup(sprite1: Phaser.Sprite, group: Phaser.Group, collideCallback?: Function, processCallback?: Function, callbackContext?: any): boolean; + collideGroupVsTilemap(group: Phaser.Group, tilemap: Phaser.Tilemap, collideCallback?: Function, processCallback?: Function, callbackContext?: any): boolean; + collideGroupVsGroup(group: Phaser.Group, group2: Phaser.Group, collideCallback?: Function, processCallback?: Function, callbackContext?: any): boolean; + separate(body: Phaser.Physics.Arcade.Body, body2: Phaser.Physics.Arcade.Body): void; + separateX(body: Phaser.Physics.Arcade.Body, body2: Phaser.Physics.Arcade.Body): void; + separateY(body: Phaser.Physics.Arcade.Body, body2: Phaser.Physics.Arcade.Body): void; + separateTile(object: Object, x: number, y: number, width: number, height: number, mass: number, collideLeft: boolean, collideRight: boolean, collideUp: boolean, collideDown: boolean, separateX: boolean, separateY: boolean): boolean; + separateTileX(object: Object, x: number, y: number, width: number, height: number, mass: number, collideLeft: boolean, collideRight: boolean, collideUp: boolean, collideDown: boolean, separateX: boolean, separateY: boolean): boolean; + separateTileY(object: Object, x: number, y: number, width: number, height: number, mass: number, collideLeft: boolean, collideRight: boolean, collideUp: boolean, collideDown: boolean, separateX: boolean, separateY: boolean): boolean; + velocityFromAngle(angle: number, speed?: number, point?: Phaser.Point): Phaser.Point; + moveToObject(source: Phaser.Sprite, dest: Phaser.Sprite, speed?: number, maxTime?: number): void; + accelerateTowardsObject(source: Phaser.Sprite, dest: Phaser.Sprite, speed?: number, xSpeedMax?: number, ySpeedMax?: number): void; + moveToMouse(source: Phaser.Sprite, speed?: number, maxTime?: number): void; + accelerateTowardsMouse(source: Phaser.Sprite, speed: number, xSpeedMax?: number, ySpeedMax?: number): void; + moveToPoint(source: Phaser.Sprite, target: Phaser.Point, speed?: number, maxTime?: number): void; + accelerateTowardsPoint(source: Phaser.Sprite, target: Phaser.Point, speed: number, xSpeedMax?: number, ySpeedMax?: number): void; + distanceBetween(a: Phaser.Sprite, b: Phaser.Sprite): number; + distanceToPoint(a: Phaser.Sprite, target: Phaser.Point): number; + distanceToMouse(a: Phaser.Sprite): number; + angleBetweenPoint(a: Phaser.Sprite, target: Phaser.Point, asDegrees?: boolean): number; + angleBetween(a: Phaser.Sprite, b: Phaser.Sprite, asDegrees?: boolean): number; + velocityFromFacing(parent: Phaser.Sprite, speed: number): Phaser.Point; + angleBetweenMouse(a: Phaser.Sprite, asDegress?: boolean): number; + } - module Utils { - class Debug { - constructor(game: Phaser.Game); - game: Phaser.Game; - font: string; - lineHeight: number; - renderShadow: boolean; - currentX: number; - currentY: number; - currentAlpha: number; - start(x?: number, y?: number, color?: string): void; - stop(): void; - line(text: string, x: number, y: number): void; - renderQuadTree(quadtree: Phaser.QuadTree, color?: string): void; - renderSpriteCorners(sprite: Phaser.Sprite, showText?: boolean, showBounds?: boolean, color?: string): void; - renderSoundInfo(sound: Phaser.Sound, x: number, y: number, color?: string): void; - renderCameraInfo(camera: Phaser.Camera, x: number, y: number, color?: string): void; - renderPointer(pointer: Phaser.Pointer, hideIfUp?: boolean, downColor?: string, upColor?: string, color?: string): void; - renderSpriteInputInfo(sprite: Phaser.Sprite, x: number, y: number, color?: string): void; - renderSpriteCollision(sprite: Phaser.Sprite, x: number, y: number, color?: string): void; - renderInputInfo(x: number, y: number, color?: string): void; - renderSpriteInfo(sprite: Phaser.Sprite, x: number, y: number, color?: string): void; - renderWorldTransformInfo(sprite: Phaser.Sprite, x: number, y: number, color?: string): void; - renderLocalTransformInfo(sprite: Phaser.Sprite, x: number, y: number, color?: string): void; - renderPointInfo(point: Phaser.Point, x: number, y: number, color?: string): void; - renderSpriteBody(sprite: Phaser.Sprite, color?: string): void; - renderSpriteBounds(sprite: Phaser.Sprite, color?: string, fill?: boolean): void; - renderPixel(x: number, y: number, fillStyle?: string): void; - renderPoint(point: Phaser.Point, fillStyle?: string): void; - renderRectangle(rect: Phaser.Rectangle, fillStyle?: string): void; - renderCircle(circle: Phaser.Circle, fillStyle?: string): void; - renderText(text: string, x: number, y: number, color?: string, font?: string): void; - } - } - - class Color { - getColor32(alpha: number, red: number, green: number, blue: number): number; - getColor(red: number, green: number, blue: number): number; - hexToRGB(h: string): number; - getColorInfo(color: number): string; - RGBtoHexstring(color: number): string; - RGBtoWebstring(color: number): string; - colorToHexstring(color: number): string; - interpolateColor(color1: number, color2: number, steps: number, currentStep: number, alpha: number): number; - interpolateColorWithRGB(color: number, r: number, g: number, b: number, steps: number, currentStep: number): number; - interpolateRGB(r1: number, g1: number, b1: number, r2: number, g2: number, b2: number, steps: number, currentStep: number): number; - getRandomColor(min?: number, max?: number, alpha?: number): number; - getRGB(color: number): Object; - getWebRGB(color: number): string; - getAlpha(color: number): number; - getAlphaFloat(color: number): number; - getRed(color: number): number; - getGreen(color: number): number; - getBlue(color: number): number; - } - - module Physics { - class Arcade { - constructor(game: Phaser.Game) - game: Phaser.Game; - gravity: Phaser.Point; - bounds: Phaser.Rectangle; - maxObjects: number; - maxLevels: number; - OVERLAP_BIAS: number; - TILE_OVERLAP: number; - quadTree: Phaser.QuadTree; - quadTreeID: number; - updateMotion(body: Phaser.Physics.Arcade.Body); - computeVelocity(axis: number, body: Phaser.Physics.Arcade.Body, velocity: number, acceleration: number, drag: number, max: number): void; - preUpdate(): void; - postUpdate(): void; - overlap(object1: any, object2: any, overlapCallback?: Function, processCallback?: Function, callbackContext?: any): boolean; - overlapSpriteVsSprite(sprite1: Phaser.Sprite, sprite2: Phaser.Sprite, overlapCallback?: Function, processCallback?: Function, callbackContext?: any): boolean; - overlapSpriteVsGroup(sprite1: Phaser.Sprite, group: Phaser.Group, overlapCallback?: Function, processCallback?: Function, callbackContext?: any): boolean; - overlapGroupVsGroup(group: Phaser.Group, group2: Phaser.Group, overlapCallback?: Function, processCallback?: Function, callbackContext?: any): boolean; - collide(object1: any, object2: any, collideCallback?: Function, processCallback?: Function, callbackContext?: any): boolean; - collideSpriteVsSprite(sprite1: Phaser.Sprite, sprite2: Phaser.Sprite, collideCallback?: Function, processCallback?: Function, callbackContext?: any): boolean; - collideSpriteVsTilemap(sprite1: Phaser.Sprite, tilemap: Phaser.Tilemap, collideCallback?: Function, processCallback?: Function, callbackContext?: any): boolean; - collideSpriteVsGroup(sprite1: Phaser.Sprite, group: Phaser.Group, collideCallback?: Function, processCallback?: Function, callbackContext?: any): boolean; - collideGroupVsTilemap(group: Phaser.Group, tilemap: Phaser.Tilemap, collideCallback?: Function, processCallback?: Function, callbackContext?: any): boolean; - collideGroupVsGroup(group: Phaser.Group, group2: Phaser.Group, collideCallback?: Function, processCallback?: Function, callbackContext?: any): boolean; - separate(body: Phaser.Physics.Arcade.Body, body2: Phaser.Physics.Arcade.Body): void; - separateX(body: Phaser.Physics.Arcade.Body, body2: Phaser.Physics.Arcade.Body): void; - separateY(body: Phaser.Physics.Arcade.Body, body2: Phaser.Physics.Arcade.Body): void; - separateTile(object: Object, x: number, y: number, width: number, height: number, mass: number, collideLeft: boolean, collideRight: boolean, collideUp: boolean, collideDown: boolean, separateX: boolean, separateY: boolean): boolean; - separateTileX(object: Object, x: number, y: number, width: number, height: number, mass: number, collideLeft: boolean, collideRight: boolean, collideUp: boolean, collideDown: boolean, separateX: boolean, separateY: boolean): boolean; - separateTileY(object: Object, x: number, y: number, width: number, height: number, mass: number, collideLeft: boolean, collideRight: boolean, collideUp: boolean, collideDown: boolean, separateX: boolean, separateY: boolean): boolean; - velocityFromAngle(angle: number, speed?: number, point?: Phaser.Point): Phaser.Point; - moveTowardsObject(source: Phaser.Sprite, dest: Phaser.Sprite, speed?: number, maxTime?: number): void; - accelerateTowardsObject(source: Phaser.Sprite, dest: Phaser.Sprite, speed?: number, xSpeedMax?: number, ySpeedMax?: number): void; - moveTowardsMouse(source: Phaser.Sprite, speed?: number, maxTime?: number): void; - accelerateTowardsMouse(source: Phaser.Sprite, speed: number, xSpeedMax?: number, ySpeedMax?: number): void; - moveTowardsPoint(source: Phaser.Sprite, target: Phaser.Point, speed?: number, maxTime?: number): void; - accelerateTowardsPoint(source: Phaser.Sprite, target: Phaser.Point, speed: number, xSpeedMax?: number, ySpeedMax?: number): void; - distanceBetween(a: Phaser.Sprite, b: Phaser.Sprite): number; - distanceToPoint(a: Phaser.Sprite, target: Phaser.Point): number; - distanceToMouse(a: Phaser.Sprite): number; - angleBetweenPoint(a: Phaser.Sprite, target: Phaser.Point, asDegrees?: boolean): number; - angleBetween(a: Phaser.Sprite, b: Phaser.Sprite, asDegrees?: boolean): number; - velocityFromFacing(parent: Phaser.Sprite, speed: number): Phaser.Point; - angleBetweenMouse(a: Phaser.Sprite, asDegress?: boolean): number; + module Arcade { + class BorderChoices { + none: boolean; + any: boolean; + up: boolean; + down: boolean; + left: boolean; + right: boolean; } - module Arcade { - class BorderChoices { - none: boolean; - any: boolean; - up: boolean; - down: boolean; - left: boolean; - right: boolean; - } - - class Body { - constructor(sprite: Phaser.Sprite); - sprite: Phaser.Sprite; - game: Phaser.Game; - offset: Phaser.Point; - x: number; - y: number; - lastX: number; - lastY: number; - sourceWidth: number; - sourceHeight: number; - width: number; - height: number; - halfWidth: number; - helfHeight: number; - velocity: Phaser.Point; - acceleration: Phaser.Point; - drag: Phaser.Point; - gravity: Phaser.Point; - bounce: Phaser.Point; - maxVelocity: Phaser.Point; - angularVelocity: number; - angularAcceleration: number; - angularDrag: number; - maxAngular: number; - mass: number; - quadTreeIDs: string[]; - quadTreeIndex: number; - allowCollision: BorderChoices; - touching: BorderChoices; - wasTouching: BorderChoices; - immovable: boolean; - moves: boolean; - rotation: number; - allowRotation: boolean; - allowGravity: boolean; - customSeparateX: boolean; - customSeparateY: boolean; - overlapX: number; - overlapY: number; - collideWorldBounds: boolean; - bottom: number; - right: number; - updateBounds(centerX: number, centerY: number, scaleX: number, scaleY: number): void; - update(): void; - postUpdate(): void; - checkWorldBounds(): void; - setSize(width: number, height: number, offsetX: number, offsetY: number): void; - reset(): void; - deltaAbsX(): number; - deltaAbsY(): number; - deltaX(): number; - deltaY(): number; - } + class Body { + constructor(sprite: Phaser.Sprite); + sprite: Phaser.Sprite; + game: Phaser.Game; + offset: Phaser.Point; + x: number; + y: number; + lastX: number; + lastY: number; + sourceWidth: number; + sourceHeight: number; + width: number; + height: number; + halfWidth: number; + helfHeight: number; + velocity: Phaser.Point; + acceleration: Phaser.Point; + drag: Phaser.Point; + gravity: Phaser.Point; + bounce: Phaser.Point; + maxVelocity: Phaser.Point; + angularVelocity: number; + angularAcceleration: number; + angularDrag: number; + maxAngular: number; + mass: number; + quadTreeIDs: string[]; + quadTreeIndex: number; + allowCollision: BorderChoices; + touching: BorderChoices; + wasTouching: BorderChoices; + immovable: boolean; + moves: boolean; + rotation: number; + allowRotation: boolean; + allowGravity: boolean; + customSeparateX: boolean; + customSeparateY: boolean; + overlapX: number; + overlapY: number; + collideWorldBounds: boolean; + bottom: number; + right: number; + updateBounds(centerX: number, centerY: number, scaleX: number, scaleY: number): void; + update(): void; + postUpdate(): void; + checkWorldBounds(): void; + setSize(width: number, height: number, offsetX: number, offsetY: number): void; + reset(): void; + deltaAbsX(): number; + deltaAbsY(): number; + deltaX(): number; + deltaY(): number; } - } + } + } - class Particles { - constructor(game: Phaser.Game); - emitters: Object; - ID: number; - add(emitter: Phaser.Particles.Arcade.Emitter): Phaser.Particles.Arcade.Emitter; - remove(emitter: Phaser.Particles.Arcade.Emitter): void; - update(): void; - } + class Particles { + constructor(game: Phaser.Game); + emitters: Object; + ID: number; + add(emitter: Phaser.Particles.Arcade.Emitter): Phaser.Particles.Arcade.Emitter; + remove(emitter: Phaser.Particles.Arcade.Emitter): void; + update(): void; + } - module Particles { - module Arcade { - class Emitter { - constructor(game: Phaser.Game, x: number, y: number, maxParticles?: number); - name: string; - type: number; - x: number; - y: number; - width: number; - height: number; - minParticleSpeed: Phaser.Point; - maxParticleSpeed: Phaser.Point; - minParticleScale: number; - maxParticleScale: number; - minRotation: number; - maxRotation: number; - gravity: number; - particleClass: string; - particleDrag: Phaser.Point; - angularDrag: number; - frequency: number; - maxParticles: number; - lifespan: number; - bounce: Phaser.Point; - on: boolean; - exists: boolean; - emitX: number; - emitY: number; - alpha: number; - visible: boolean; - left: number; - top: number; - bottom: number; - right: number; - update(): void; - makeParticles(keys: string[], frames: string[], quantity: number, collide: boolean, collideWorldBounds: boolean): Phaser.Particles.Arcade.Emitter; - kill(): void; - revive(): void; - start(explode: boolean, lifespan: number, frequency: number, quantity: number): void; - emitParticle(): void; - setSize(width: number, height: number): void; - setXSpeed(min: number, max: number): void; - setYSpeed(min: number, max: number): void; - setRotation(min: number, max: number): void; - at(object: Object): void; + module Particles { + module Arcade { + class Emitter extends Phaser.Group + { + constructor(game: Phaser.Game, x: number, y: number, maxParticles?: number); + name: string; + type: number; + x: number; + y: number; + width: number; + height: number; + minParticleSpeed: Phaser.Point; + maxParticleSpeed: Phaser.Point; + minParticleScale: number; + maxParticleScale: number; + minRotation: number; + maxRotation: number; + gravity: number; + particleClass: string; + particleDrag: Phaser.Point; + angularDrag: number; + frequency: number; + maxParticles: number; + lifespan: number; + bounce: Phaser.Point; + on: boolean; + exists: boolean; + emitX: number; + emitY: number; + alpha: number; + visible: boolean; + left: number; + top: number; + bottom: number; + right: number; + update(): void; + makeParticles(keys: string[], frames: string[], quantity: number, collide: boolean, collideWorldBounds: boolean): Phaser.Particles.Arcade.Emitter; + kill(): void; + revive(): void; + start(explode: boolean, lifespan: number, frequency: number, quantity: number): void; + emitParticle(): void; + setSize(width: number, height: number): void; + setXSpeed(min: number, max: number): void; + setYSpeed(min: number, max: number): void; + setRotation(min: number, max: number): void; + at(object: Object): void; - } } - } + } + } - class Tilemap { - constructor(game: Phaser.Game, key: string, x: number, y: number, resizeWorld?: boolean, tileWidth?: number, tileHeight?: number); - game: Phaser.Game; - group: Phaser.Group; - name: string; - key: string; - renderOrderID: number; - collisionCallback: Function; - exists: boolean; - visible: boolean; - tiles: Array; - layers: Array; - position: Phaser.Point; - type: number; - renderer: Phaser.TilemapRenderer; - mapFormat: string; - widthInPixels: number; - heightInPixels: number; - static CSV: number; - static JSON: number; - parseCSV(data: string, key: string, tileWidth: number, tileHeight: number): void; - parseTiledJSON(json: string, key: string): void; - generateTiles(quantity: number): void; - setCollisionCallback(context: Object, callback: Function): void; - setCollisionRange(start: number, end: number, collision: number, resetCollisions?: boolean, separateX?: boolean, separateY?: boolean): void; - setCollisionByIndex(value: number[], collision: number, resetCollisions?: boolean, separateX?: boolean, separateY?: boolean): void; - getTileByIndex(value: number): Tile; - getTile(x: number, y: number, layer?: number): Tile; - getTileFromWorldXY(x: number, y: number, layer?: number): Tile; - getTileFromInputXY(layer?: number): Tile; - getTileOverlaps(object: Object): Array; - collide(objectOrGroup: any, callback: Function, context: Object): boolean; - collideGameObject(object: Object): boolean; - putTile(x: number, y: number, index: number, layer?: number): void; - update(): void; - destroy(): void; - } + class Tilemap { + constructor(game: Phaser.Game, key: string, x: number, y: number, resizeWorld?: boolean, tileWidth?: number, tileHeight?: number); + game: Phaser.Game; + group: Phaser.Group; + name: string; + key: string; + renderOrderID: number; + collisionCallback: Function; + exists: boolean; + visible: boolean; + tiles: Array; + layers: Array; + position: Phaser.Point; + type: number; + renderer: Phaser.TilemapRenderer; + mapFormat: string; + widthInPixels: number; + heightInPixels: number; + static CSV: number; + static JSON: number; + parseCSV(data: string, key: string, tileWidth: number, tileHeight: number): void; + parseTiledJSON(json: string, key: string): void; + generateTiles(quantity: number): void; + setCollisionCallback(context: Object, callback: Function): void; + setCollisionRange(start: number, end: number, collision: number, resetCollisions?: boolean, separateX?: boolean, separateY?: boolean): void; + setCollisionByIndex(value: number[], collision: number, resetCollisions?: boolean, separateX?: boolean, separateY?: boolean): void; + getTileByIndex(value: number): Tile; + getTile(x: number, y: number, layer?: number): Tile; + getTileFromWorldXY(x: number, y: number, layer?: number): Tile; + getTileFromInputXY(layer?: number): Tile; + getTileOverlaps(object: Object): Array; + collide(objectOrGroup: any, callback: Function, context: Object): boolean; + collideGameObject(object: Object): boolean; + putTile(x: number, y: number, index: number, layer?: number): void; + update(): void; + destroy(): void; + } - class TilemapLayer { - constructor(parent: Tilemap, id: number, key: string, mapFormat: number, name: string, tileWidth: number, tileHeight: number); - exists: boolean; - visible: boolean; - widthInTiles: number; - heightInTiles: number; - widthInPixels: number; - heightInPixels: number; - tileMargin: number; - tileSpacing: number; - parent: Tilemap; - game: Phaser.Game; - ID: number; - name: string; - key: string; - type: number; - mapFormat: number; - tileWidth: number; - tileHeight: number; - boundsInTiles: Phaser.Rectangle; - tileset: Object; - canvas: any; - context: any; - baseTexture: any; - texture: any; - sprite: Phaser.Sprite; - mapData: Array; - alpha: number; - putTileWorldXY(x: number, y: number, index: number): void; - putTile(x: number, y: number, index: number): void; - swapTile(tileA: number, tileB: number, x?: number, y?: number, width?: number, height?: number): void; - fillTile(index: number, x?: number, y?: number, width?: number, height?: number): void; - randomiseTiles(tiles: number[], x?: number, y?: number, width?: number, height?: number): void; - replaceTile(tileA: number, tileB: number, x?: number, y?: number, width?: number, height?: number): void; - getTileBlock(x: number, y: number, width: number, height: number): Array; - getTileFromWorldXY(x: number, y: number): Tile; - getTileOverlaps(object: Object): Array; - getTempBlock(x: number, y: number, width: number, height: number, collisionOnly?: boolean): void; - getTileIndex(x: number, y: number): number; - addColumn(column: string[]): void; - createCanvas(): void; - updateBounds(): void; - parseTileOffsets(): number; - } + class TilemapLayer { + constructor(parent: Tilemap, id: number, key: string, mapFormat: number, name: string, tileWidth: number, tileHeight: number); + exists: boolean; + visible: boolean; + widthInTiles: number; + heightInTiles: number; + widthInPixels: number; + heightInPixels: number; + tileMargin: number; + tileSpacing: number; + parent: Tilemap; + game: Phaser.Game; + ID: number; + name: string; + key: string; + type: number; + mapFormat: number; + tileWidth: number; + tileHeight: number; + boundsInTiles: Phaser.Rectangle; + tileset: Object; + canvas: any; + context: any; + baseTexture: any; + texture: any; + sprite: Phaser.Sprite; + mapData: Array; + alpha: number; + putTileWorldXY(x: number, y: number, index: number): void; + putTile(x: number, y: number, index: number): void; + swapTile(tileA: number, tileB: number, x?: number, y?: number, width?: number, height?: number): void; + fillTile(index: number, x?: number, y?: number, width?: number, height?: number): void; + randomiseTiles(tiles: number[], x?: number, y?: number, width?: number, height?: number): void; + replaceTile(tileA: number, tileB: number, x?: number, y?: number, width?: number, height?: number): void; + getTileBlock(x: number, y: number, width: number, height: number): Array; + getTileFromWorldXY(x: number, y: number): Tile; + getTileOverlaps(object: Object): Array; + getTempBlock(x: number, y: number, width: number, height: number, collisionOnly?: boolean): void; + getTileIndex(x: number, y: number): number; + addColumn(column: string[]): void; + createCanvas(): void; + updateBounds(): void; + parseTileOffsets(): number; + } - class Tile { - constructor(game: Phaser.Game, tilemap: Tilemap, index: number, width: number, height: number); - mass: number; - collideNone: boolean; - collideLeft: boolean; - collideRight: boolean; - collideUp: boolean; - collideDown: boolean; - separateX: boolean; - separateY: boolean; - game: Phaser.Game; - tilemap: Tilemap; - index: number; - width: number; - height: number; - destroy(): void; - setCollision(left: boolean, right: boolean, up: boolean, down: boolean, reset: boolean, seperateX: boolean, seperateY: boolean): void; - resetCollsion(): void; - toString(): string; - } + class Tile { + constructor(game: Phaser.Game, tilemap: Tilemap, index: number, width: number, height: number); + mass: number; + collideNone: boolean; + collideLeft: boolean; + collideRight: boolean; + collideUp: boolean; + collideDown: boolean; + separateX: boolean; + separateY: boolean; + game: Phaser.Game; + tilemap: Tilemap; + index: number; + width: number; + height: number; + destroy(): void; + setCollision(left: boolean, right: boolean, up: boolean, down: boolean, reset: boolean, seperateX: boolean, seperateY: boolean): void; + resetCollsion(): void; + toString(): string; + } - class TilemapRenderer { - constructor(game: Phaser.Game); - game: Phaser.Game; - render(tilemap: Tilemap): void; - } + class TilemapRenderer { + constructor(game: Phaser.Game); + game: Phaser.Game; + render(tilemap: Tilemap): void; + } } \ No newline at end of file