mirror of
https://github.com/wassname/phaser.git
synced 2026-08-12 12:20:38 +08:00
New FXManager system and Camera FX now in place.
This commit is contained in:
Vendored
+38
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/// <reference path="../Game.d.ts" />
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/// <reference path="../Group.d.ts" />
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module Phaser {
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class Emitter extends Group {
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constructor(game: Game, X?: number, Y?: number, Size?: number);
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public x: number;
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public y: number;
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public width: number;
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public height: number;
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public minParticleSpeed: MicroPoint;
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public maxParticleSpeed: MicroPoint;
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public particleDrag: MicroPoint;
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public minRotation: number;
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public maxRotation: number;
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public gravity: number;
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public on: bool;
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public frequency: number;
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public lifespan: number;
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public bounce: number;
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public particleClass;
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private _quantity;
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private _explode;
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private _timer;
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private _counter;
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private _point;
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public destroy(): void;
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public makeParticles(Graphics, Quantity?: number, BakedRotations?: number, Multiple?: bool, Collide?: number): Emitter;
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public update(): void;
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public kill(): void;
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public start(Explode?: bool, Lifespan?: number, Frequency?: number, Quantity?: number): void;
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public emitParticle(): void;
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public setSize(Width: number, Height: number): void;
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public setXSpeed(Min?: number, Max?: number): void;
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public setYSpeed(Min?: number, Max?: number): void;
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public setRotation(Min?: number, Max?: number): void;
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public at(Object): void;
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}
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}
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Vendored
+84
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/// <reference path="../Game.d.ts" />
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/// <reference path="../Basic.d.ts" />
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/// <reference path="../Signal.d.ts" />
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module Phaser {
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class GameObject extends Basic {
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constructor(game: Game, x?: number, y?: number, width?: number, height?: number);
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private _angle;
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static ALIGN_TOP_LEFT: number;
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static ALIGN_TOP_CENTER: number;
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static ALIGN_TOP_RIGHT: number;
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static ALIGN_CENTER_LEFT: number;
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static ALIGN_CENTER: number;
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static ALIGN_CENTER_RIGHT: number;
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static ALIGN_BOTTOM_LEFT: number;
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static ALIGN_BOTTOM_CENTER: number;
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static ALIGN_BOTTOM_RIGHT: number;
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static OUT_OF_BOUNDS_STOP: number;
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static OUT_OF_BOUNDS_KILL: number;
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public _point: MicroPoint;
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public cameraBlacklist: number[];
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public bounds: Rectangle;
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public worldBounds: Quad;
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public outOfBoundsAction: number;
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public align: number;
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public facing: number;
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public alpha: number;
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public scale: MicroPoint;
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public origin: MicroPoint;
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public z: number;
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public rotationOffset: number;
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public renderRotation: bool;
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public immovable: bool;
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public velocity: MicroPoint;
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public mass: number;
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public elasticity: number;
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public acceleration: MicroPoint;
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public drag: MicroPoint;
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public maxVelocity: MicroPoint;
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public angularVelocity: number;
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public angularAcceleration: number;
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public angularDrag: number;
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public maxAngular: number;
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public scrollFactor: MicroPoint;
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public health: number;
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public moves: bool;
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public touching: number;
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public wasTouching: number;
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public allowCollisions: number;
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public last: MicroPoint;
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public inputEnabled: bool;
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private _inputOver;
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public onInputOver: Signal;
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public onInputOut: Signal;
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public onInputDown: Signal;
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public onInputUp: Signal;
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public preUpdate(): void;
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public update(): void;
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public postUpdate(): void;
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private updateInput();
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private updateMotion();
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public overlaps(ObjectOrGroup, InScreenSpace?: bool, Camera?: Camera): bool;
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public overlapsAt(X: number, Y: number, ObjectOrGroup, InScreenSpace?: bool, Camera?: Camera): bool;
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public overlapsPoint(point: Point, InScreenSpace?: bool, Camera?: Camera): bool;
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public onScreen(Camera?: Camera): bool;
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public getScreenXY(point?: MicroPoint, Camera?: Camera): MicroPoint;
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public solid : bool;
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public getMidpoint(point?: MicroPoint): MicroPoint;
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public reset(X: number, Y: number): void;
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public isTouching(Direction: number): bool;
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public justTouched(Direction: number): bool;
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public hurt(Damage: number): void;
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public setBounds(x: number, y: number, width: number, height: number): void;
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public hideFromCamera(camera: Camera): void;
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public showToCamera(camera: Camera): void;
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public clearCameraList(): void;
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public destroy(): void;
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public x : number;
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public y : number;
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public rotation : number;
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public angle : number;
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public width : number;
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public height : number;
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}
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}
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Vendored
+40
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/// <reference path="../Game.d.ts" />
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module Phaser {
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class GeomSprite extends GameObject {
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constructor(game: Game, x?: number, y?: number);
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private _dx;
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private _dy;
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private _dw;
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private _dh;
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public type: number;
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static UNASSIGNED: number;
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static CIRCLE: number;
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static LINE: number;
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static POINT: number;
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static RECTANGLE: number;
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public circle: Circle;
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public line: Line;
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public point: Point;
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public rect: Rectangle;
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public renderOutline: bool;
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public renderFill: bool;
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public lineWidth: number;
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public lineColor: string;
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public fillColor: string;
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public loadCircle(circle: Circle): GeomSprite;
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public loadLine(line: Line): GeomSprite;
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public loadPoint(point: Point): GeomSprite;
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public loadRectangle(rect: Rectangle): GeomSprite;
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public createCircle(diameter: number): GeomSprite;
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public createLine(x: number, y: number): GeomSprite;
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public createPoint(): GeomSprite;
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public createRectangle(width: number, height: number): GeomSprite;
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public refresh(): void;
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public update(): void;
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public inCamera(camera: Rectangle): bool;
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public render(camera: Camera, cameraOffsetX: number, cameraOffsetY: number): bool;
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public renderPoint(offsetX, offsetY, point, size): void;
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public renderDebugInfo(x: number, y: number, color?: string): void;
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public collide(source: GeomSprite): bool;
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}
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}
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Vendored
+11
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/// <reference path="../Game.d.ts" />
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/// <reference path="Sprite.d.ts" />
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module Phaser {
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class Particle extends Sprite {
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constructor(game: Game);
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public lifespan: number;
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public friction: number;
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public update(): void;
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public onEmit(): void;
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}
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}
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Vendored
+22
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/// <reference path="../Game.d.ts" />
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/// <reference path="../geom/Quad.d.ts" />
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module Phaser {
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class ScrollRegion {
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constructor(x: number, y: number, width: number, height: number, speedX: number, speedY: number);
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private _A;
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private _B;
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private _C;
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private _D;
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private _bounds;
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private _scroll;
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private _anchorWidth;
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private _anchorHeight;
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private _inverseWidth;
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private _inverseHeight;
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public visible: bool;
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public scrollSpeed: MicroPoint;
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public update(delta: number): void;
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public render(context: CanvasRenderingContext2D, texture, dx: number, dy: number, dw: number, dh: number): void;
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private crop(context, texture, srcX, srcY, srcW, srcH, destX, destY, destW, destH, offsetX, offsetY);
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}
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}
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Vendored
+23
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/// <reference path="../Game.d.ts" />
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/// <reference path="../geom/Quad.d.ts" />
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/// <reference path="ScrollRegion.d.ts" />
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module Phaser {
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class ScrollZone extends GameObject {
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constructor(game: Game, key: string, x?: number, y?: number, width?: number, height?: number);
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private _texture;
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private _dynamicTexture;
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private _dx;
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private _dy;
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private _dw;
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private _dh;
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public currentRegion: ScrollRegion;
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public regions: ScrollRegion[];
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public flipped: bool;
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public addRegion(x: number, y: number, width: number, height: number, speedX?: number, speedY?: number): ScrollRegion;
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public setSpeed(x: number, y: number): ScrollZone;
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public update(): void;
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public inCamera(camera: Rectangle): bool;
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public render(camera: Camera, cameraOffsetX: number, cameraOffsetY: number): bool;
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private createRepeatingTexture(regionWidth, regionHeight);
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}
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}
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Vendored
+34
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/// <reference path="../Game.d.ts" />
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/// <reference path="../AnimationManager.d.ts" />
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/// <reference path="GameObject.d.ts" />
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/// <reference path="../system/Camera.d.ts" />
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module Phaser {
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class Sprite extends GameObject {
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constructor(game: Game, x?: number, y?: number, key?: string);
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private _texture;
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private _dynamicTexture;
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private _sx;
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private _sy;
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private _sw;
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private _sh;
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private _dx;
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private _dy;
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private _dw;
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private _dh;
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public animations: AnimationManager;
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public renderDebug: bool;
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public renderDebugColor: string;
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public renderDebugPointColor: string;
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public flipped: bool;
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public loadGraphic(key: string): Sprite;
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public loadDynamicTexture(texture: DynamicTexture): Sprite;
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public makeGraphic(width: number, height: number, color?: number): Sprite;
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public inCamera(camera: Rectangle): bool;
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public postUpdate(): void;
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public frame : number;
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public frameName : string;
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public render(camera: Camera, cameraOffsetX: number, cameraOffsetY: number): bool;
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private renderBounds(camera, cameraOffsetX, cameraOffsetY);
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public renderDebugInfo(x: number, y: number, color?: string): void;
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}
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}
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Vendored
+31
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/// <reference path="../Game.d.ts" />
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/// <reference path="GameObject.d.ts" />
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/// <reference path="../system/TilemapLayer.d.ts" />
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/// <reference path="../system/Tile.d.ts" />
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module Phaser {
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class Tilemap extends GameObject {
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constructor(game: Game, key: string, mapData: string, format: number, resizeWorld?: bool, tileWidth?: number, tileHeight?: number);
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static FORMAT_CSV: number;
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static FORMAT_TILED_JSON: number;
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public tiles: Tile[];
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public layers: TilemapLayer[];
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public currentLayer: TilemapLayer;
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public collisionLayer: TilemapLayer;
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public mapFormat: number;
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public update(): void;
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public render(camera: Camera, cameraOffsetX: number, cameraOffsetY: number): void;
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private parseCSV(data, key, tileWidth, tileHeight);
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private parseTiledJSON(data, key);
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private generateTiles(qty);
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public widthInPixels : number;
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public heightInPixels : number;
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public setCollisionRange(start: number, end: number, collision?: number, resetCollisions?: bool): void;
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public setCollisionByIndex(values: number[], collision?: number, resetCollisions?: bool): void;
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public getTile(x: number, y: number, layer?: number): Tile;
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public getTileFromWorldXY(x: number, y: number, layer?: number): Tile;
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public getTileFromInputXY(layer?: number): Tile;
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public getTileOverlaps(object: GameObject): bool;
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public collide(objectOrGroup?, callback?): bool;
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public collideGameObject(object: GameObject): bool;
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}
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}
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