New FXManager system and Camera FX now in place.

This commit is contained in:
Richard Davey
2013-05-01 04:10:21 +01:00
parent c5cccf3283
commit 7d98a1bb9d
325 changed files with 10515 additions and 20564 deletions
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/// <reference path="../Game.d.ts" />
/// <reference path="../Group.d.ts" />
module Phaser {
class Emitter extends Group {
constructor(game: Game, X?: number, Y?: number, Size?: number);
public x: number;
public y: number;
public width: number;
public height: number;
public minParticleSpeed: MicroPoint;
public maxParticleSpeed: MicroPoint;
public particleDrag: MicroPoint;
public minRotation: number;
public maxRotation: number;
public gravity: number;
public on: bool;
public frequency: number;
public lifespan: number;
public bounce: number;
public particleClass;
private _quantity;
private _explode;
private _timer;
private _counter;
private _point;
public destroy(): void;
public makeParticles(Graphics, Quantity?: number, BakedRotations?: number, Multiple?: bool, Collide?: number): Emitter;
public update(): void;
public kill(): void;
public start(Explode?: bool, Lifespan?: number, Frequency?: number, Quantity?: number): void;
public emitParticle(): void;
public setSize(Width: number, Height: number): void;
public setXSpeed(Min?: number, Max?: number): void;
public setYSpeed(Min?: number, Max?: number): void;
public setRotation(Min?: number, Max?: number): void;
public at(Object): void;
}
}
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/// <reference path="../Game.d.ts" />
/// <reference path="../Basic.d.ts" />
/// <reference path="../Signal.d.ts" />
module Phaser {
class GameObject extends Basic {
constructor(game: Game, x?: number, y?: number, width?: number, height?: number);
private _angle;
static ALIGN_TOP_LEFT: number;
static ALIGN_TOP_CENTER: number;
static ALIGN_TOP_RIGHT: number;
static ALIGN_CENTER_LEFT: number;
static ALIGN_CENTER: number;
static ALIGN_CENTER_RIGHT: number;
static ALIGN_BOTTOM_LEFT: number;
static ALIGN_BOTTOM_CENTER: number;
static ALIGN_BOTTOM_RIGHT: number;
static OUT_OF_BOUNDS_STOP: number;
static OUT_OF_BOUNDS_KILL: number;
public _point: MicroPoint;
public cameraBlacklist: number[];
public bounds: Rectangle;
public worldBounds: Quad;
public outOfBoundsAction: number;
public align: number;
public facing: number;
public alpha: number;
public scale: MicroPoint;
public origin: MicroPoint;
public z: number;
public rotationOffset: number;
public renderRotation: bool;
public immovable: bool;
public velocity: MicroPoint;
public mass: number;
public elasticity: number;
public acceleration: MicroPoint;
public drag: MicroPoint;
public maxVelocity: MicroPoint;
public angularVelocity: number;
public angularAcceleration: number;
public angularDrag: number;
public maxAngular: number;
public scrollFactor: MicroPoint;
public health: number;
public moves: bool;
public touching: number;
public wasTouching: number;
public allowCollisions: number;
public last: MicroPoint;
public inputEnabled: bool;
private _inputOver;
public onInputOver: Signal;
public onInputOut: Signal;
public onInputDown: Signal;
public onInputUp: Signal;
public preUpdate(): void;
public update(): void;
public postUpdate(): void;
private updateInput();
private updateMotion();
public overlaps(ObjectOrGroup, InScreenSpace?: bool, Camera?: Camera): bool;
public overlapsAt(X: number, Y: number, ObjectOrGroup, InScreenSpace?: bool, Camera?: Camera): bool;
public overlapsPoint(point: Point, InScreenSpace?: bool, Camera?: Camera): bool;
public onScreen(Camera?: Camera): bool;
public getScreenXY(point?: MicroPoint, Camera?: Camera): MicroPoint;
public solid : bool;
public getMidpoint(point?: MicroPoint): MicroPoint;
public reset(X: number, Y: number): void;
public isTouching(Direction: number): bool;
public justTouched(Direction: number): bool;
public hurt(Damage: number): void;
public setBounds(x: number, y: number, width: number, height: number): void;
public hideFromCamera(camera: Camera): void;
public showToCamera(camera: Camera): void;
public clearCameraList(): void;
public destroy(): void;
public x : number;
public y : number;
public rotation : number;
public angle : number;
public width : number;
public height : number;
}
}
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/// <reference path="../Game.d.ts" />
module Phaser {
class GeomSprite extends GameObject {
constructor(game: Game, x?: number, y?: number);
private _dx;
private _dy;
private _dw;
private _dh;
public type: number;
static UNASSIGNED: number;
static CIRCLE: number;
static LINE: number;
static POINT: number;
static RECTANGLE: number;
public circle: Circle;
public line: Line;
public point: Point;
public rect: Rectangle;
public renderOutline: bool;
public renderFill: bool;
public lineWidth: number;
public lineColor: string;
public fillColor: string;
public loadCircle(circle: Circle): GeomSprite;
public loadLine(line: Line): GeomSprite;
public loadPoint(point: Point): GeomSprite;
public loadRectangle(rect: Rectangle): GeomSprite;
public createCircle(diameter: number): GeomSprite;
public createLine(x: number, y: number): GeomSprite;
public createPoint(): GeomSprite;
public createRectangle(width: number, height: number): GeomSprite;
public refresh(): void;
public update(): void;
public inCamera(camera: Rectangle): bool;
public render(camera: Camera, cameraOffsetX: number, cameraOffsetY: number): bool;
public renderPoint(offsetX, offsetY, point, size): void;
public renderDebugInfo(x: number, y: number, color?: string): void;
public collide(source: GeomSprite): bool;
}
}
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/// <reference path="../Game.d.ts" />
/// <reference path="Sprite.d.ts" />
module Phaser {
class Particle extends Sprite {
constructor(game: Game);
public lifespan: number;
public friction: number;
public update(): void;
public onEmit(): void;
}
}
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/// <reference path="../Game.d.ts" />
/// <reference path="../geom/Quad.d.ts" />
module Phaser {
class ScrollRegion {
constructor(x: number, y: number, width: number, height: number, speedX: number, speedY: number);
private _A;
private _B;
private _C;
private _D;
private _bounds;
private _scroll;
private _anchorWidth;
private _anchorHeight;
private _inverseWidth;
private _inverseHeight;
public visible: bool;
public scrollSpeed: MicroPoint;
public update(delta: number): void;
public render(context: CanvasRenderingContext2D, texture, dx: number, dy: number, dw: number, dh: number): void;
private crop(context, texture, srcX, srcY, srcW, srcH, destX, destY, destW, destH, offsetX, offsetY);
}
}
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/// <reference path="../Game.d.ts" />
/// <reference path="../geom/Quad.d.ts" />
/// <reference path="ScrollRegion.d.ts" />
module Phaser {
class ScrollZone extends GameObject {
constructor(game: Game, key: string, x?: number, y?: number, width?: number, height?: number);
private _texture;
private _dynamicTexture;
private _dx;
private _dy;
private _dw;
private _dh;
public currentRegion: ScrollRegion;
public regions: ScrollRegion[];
public flipped: bool;
public addRegion(x: number, y: number, width: number, height: number, speedX?: number, speedY?: number): ScrollRegion;
public setSpeed(x: number, y: number): ScrollZone;
public update(): void;
public inCamera(camera: Rectangle): bool;
public render(camera: Camera, cameraOffsetX: number, cameraOffsetY: number): bool;
private createRepeatingTexture(regionWidth, regionHeight);
}
}
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/// <reference path="../Game.d.ts" />
/// <reference path="../AnimationManager.d.ts" />
/// <reference path="GameObject.d.ts" />
/// <reference path="../system/Camera.d.ts" />
module Phaser {
class Sprite extends GameObject {
constructor(game: Game, x?: number, y?: number, key?: string);
private _texture;
private _dynamicTexture;
private _sx;
private _sy;
private _sw;
private _sh;
private _dx;
private _dy;
private _dw;
private _dh;
public animations: AnimationManager;
public renderDebug: bool;
public renderDebugColor: string;
public renderDebugPointColor: string;
public flipped: bool;
public loadGraphic(key: string): Sprite;
public loadDynamicTexture(texture: DynamicTexture): Sprite;
public makeGraphic(width: number, height: number, color?: number): Sprite;
public inCamera(camera: Rectangle): bool;
public postUpdate(): void;
public frame : number;
public frameName : string;
public render(camera: Camera, cameraOffsetX: number, cameraOffsetY: number): bool;
private renderBounds(camera, cameraOffsetX, cameraOffsetY);
public renderDebugInfo(x: number, y: number, color?: string): void;
}
}
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/// <reference path="../Game.d.ts" />
/// <reference path="GameObject.d.ts" />
/// <reference path="../system/TilemapLayer.d.ts" />
/// <reference path="../system/Tile.d.ts" />
module Phaser {
class Tilemap extends GameObject {
constructor(game: Game, key: string, mapData: string, format: number, resizeWorld?: bool, tileWidth?: number, tileHeight?: number);
static FORMAT_CSV: number;
static FORMAT_TILED_JSON: number;
public tiles: Tile[];
public layers: TilemapLayer[];
public currentLayer: TilemapLayer;
public collisionLayer: TilemapLayer;
public mapFormat: number;
public update(): void;
public render(camera: Camera, cameraOffsetX: number, cameraOffsetY: number): void;
private parseCSV(data, key, tileWidth, tileHeight);
private parseTiledJSON(data, key);
private generateTiles(qty);
public widthInPixels : number;
public heightInPixels : number;
public setCollisionRange(start: number, end: number, collision?: number, resetCollisions?: bool): void;
public setCollisionByIndex(values: number[], collision?: number, resetCollisions?: bool): void;
public getTile(x: number, y: number, layer?: number): Tile;
public getTileFromWorldXY(x: number, y: number, layer?: number): Tile;
public getTileFromInputXY(layer?: number): Tile;
public getTileOverlaps(object: GameObject): bool;
public collide(objectOrGroup?, callback?): bool;
public collideGameObject(object: GameObject): bool;
}
}