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" />
module Phaser {
class Finger {
constructor(game: Game);
private _game;
public identifier: number;
public active: bool;
public point: Point;
public circle: Circle;
public withinGame: bool;
public clientX: number;
public clientY: number;
public pageX: number;
public pageY: number;
public screenX: number;
public screenY: number;
public x: number;
public y: number;
public target;
public isDown: bool;
public isUp: bool;
public timeDown: number;
public duration: number;
public timeUp: number;
public justPressedRate: number;
public justReleasedRate: number;
public start(event): void;
public move(event): void;
public leave(event): void;
public stop(event): void;
public justPressed(duration?: number): bool;
public justReleased(duration?: number): bool;
public toString(): string;
}
}
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/// <reference path="../../Game.d.ts" />
/// <reference path="../../Signal.d.ts" />
module Phaser {
class Input {
constructor(game: Game);
private _game;
public mouse: Mouse;
public keyboard: Keyboard;
public touch: Touch;
public x: number;
public y: number;
public scaleX: number;
public scaleY: number;
public worldX: number;
public worldY: number;
public onDown: Signal;
public onUp: Signal;
public update(): void;
public reset(): void;
public getWorldX(camera?: Camera): number;
public getWorldY(camera?: Camera): number;
public renderDebugInfo(x: number, y: number, color?: string): void;
}
}
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/// <reference path="../../Game.d.ts" />
module Phaser {
class Keyboard {
constructor(game: Game);
private _game;
private _keys;
private _capture;
public start(): void;
public addKeyCapture(keycode): void;
public removeKeyCapture(keycode: number): void;
public clearCaptures(): void;
public onKeyDown(event: KeyboardEvent): void;
public onKeyUp(event: KeyboardEvent): void;
public reset(): void;
public justPressed(keycode: number, duration?: number): bool;
public justReleased(keycode: number, duration?: number): bool;
public isDown(keycode: number): bool;
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;
}
}
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/// <reference path="../../Game.d.ts" />
module Phaser {
class Mouse {
constructor(game: Game);
private _game;
private _x;
private _y;
public button: number;
static LEFT_BUTTON: number;
static MIDDLE_BUTTON: number;
static RIGHT_BUTTON: number;
public isDown: bool;
public isUp: bool;
public timeDown: number;
public duration: number;
public timeUp: number;
public start(): void;
public reset(): void;
public onMouseDown(event: MouseEvent): void;
public update(): void;
public onMouseMove(event: MouseEvent): void;
public onMouseUp(event: MouseEvent): void;
}
}
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/// <reference path="../../Game.d.ts" />
/// <reference path="Finger.d.ts" />
module Phaser {
class Touch {
constructor(game: Game);
private _game;
public x: number;
public y: number;
private _fingers;
public finger1: Finger;
public finger2: Finger;
public finger3: Finger;
public finger4: Finger;
public finger5: Finger;
public finger6: Finger;
public finger7: Finger;
public finger8: Finger;
public finger9: Finger;
public finger10: Finger;
public latestFinger: Finger;
public isDown: bool;
public isUp: bool;
public touchDown: Signal;
public touchUp: Signal;
public start(): void;
private consumeTouchMove(event);
private onTouchStart(event);
private onTouchCancel(event);
private onTouchEnter(event);
private onTouchLeave(event);
private onTouchMove(event);
private onTouchEnd(event);
public calculateDistance(finger1: Finger, finger2: Finger): void;
public calculateAngle(finger1: Finger, finger2: Finger): void;
public checkOverlap(finger1: Finger, finger2: Finger): void;
public update(): void;
public stop(): void;
public reset(): void;
}
}