diff --git a/README.md b/README.md index 6e10445f..d7a46322 100644 --- a/README.md +++ b/README.md @@ -75,6 +75,7 @@ Bug Fixes: * Explicitly paused Timer continues if you un-focus and focus the browser window (thanks georgiee) * Added TimerEvent.pendingDelete and checks in Timer.update, so that removing an event in a callback no longer throws an exception (thanks georgiee) +* Fixed TypeScript defs on lines 1741-1748 (thanks wombatbuddy) You can view the Change Log for all previous versions at https://github.com/photonstorm/phaser/changelog.md diff --git a/build/phaser.d.ts b/build/phaser.d.ts index 03393e79..cc1d3087 100644 --- a/build/phaser.d.ts +++ b/build/phaser.d.ts @@ -1738,14 +1738,14 @@ declare module Phaser { updateMotion(body: Phaser.Physics.Arcade.Body): Phaser.Point; overlap(object1: any, object2: any, overlapCallback?: Function, processCallback?: Function, callbackContext?: any): boolean; collide(object1: any, object2: any, collideCallback?: Function, processCallback?: Function, callbackContext?: any): boolean; - collideHandler(object1: any, object2: any, collideCallback?: Function, processCallback?: Function, callbackContext?: any, overlapOnly: boolean): boolean; - collideSpriteVsSprite(sprite1: Phaser.Sprite, sprite2: Phaser.Sprite, collideCallback?: Function, processCallback?: Function, callbackContext?: any, overlapOnly: boolean): boolean; - collideSpriteVsGroup(sprite1: Phaser.Sprite, group: Phaser.Group, collideCallback?: Function, processCallback?: Function, callbackContext?: any, overlapOnly: boolean): boolean; - collideGroupVsSelf(group: Phaser.Group, collideCallback?: Function, processCallback?: Function, callbackContext?: any, overlapOnly: boolean): boolean; - collideGroupVsGroup(group: Phaser.Group, group2: Phaser.Group, collideCallback?: Function, processCallback?: Function, callbackContext?: any, overlapOnly: boolean): boolean; - collideSpriteVsTilemapLayer(sprite: Phaser.Sprite, tilemapLayer: Phaser.TilemapLayer, collideCallback?: Function, processCallback?: Function, callbackContext?: any): boolean; - collideGroupVsTilemapLayer(group: Phaser.Group, tilemapLayer: Phaser.TilemapLayer, collideCallback?: Function, processCallback?: Function, callbackContext?: any): boolean; - separate(body: Phaser.Physics.Arcade.Body, body2: Phaser.Physics.Arcade.Body, processCallback?: Function, callbackContext?: any, overlapOnly: boolean): boolean; + collideHandler(object1: any, object2: any, collideCallback: Function, processCallback: Function, callbackContext: any, overlapOnly: boolean): boolean; + collideSpriteVsSprite(sprite1: Phaser.Sprite, sprite2: Phaser.Sprite, collideCallback: Function, processCallback: Function, callbackContext: any, overlapOnly: boolean): boolean; + collideSpriteVsGroup(sprite1: Phaser.Sprite, group: Phaser.Group, collideCallback: Function, processCallback: Function, callbackContext: any, overlapOnly: boolean): boolean; + collideGroupVsSelf(group: Phaser.Group, collideCallback: Function, processCallback: Function, callbackContext: any, overlapOnly: boolean): boolean; + collideGroupVsGroup(group: Phaser.Group, group2: Phaser.Group, collideCallback: Function, processCallback: Function, callbackContext: any, overlapOnly: boolean): boolean; + collideSpriteVsTilemapLayer(sprite: Phaser.Sprite, tilemapLayer: Phaser.TilemapLayer, collideCallback: Function, processCallback: Function, callbackContext: any): boolean; + collideGroupVsTilemapLayer(group: Phaser.Group, tilemapLayer: Phaser.TilemapLayer, collideCallback: Function, processCallback: Function, callbackContext: any): boolean; + separate(body: Phaser.Physics.Arcade.Body, body2: Phaser.Physics.Arcade.Body, processCallback: Function, callbackContext: any, overlapOnly: boolean): boolean; intersects(a: Phaser.Physics.Arcade.Body, b: Phaser.Physics.Arcade.Body): boolean; tileIntersects(body: Phaser.Physics.Arcade.Body, tile: Phaser.Tile): boolean; separateTiles(body: Phaser.Physics.Arcade.Body, tile: Array): boolean;