mirror of
https://github.com/wassname/phaser.git
synced 2026-08-13 12:30:11 +08:00
Lots of Tilemap updates, moved the renderer out, added components and new tests.
This commit is contained in:
Vendored
+416
-275
@@ -240,6 +240,10 @@ module Phaser {
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*/
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group: Group;
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/**
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* The name of the Game Object. Typically not set by Phaser, but extremely useful for debugging / logic.
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*/
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name: string;
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/**
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* x value of the object.
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*/
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x: number;
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@@ -2335,6 +2339,14 @@ module Phaser.Components.Sprite {
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* Dispatched by the Input component when a pointer is released over an Input enabled sprite
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*/
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public onInputUp: Signal;
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/**
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* Dispatched by the Input component when the Sprite starts being dragged
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*/
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public onDragStart: Signal;
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/**
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* Dispatched by the Input component when the Sprite stops being dragged
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*/
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public onDragStop: Signal;
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public onOutOfBounds: Signal;
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}
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}
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@@ -3049,8 +3061,8 @@ module Phaser.Physics.Shapes {
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module Phaser.Physics {
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class Body {
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constructor(sprite: Sprite, type: number, x?: number, y?: number, shapeType?: number);
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public toString(): string;
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private _tempVec2;
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private _fixedRotation;
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/**
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* Reference to Phaser.Game
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*/
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@@ -3076,7 +3088,18 @@ module Phaser.Physics {
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* @type {number}
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*/
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public type: number;
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/**
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* The angle of the body in radians. Used by all of the internal physics methods.
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*/
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public angle: number;
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/**
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* The rotation of the body in degrees. Phaser uses a right-handed coordinate system, where 0 points to the right.
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*/
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/**
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* Set the rotation of the body in degrees. Phaser uses a right-handed coordinate system, where 0 points to the right.
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* The value is automatically wrapped to be between 0 and 360.
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*/
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public rotation : number;
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public transform: Transform;
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public centroid: Vec2;
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public position: Vec2;
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@@ -3098,7 +3121,6 @@ module Phaser.Physics {
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public massInverted: number;
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public inertia: number;
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public inertiaInverted: number;
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public fixedRotation: bool;
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public categoryBits: number;
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public maskBits: number;
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public stepCount: number;
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@@ -3117,13 +3139,13 @@ module Phaser.Physics {
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public removeShape(shape): void;
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private setMass(mass);
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private setInertia(inertia);
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public setTransform(pos, angle): void;
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public setTransform(pos: Vec2, angle: number): void;
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public syncTransform(): void;
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public getWorldPoint(p: Vec2): Vec2;
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public getWorldVector(v: Vec2): Vec2;
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public getLocalPoint(p: Vec2): Vec2;
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public getLocalVector(v: Vec2): Vec2;
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public setFixedRotation(flag): void;
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public fixedRotation : bool;
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public resetMassData(): void;
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public resetJointAnchors(): void;
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public cacheData(source?: string): void;
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@@ -3141,6 +3163,7 @@ module Phaser.Physics {
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public isAwake : bool;
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public awake(flag): void;
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public isCollidable(other: Body): bool;
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public toString(): string;
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}
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}
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/**
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@@ -3155,7 +3178,7 @@ module Phaser {
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* @param [x] {number} the initial x position of the sprite.
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* @param [y] {number} the initial y position of the sprite.
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* @param [key] {string} Key of the graphic you want to load for this sprite.
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* @param [bodyType] {number} The physics body type of the object (defaults to BODY_DISABLED)
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* @param [bodyType] {number} The physics body type of the object (defaults to BODY_DISABLED, i.e. no physics)
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* @param [shapeType] {number} The physics shape the body will consist of (either Box (0) or Circle (1), for custom types see body.addShape)
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*/
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constructor(game: Game, x?: number, y?: number, key?: string, frame?, bodyType?: number, shapeType?: number);
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@@ -3168,6 +3191,10 @@ module Phaser {
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*/
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public type: number;
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/**
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* The name of game object.
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*/
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public name: string;
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/**
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* The Group this Sprite belongs to.
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*/
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public group: Group;
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@@ -3486,6 +3513,11 @@ module Phaser.Components {
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*/
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public renderRotation: bool;
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/**
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* The direction the animation frame is facing (can be Phaser.Types.RIGHT, LEFT, UP, DOWN).
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* Very useful when hooking animation to Sprite directions.
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*/
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public facing: number;
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/**
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* Flip the graphic horizontally (defaults to false)
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* @type {boolean}
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*/
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@@ -5661,6 +5693,7 @@ module Phaser {
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public to(properties, duration?: number, ease?: any, autoStart?: bool, delay?: number, loop?: bool, yoyo?: bool): Tween;
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public loop(value: bool): Tween;
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public yoyo(value: bool): Tween;
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public isRunning: bool;
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/**
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* Start to tween.
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*/
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@@ -6065,31 +6098,6 @@ module Phaser {
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* @param tileHeight {number} Height of tiles in this map.
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*/
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constructor(game: Game, parent: Tilemap, key: string, mapFormat: number, name: string, tileWidth: number, tileHeight: number);
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/**
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* Local private reference to game.
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*/
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private _game;
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/**
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* The tilemap that contains this layer.
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* @type {Tilemap}
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*/
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private _parent;
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/**
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* Tileset of this layer.
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*/
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private _texture;
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private _tileOffsets;
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private _startX;
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private _startY;
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private _maxX;
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private _maxY;
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private _tx;
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private _ty;
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private _dx;
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private _dy;
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private _oldCameraX;
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private _oldCameraY;
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private _columnData;
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private _tempTileX;
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private _tempTileY;
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private _tempTileW;
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@@ -6097,26 +6105,33 @@ module Phaser {
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private _tempTileBlock;
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private _tempBlockResults;
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/**
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* Local private reference to game.
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*/
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public game: Game;
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/**
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* The tilemap that contains this layer.
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* @type {Tilemap}
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*/
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public parent: Tilemap;
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/**
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* The texture used to render the Sprite.
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*/
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public texture: Components.Texture;
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/**
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* The Sprite transform component.
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*/
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public transform: Components.Transform;
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public tileOffsets;
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/**
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* The alpha of the Sprite between 0 and 1, a value of 1 being fully opaque.
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*/
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public alpha: number;
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/**
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* Name of this layer, so you can get this layer by its name.
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* @type {string}
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*/
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public name: string;
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/**
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* A reference to the Canvas this GameObject will render to
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* @type {HTMLCanvasElement}
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*/
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public canvas: HTMLCanvasElement;
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/**
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* A reference to the Canvas Context2D this GameObject will render to
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* @type {CanvasRenderingContext2D}
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*/
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public context: CanvasRenderingContext2D;
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/**
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* Opacity of this layer.
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* @type {number}
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*/
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public alpha: number;
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/**
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* Controls whether update() and draw() are automatically called.
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* @type {boolean}
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*/
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@@ -6127,10 +6142,6 @@ module Phaser {
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*/
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public visible: bool;
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/**
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* @type {string}
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*/
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public orientation: string;
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/**
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* Properties of this map layer. (normally set by map editors)
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*/
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public properties: {};
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@@ -6282,18 +6293,9 @@ module Phaser {
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public updateBounds(): void;
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/**
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* Parse tile offsets from map data.
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* @return {number} length of _tileOffsets array.
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* @return {number} length of tileOffsets array.
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*/
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public parseTileOffsets(): number;
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public renderDebugInfo(x: number, y: number, color?: string): void;
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/**
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* Render this layer to a specific camera with offset to camera.
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* @param camera {Camera} The camera the layer is going to be rendered.
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* @param dx {number} X offset to the camera.
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* @param dy {number} Y offset to the camera.
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* @return {boolean} Return false if layer is invisible or has a too low opacity(will stop rendering), return true if succeed.
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*/
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public render(camera: Camera, dx, dy): bool;
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}
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}
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/**
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@@ -6439,6 +6441,14 @@ module Phaser {
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*/
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public type: number;
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/**
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* The name of game object.
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*/
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public name: string;
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/**
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* The Group this Sprite belongs to.
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*/
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public group: Group;
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/**
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* Controls if both <code>update</code> and render are called by the core game loop.
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*/
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public exists: bool;
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@@ -6451,10 +6461,26 @@ module Phaser {
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*/
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public visible: bool;
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/**
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*
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* A useful state for many game objects. Kill and revive both flip this switch.
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*/
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public alive: bool;
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/**
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* The texture used to render the Sprite.
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*/
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public texture: Components.Texture;
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/**
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* The Sprite transform component.
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*/
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public transform: Components.Transform;
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/**
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* z order value of the object.
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*/
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public z: number;
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/**
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* Render iteration counter
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*/
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public renderOrderID: number;
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/**
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* Tilemap data format enum: CSV.
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* @type {number}
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*/
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@@ -6499,21 +6525,11 @@ module Phaser {
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*/
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public mapFormat: number;
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/**
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* An Array of Cameras to which this GameObject won't render
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* @type {Array}
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*/
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public cameraBlacklist: number[];
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/**
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* Inherited update method.
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* Inherited methods for overriding.
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*/
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public preUpdate(): void;
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public update(): void;
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/**
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* Render this tilemap to a specific camera with specific offset.
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* @param camera {Camera} The camera this tilemap will be rendered to.
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* @param cameraOffsetX {number} X offset of the camera.
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* @param cameraOffsetY {number} Y offset of the camera.
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*/
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public render(camera: Camera, cameraOffsetX: number, cameraOffsetY: number): void;
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public postUpdate(): void;
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/**
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* Parset csv map data and generate tiles.
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* @param data {string} CSV map data.
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@@ -8122,6 +8138,118 @@ module Phaser {
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* TODO: interpolate & polar
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*/
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module Phaser {
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class PointUtils {
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/**
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* Adds the coordinates of two points together to create a new point.
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* @method add
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* @param {Point} a - The first Point object.
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* @param {Point} b - The second Point object.
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* @param {Point} out - Optional Point to store the value in, if not supplied a new Point object will be created.
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* @return {Point} The new Point object.
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**/
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static add(a: Point, b: Point, out?: Point): Point;
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/**
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* Subtracts the coordinates of two points to create a new point.
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* @method subtract
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* @param {Point} a - The first Point object.
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* @param {Point} b - The second Point object.
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* @param {Point} out - Optional Point to store the value in, if not supplied a new Point object will be created.
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* @return {Point} The new Point object.
|
||||
**/
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static subtract(a: Point, b: Point, out?: Point): Point;
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/**
|
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* Multiplies the coordinates of two points to create a new point.
|
||||
* @method subtract
|
||||
* @param {Point} a - The first Point object.
|
||||
* @param {Point} b - The second Point object.
|
||||
* @param {Point} out - Optional Point to store the value in, if not supplied a new Point object will be created.
|
||||
* @return {Point} The new Point object.
|
||||
**/
|
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static multiply(a: Point, b: Point, out?: Point): Point;
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||||
/**
|
||||
* Divides the coordinates of two points to create a new point.
|
||||
* @method subtract
|
||||
* @param {Point} a - The first Point object.
|
||||
* @param {Point} b - The second Point object.
|
||||
* @param {Point} out - Optional Point to store the value in, if not supplied a new Point object will be created.
|
||||
* @return {Point} The new Point object.
|
||||
**/
|
||||
static divide(a: Point, b: Point, out?: Point): Point;
|
||||
/**
|
||||
* Clamps the Point object values to be between the given min and max
|
||||
* @method clamp
|
||||
* @param {Point} a - The point.
|
||||
* @param {number} The minimum value to clamp this Point to
|
||||
* @param {number} The maximum value to clamp this Point to
|
||||
* @return {Point} This Point object.
|
||||
**/
|
||||
static clamp(a: Point, min: number, max: number): Point;
|
||||
/**
|
||||
* Clamps the x value of the given Point object to be between the min and max values.
|
||||
* @method clampX
|
||||
* @param {Point} a - The point.
|
||||
* @param {number} The minimum value to clamp this Point to
|
||||
* @param {number} The maximum value to clamp this Point to
|
||||
* @return {Point} This Point object.
|
||||
**/
|
||||
static clampX(a: Point, min: number, max: number): Point;
|
||||
/**
|
||||
* Clamps the y value of the given Point object to be between the min and max values.
|
||||
* @method clampY
|
||||
* @param {Point} a - The point.
|
||||
* @param {number} The minimum value to clamp this Point to
|
||||
* @param {number} The maximum value to clamp this Point to
|
||||
* @return {Point} This Point object.
|
||||
**/
|
||||
static clampY(a: Point, min: number, max: number): Point;
|
||||
/**
|
||||
* Creates a copy of the given Point.
|
||||
* @method clone
|
||||
* @param {Point} output Optional Point object. If given the values will be set into this object, otherwise a brand new Point object will be created and returned.
|
||||
* @return {Point} The new Point object.
|
||||
**/
|
||||
static clone(a: Point, output?: Point): Point;
|
||||
/**
|
||||
* Returns the distance between the two given Point objects.
|
||||
* @method distanceBetween
|
||||
* @param {Point} a - The first Point object.
|
||||
* @param {Point} b - The second Point object.
|
||||
* @param {Boolean} round - Round the distance to the nearest integer (default false)
|
||||
* @return {Number} The distance between the two Point objects.
|
||||
**/
|
||||
static distanceBetween(a: Point, b: Point, round?: bool): number;
|
||||
/**
|
||||
* Determines whether the two given Point objects are equal. They are considered equal if they have the same x and y values.
|
||||
* @method equals
|
||||
* @param {Point} a - The first Point object.
|
||||
* @param {Point} b - The second Point object.
|
||||
* @return {Boolean} A value of true if the Points are equal, otherwise false.
|
||||
**/
|
||||
static equals(a: Point, b: Point): bool;
|
||||
/**
|
||||
* Rotates a Point around the x/y coordinates given to the desired angle.
|
||||
* @param a {Point} The Point object to rotate.
|
||||
* @param x {number} The x coordinate of the anchor point
|
||||
* @param y {number} The y coordinate of the anchor point
|
||||
* @param {Number} angle The angle in radians (unless asDegrees is true) to rotate the Point to.
|
||||
* @param {Boolean} asDegrees Is the given rotation in radians (false) or degrees (true)?
|
||||
* @param {Number} distance An optional distance constraint between the Point and the anchor.
|
||||
* @return The modified point object
|
||||
*/
|
||||
static rotate(a: Point, x: number, y: number, angle: number, asDegrees?: bool, distance?: number): Point;
|
||||
/**
|
||||
* Rotates a Point around the given Point to the desired angle.
|
||||
* @param a {Point} The Point object to rotate.
|
||||
* @param b {Point} The Point object to serve as point of rotation.
|
||||
* @param x {number} The x coordinate of the anchor point
|
||||
* @param y {number} The y coordinate of the anchor point
|
||||
* @param {Number} angle The angle in radians (unless asDegrees is true) to rotate the Point to.
|
||||
* @param {Boolean} asDegrees Is the given rotation in radians (false) or degrees (true)?
|
||||
* @param {Number} distance An optional distance constraint between the Point and the anchor.
|
||||
* @return The modified point object
|
||||
*/
|
||||
static rotateAroundPoint(a: Point, b: Point, angle: number, asDegrees?: bool, distance?: number): Point;
|
||||
}
|
||||
}
|
||||
/**
|
||||
* Phaser - Pointer
|
||||
@@ -9246,8 +9374,15 @@ module Phaser {
|
||||
private _dh;
|
||||
private _fx;
|
||||
private _fy;
|
||||
private _tx;
|
||||
private _ty;
|
||||
private _sin;
|
||||
private _cos;
|
||||
private _maxX;
|
||||
private _maxY;
|
||||
private _startX;
|
||||
private _startY;
|
||||
private _columnData;
|
||||
private _cameraList;
|
||||
private _camera;
|
||||
private _groupLength;
|
||||
@@ -9279,6 +9414,11 @@ module Phaser {
|
||||
*/
|
||||
public renderSprite(camera: Camera, sprite: Sprite): bool;
|
||||
public renderScrollZone(camera: Camera, scrollZone: ScrollZone): bool;
|
||||
/**
|
||||
* Render a tilemap to a specific camera.
|
||||
* @param camera {Camera} The camera this tilemap will be rendered to.
|
||||
*/
|
||||
public renderTilemap(camera: Camera, tilemap: Tilemap): bool;
|
||||
}
|
||||
}
|
||||
/**
|
||||
@@ -9309,6 +9449,7 @@ module Phaser {
|
||||
*/
|
||||
static renderPhysicsBodyInfo(body: Physics.Body, x: number, y: number, color?: string): void;
|
||||
static renderSpriteBounds(sprite: Sprite, camera?: Camera, color?: string): void;
|
||||
static renderRectangle(rect: Rectangle, fillStyle?: string): void;
|
||||
static renderPhysicsBody(body: Physics.Body, lineWidth?: number, fillStyle?: string, sleepStyle?: string): void;
|
||||
}
|
||||
}
|
||||
@@ -9551,110 +9692,6 @@ module Phaser {
|
||||
}
|
||||
}
|
||||
/**
|
||||
* Phaser - State
|
||||
*
|
||||
* This is a base State class which can be extended if you are creating your game using TypeScript.
|
||||
*/
|
||||
module Phaser {
|
||||
class State {
|
||||
/**
|
||||
* State constructor
|
||||
* Create a new <code>State</code>.
|
||||
*/
|
||||
constructor(game: Game);
|
||||
/**
|
||||
* Reference to Game.
|
||||
*/
|
||||
public game: Game;
|
||||
/**
|
||||
* Currently used camera.
|
||||
* @type {Camera}
|
||||
*/
|
||||
public camera: Camera;
|
||||
/**
|
||||
* Reference to the assets cache.
|
||||
* @type {Cache}
|
||||
*/
|
||||
public cache: Cache;
|
||||
/**
|
||||
* Reference to the GameObject Factory.
|
||||
* @type {GameObjectFactory}
|
||||
*/
|
||||
public add: GameObjectFactory;
|
||||
/**
|
||||
* Reference to the input manager
|
||||
* @type {Input}
|
||||
*/
|
||||
public input: Input;
|
||||
/**
|
||||
* Reference to the assets loader.
|
||||
* @type {Loader}
|
||||
*/
|
||||
public load: Loader;
|
||||
/**
|
||||
* Reference to the math helper.
|
||||
* @type {GameMath}
|
||||
*/
|
||||
public math: GameMath;
|
||||
/**
|
||||
* Reference to the motion helper.
|
||||
* @type {Motion}
|
||||
*/
|
||||
public motion: Motion;
|
||||
/**
|
||||
* Reference to the sound manager.
|
||||
* @type {SoundManager}
|
||||
*/
|
||||
public sound: SoundManager;
|
||||
/**
|
||||
* Reference to the stage.
|
||||
* @type {Stage}
|
||||
*/
|
||||
public stage: Stage;
|
||||
/**
|
||||
* Reference to game clock.
|
||||
* @type {Time}
|
||||
*/
|
||||
public time: Time;
|
||||
/**
|
||||
* Reference to the tween manager.
|
||||
* @type {TweenManager}
|
||||
*/
|
||||
public tweens: TweenManager;
|
||||
/**
|
||||
* Reference to the world.
|
||||
* @type {World}
|
||||
*/
|
||||
public world: World;
|
||||
/**
|
||||
* Override this method to add some load operations.
|
||||
* If you need to use the loader, you may need to use them here.
|
||||
*/
|
||||
public init(): void;
|
||||
/**
|
||||
* This method is called after the game engine successfully switches states.
|
||||
* Feel free to add any setup code here.(Do not load anything here, override init() instead)
|
||||
*/
|
||||
public create(): void;
|
||||
/**
|
||||
* Put update logic here.
|
||||
*/
|
||||
public update(): void;
|
||||
/**
|
||||
* Put render operations here.
|
||||
*/
|
||||
public render(): void;
|
||||
/**
|
||||
* This method will be called when game paused.
|
||||
*/
|
||||
public paused(): void;
|
||||
/**
|
||||
* This method will be called when the state is destroyed
|
||||
*/
|
||||
public destroy(): void;
|
||||
}
|
||||
}
|
||||
/**
|
||||
* Phaser - Components - Debug
|
||||
*
|
||||
*
|
||||
@@ -9835,104 +9872,6 @@ module Phaser {
|
||||
}
|
||||
}
|
||||
/**
|
||||
* Phaser - IntersectResult
|
||||
*
|
||||
* A light-weight result object to hold the results of an intersection. For when you need more than just true/false.
|
||||
*/
|
||||
module Phaser {
|
||||
class IntersectResult {
|
||||
/**
|
||||
* Did they intersect or not?
|
||||
* @property result
|
||||
* @type {Boolean}
|
||||
*/
|
||||
public result: bool;
|
||||
/**
|
||||
* @property x
|
||||
* @type {Number}
|
||||
*/
|
||||
public x: number;
|
||||
/**
|
||||
* @property y
|
||||
* @type {Number}
|
||||
*/
|
||||
public y: number;
|
||||
/**
|
||||
* @property x1
|
||||
* @type {Number}
|
||||
*/
|
||||
public x1: number;
|
||||
/**
|
||||
* @property y1
|
||||
* @type {Number}
|
||||
*/
|
||||
public y1: number;
|
||||
/**
|
||||
* @property x2
|
||||
* @type {Number}
|
||||
*/
|
||||
public x2: number;
|
||||
/**
|
||||
* @property y2
|
||||
* @type {Number}
|
||||
*/
|
||||
public y2: number;
|
||||
/**
|
||||
* @property width
|
||||
* @type {Number}
|
||||
*/
|
||||
public width: number;
|
||||
/**
|
||||
* @property height
|
||||
* @type {Number}
|
||||
*/
|
||||
public height: number;
|
||||
/**
|
||||
*
|
||||
* @method setTo
|
||||
* @param {Number} x1
|
||||
* @param {Number} y1
|
||||
* @param {Number} [x2]
|
||||
* @param {Number} [y2]
|
||||
* @param {Number} [width]
|
||||
* @param {Number} [height]
|
||||
*/
|
||||
public setTo(x1: number, y1: number, x2?: number, y2?: number, width?: number, height?: number): void;
|
||||
}
|
||||
}
|
||||
/**
|
||||
* Phaser - Mat3Utils
|
||||
*
|
||||
* A collection of methods useful for manipulating and performing operations on Mat3 objects.
|
||||
*
|
||||
*/
|
||||
module Phaser {
|
||||
class Mat3Utils {
|
||||
/**
|
||||
* Transpose the values of a Mat3
|
||||
**/
|
||||
static transpose(source: Mat3, dest?: Mat3): Mat3;
|
||||
/**
|
||||
* Inverts a Mat3
|
||||
**/
|
||||
static invert(source: Mat3): Mat3;
|
||||
/**
|
||||
* Calculates the adjugate of a Mat3
|
||||
**/
|
||||
static adjoint(source: Mat3): Mat3;
|
||||
/**
|
||||
* Calculates the adjugate of a Mat3
|
||||
**/
|
||||
static determinant(source: Mat3): number;
|
||||
/**
|
||||
* Multiplies two Mat3s
|
||||
**/
|
||||
static multiply(source: Mat3, b: Mat3): Mat3;
|
||||
static fromQuaternion(): void;
|
||||
static normalFromMat4(): void;
|
||||
}
|
||||
}
|
||||
/**
|
||||
* Phaser - CircleUtils
|
||||
*
|
||||
* A collection of methods useful for manipulating and comparing Circle objects.
|
||||
@@ -10016,6 +9955,38 @@ module Phaser {
|
||||
}
|
||||
}
|
||||
/**
|
||||
* Phaser - Mat3Utils
|
||||
*
|
||||
* A collection of methods useful for manipulating and performing operations on Mat3 objects.
|
||||
*
|
||||
*/
|
||||
module Phaser {
|
||||
class Mat3Utils {
|
||||
/**
|
||||
* Transpose the values of a Mat3
|
||||
**/
|
||||
static transpose(source: Mat3, dest?: Mat3): Mat3;
|
||||
/**
|
||||
* Inverts a Mat3
|
||||
**/
|
||||
static invert(source: Mat3): Mat3;
|
||||
/**
|
||||
* Calculates the adjugate of a Mat3
|
||||
**/
|
||||
static adjoint(source: Mat3): Mat3;
|
||||
/**
|
||||
* Calculates the adjugate of a Mat3
|
||||
**/
|
||||
static determinant(source: Mat3): number;
|
||||
/**
|
||||
* Multiplies two Mat3s
|
||||
**/
|
||||
static multiply(source: Mat3, b: Mat3): Mat3;
|
||||
static fromQuaternion(): void;
|
||||
static normalFromMat4(): void;
|
||||
}
|
||||
}
|
||||
/**
|
||||
* Phaser - PixelUtils
|
||||
*
|
||||
* A collection of methods useful for manipulating pixels.
|
||||
@@ -10036,3 +10007,173 @@ module Phaser {
|
||||
static getPixel(key: string, x: number, y: number): number;
|
||||
}
|
||||
}
|
||||
/**
|
||||
* Phaser - IntersectResult
|
||||
*
|
||||
* A light-weight result object to hold the results of an intersection. For when you need more than just true/false.
|
||||
*/
|
||||
module Phaser {
|
||||
class IntersectResult {
|
||||
/**
|
||||
* Did they intersect or not?
|
||||
* @property result
|
||||
* @type {Boolean}
|
||||
*/
|
||||
public result: bool;
|
||||
/**
|
||||
* @property x
|
||||
* @type {Number}
|
||||
*/
|
||||
public x: number;
|
||||
/**
|
||||
* @property y
|
||||
* @type {Number}
|
||||
*/
|
||||
public y: number;
|
||||
/**
|
||||
* @property x1
|
||||
* @type {Number}
|
||||
*/
|
||||
public x1: number;
|
||||
/**
|
||||
* @property y1
|
||||
* @type {Number}
|
||||
*/
|
||||
public y1: number;
|
||||
/**
|
||||
* @property x2
|
||||
* @type {Number}
|
||||
*/
|
||||
public x2: number;
|
||||
/**
|
||||
* @property y2
|
||||
* @type {Number}
|
||||
*/
|
||||
public y2: number;
|
||||
/**
|
||||
* @property width
|
||||
* @type {Number}
|
||||
*/
|
||||
public width: number;
|
||||
/**
|
||||
* @property height
|
||||
* @type {Number}
|
||||
*/
|
||||
public height: number;
|
||||
/**
|
||||
*
|
||||
* @method setTo
|
||||
* @param {Number} x1
|
||||
* @param {Number} y1
|
||||
* @param {Number} [x2]
|
||||
* @param {Number} [y2]
|
||||
* @param {Number} [width]
|
||||
* @param {Number} [height]
|
||||
*/
|
||||
public setTo(x1: number, y1: number, x2?: number, y2?: number, width?: number, height?: number): void;
|
||||
}
|
||||
}
|
||||
/**
|
||||
* Phaser - State
|
||||
*
|
||||
* This is a base State class which can be extended if you are creating your game using TypeScript.
|
||||
*/
|
||||
module Phaser {
|
||||
class State {
|
||||
/**
|
||||
* State constructor
|
||||
* Create a new <code>State</code>.
|
||||
*/
|
||||
constructor(game: Game);
|
||||
/**
|
||||
* Reference to Game.
|
||||
*/
|
||||
public game: Game;
|
||||
/**
|
||||
* Currently used camera.
|
||||
* @type {Camera}
|
||||
*/
|
||||
public camera: Camera;
|
||||
/**
|
||||
* Reference to the assets cache.
|
||||
* @type {Cache}
|
||||
*/
|
||||
public cache: Cache;
|
||||
/**
|
||||
* Reference to the GameObject Factory.
|
||||
* @type {GameObjectFactory}
|
||||
*/
|
||||
public add: GameObjectFactory;
|
||||
/**
|
||||
* Reference to the input manager
|
||||
* @type {Input}
|
||||
*/
|
||||
public input: Input;
|
||||
/**
|
||||
* Reference to the assets loader.
|
||||
* @type {Loader}
|
||||
*/
|
||||
public load: Loader;
|
||||
/**
|
||||
* Reference to the math helper.
|
||||
* @type {GameMath}
|
||||
*/
|
||||
public math: GameMath;
|
||||
/**
|
||||
* Reference to the motion helper.
|
||||
* @type {Motion}
|
||||
*/
|
||||
public motion: Motion;
|
||||
/**
|
||||
* Reference to the sound manager.
|
||||
* @type {SoundManager}
|
||||
*/
|
||||
public sound: SoundManager;
|
||||
/**
|
||||
* Reference to the stage.
|
||||
* @type {Stage}
|
||||
*/
|
||||
public stage: Stage;
|
||||
/**
|
||||
* Reference to game clock.
|
||||
* @type {Time}
|
||||
*/
|
||||
public time: Time;
|
||||
/**
|
||||
* Reference to the tween manager.
|
||||
* @type {TweenManager}
|
||||
*/
|
||||
public tweens: TweenManager;
|
||||
/**
|
||||
* Reference to the world.
|
||||
* @type {World}
|
||||
*/
|
||||
public world: World;
|
||||
/**
|
||||
* Override this method to add some load operations.
|
||||
* If you need to use the loader, you may need to use them here.
|
||||
*/
|
||||
public init(): void;
|
||||
/**
|
||||
* This method is called after the game engine successfully switches states.
|
||||
* Feel free to add any setup code here.(Do not load anything here, override init() instead)
|
||||
*/
|
||||
public create(): void;
|
||||
/**
|
||||
* Put update logic here.
|
||||
*/
|
||||
public update(): void;
|
||||
/**
|
||||
* Put render operations here.
|
||||
*/
|
||||
public render(): void;
|
||||
/**
|
||||
* This method will be called when game paused.
|
||||
*/
|
||||
public paused(): void;
|
||||
/**
|
||||
* This method will be called when the state is destroyed
|
||||
*/
|
||||
public destroy(): void;
|
||||
}
|
||||
}
|
||||
|
||||
+563
-497
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user