mirror of
https://github.com/wassname/phaser.git
synced 2026-07-28 11:23:50 +08:00
Added the new Button game object and various other input and tilemap fixes.
This commit is contained in:
Vendored
+146
-23
@@ -268,6 +268,18 @@ module Phaser {
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*/
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visible: bool;
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/**
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* The animation manager component
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*/
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animations: Components.AnimationManager;
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/**
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* Associated events
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*/
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events;
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/**
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* The input component
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*/
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input;
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/**
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* The texture used to render.
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*/
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texture: Components.Texture;
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@@ -834,6 +846,7 @@ module Phaser {
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static EMITTER: number;
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static TILEMAP: number;
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static SCROLLZONE: number;
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static BUTTON: number;
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static GEOM_POINT: number;
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static GEOM_CIRCLE: number;
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static GEOM_Rectangle: number;
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@@ -1324,6 +1337,13 @@ module Phaser {
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*/
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public context: CanvasRenderingContext2D;
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/**
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* You can set a globalCompositeOperation that will be applied before the render method is called on this Sprite.
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* This is useful if you wish to apply an effect like 'lighten'.
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* If this value is set it will call a canvas context save and restore before and after the render pass, so use it sparingly.
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* Set to null to disable.
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*/
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public globalCompositeOperation: string;
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/**
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* Get a color of a specific pixel.
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* @param x {number} X position of the pixel in this texture.
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* @param y {number} Y position of the pixel in this texture.
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@@ -1384,7 +1404,7 @@ module Phaser {
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* Given an array of Sprites it will update each of them so that their canvas/contexts reference this DynamicTexture
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* @param objects {Array} An array of GameObjects, or objects that inherit from it such as Sprites
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*/
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public assignCanvasToGameObjects(objects: IGameObject[]): void;
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public assignCanvasToGameObjects(objects): void;
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/**
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* Clear the whole canvas.
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*/
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@@ -1515,7 +1535,7 @@ module Phaser {
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* @param frameRate {number} FrameRate you want to specify instead of using default.
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* @param loop {boolean} Whether or not the animation is looped or just plays once.
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*/
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public play(frameRate?: number, loop?: bool): void;
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public play(frameRate?: number, loop?: bool): Animation;
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/**
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* Play this animation from the first frame.
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*/
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@@ -1738,11 +1758,11 @@ module Phaser.Components {
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*/
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constructor(parent: Sprite);
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/**
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* Local private reference to game.
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* Reference to Phaser.Game
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*/
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private _game;
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public game: Game;
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/**
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* Local private reference to its owner sprite.
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* Local private reference to its parent game object.
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*/
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private _parent;
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/**
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@@ -1802,7 +1822,7 @@ module Phaser.Components {
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* @param frameRate {number} FrameRate you want to specify instead of using default.
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* @param loop {boolean} Whether or not the animation is looped or just plays once.
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*/
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public play(name: string, frameRate?: number, loop?: bool): void;
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public play(name: string, frameRate?: number, loop?: bool): Animation;
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/**
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* Stop animation by name.
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* Current animation will be automatically set to the stopped one.
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@@ -2044,9 +2064,9 @@ module Phaser.Components.Sprite {
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*/
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public game: Game;
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/**
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* Reference to the Image stored in the Game.Cache that is used as the texture for the Sprite.
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* Local private reference to its parent game object.
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*/
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private sprite;
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private _parent;
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private _pointerData;
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/**
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* If enabled the Input component will be updated by the parent Sprite
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@@ -2104,6 +2124,12 @@ module Phaser.Components.Sprite {
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*/
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public useHandCursor: bool;
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/**
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* If this object is set to consume the pointer event then it will stop all propogation from this object on.
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* For example if you had a stack of 6 sprites with the same priority IDs and one consumed the event, none of the others would receive it.
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* @type {Boolean}
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*/
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public consumePointerEvent: bool;
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/**
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* The x coordinate of the Input pointer, relative to the top-left of the parent Sprite.
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* This value is only set when the pointer is over this Sprite.
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* @type {number}
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@@ -2185,7 +2211,6 @@ module Phaser.Components.Sprite {
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public update(pointer: Pointer): bool;
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public _pointerOverHandler(pointer: Pointer): void;
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public _pointerOutHandler(pointer: Pointer): void;
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public consumePointerEvent: bool;
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public _touchedHandler(pointer: Pointer): bool;
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public _releasedHandler(pointer: Pointer): void;
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/**
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@@ -2295,8 +2320,8 @@ module Phaser.Components.Sprite {
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module Phaser.Components.Sprite {
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class Events {
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/**
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* The Events component is a collection of events fired by the parent Sprite and its other components.
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* @param parent The Sprite using this Input component
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* The Events component is a collection of events fired by the parent game object and its components.
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* @param parent The game object using this Input component
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*/
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constructor(parent: Sprite);
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/**
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@@ -2304,9 +2329,9 @@ module Phaser.Components.Sprite {
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*/
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public game: Game;
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/**
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* Reference to the Image stored in the Game.Cache that is used as the texture for the Sprite.
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* Local private reference to its parent game object.
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*/
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private sprite;
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private _parent;
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/**
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* Dispatched by the Group this Sprite is added to.
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*/
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@@ -2347,6 +2372,18 @@ module Phaser.Components.Sprite {
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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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/**
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* Dispatched by the Animation component when the Sprite starts being animated
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*/
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public onAnimationStart: Signal;
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/**
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* Dispatched by the Animation component when the Sprite animation completes
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*/
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public onAnimationComplete: Signal;
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/**
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* Dispatched by the Animation component when the Sprite animation loops
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*/
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public onAnimationLoop: Signal;
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public onOutOfBounds: Signal;
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}
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}
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@@ -3283,15 +3320,18 @@ module Phaser {
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*/
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public scale: Vec2;
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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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* The origin of the Sprite around which rotation and positioning takes place.
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* This is a reference to Sprite.transform.origin
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*/
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public origin: Vec2;
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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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/**
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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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* Get the animation frame number.
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*/
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/**
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@@ -3464,7 +3504,7 @@ module Phaser.Components {
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*/
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public cameraBlacklist: number[];
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/**
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* Whether the Sprite background is opaque or not. If set to true the Sprite is filled with
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* Whether the texture background is opaque or not. If set to true the object is filled with
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* the value of Texture.backgroundColor every frame. Normally you wouldn't enable this but
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* for some effects it can be handy.
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* @type {boolean}
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@@ -4191,7 +4231,7 @@ module Phaser {
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*/
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public hasLoaded: bool;
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/**
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* Loading progress (from 0 to 1)
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* Loading progress (from 0 to 100)
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* @type {number}
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*/
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public progress: number;
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@@ -4216,7 +4256,7 @@ module Phaser {
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* @param key {string} Unique asset key of this image file.
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* @param url {string} URL of image file.
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*/
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public image(key: string, url: string): void;
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public image(key: string, url: string, overwrite?: bool): void;
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/**
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* Add a new sprite sheet loading request.
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* @param key {string} Unique asset key of the sheet file.
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@@ -4447,6 +4487,10 @@ module Phaser {
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* @return {Array} The string based keys in the Cache.
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*/
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public getTextKeys(): any[];
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public removeCanvas(key: string): void;
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public removeImage(key: string): void;
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public removeSound(key: string): void;
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public removeText(key: string): void;
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/**
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* Clean up cache memory.
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*/
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@@ -5946,6 +5990,52 @@ module Phaser {
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}
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}
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/**
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* Phaser - Button
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*/
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module Phaser {
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class Button extends Sprite {
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/**
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* Create a new <code>Button</code> object.
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*
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* @param game {Phaser.Game} Current game instance.
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* @param [x] {number} the initial x position of the button.
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* @param [y] {number} the initial y position of the button.
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* @param [key] {string} Key of the graphic you want to load for this button.
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*/
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constructor(game: Game, x?: number, y?: number, key?: string, callback?, callbackContext?, overFrame?, outFrame?, downFrame?);
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private _onOverFrameName;
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private _onOutFrameName;
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private _onDownFrameName;
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private _onUpFrameName;
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private _onOverFrameID;
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private _onOutFrameID;
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private _onDownFrameID;
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private _onUpFrameID;
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/**
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* Dispatched when a pointer moves over an Input enabled sprite.
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*/
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public onInputOver: Signal;
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/**
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* Dispatched when a pointer moves out of an Input enabled sprite.
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*/
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public onInputOut: Signal;
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/**
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* Dispatched when a pointer is pressed down on an Input enabled sprite.
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*/
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public onInputDown: Signal;
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/**
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* Dispatched 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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private onInputOverHandler(pointer);
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private onInputOutHandler(pointer);
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private onInputDownHandler(pointer);
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private onInputUpHandler(pointer);
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public priorityID : number;
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public useHandCursor : bool;
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}
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}
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/**
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* Phaser - ScrollRegion
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*
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* Creates a scrolling region within a ScrollZone.
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@@ -6530,6 +6620,7 @@ module Phaser {
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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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public destroy(): 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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@@ -6665,6 +6756,20 @@ module Phaser {
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*/
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public camera(x: number, y: number, width: number, height: number): Camera;
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/**
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* Create a new Button game object.
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*
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* @param [x] {number} X position of the button.
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* @param [y] {number} Y position of the button.
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* @param [key] {string} The image key as defined in the Game.Cache to use as the texture for this button.
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* @param [callback] {function} The function to call when this button is pressed
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* @param [callbackContext] {object} The context in which the callback will be called (usually 'this')
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* @param [overFrame] {string|number} This is the frame or frameName that will be set when this button is in an over state. Give either a number to use a frame ID or a string for a frame name.
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* @param [outFrame] {string|number} This is the frame or frameName that will be set when this button is in an out state. Give either a number to use a frame ID or a string for a frame name.
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* @param [downFrame] {string|number} This is the frame or frameName that will be set when this button is in a down state. Give either a number to use a frame ID or a string for a frame name.
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* @returns {Button} The newly created button object.
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*/
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public button(x?: number, y?: number, key?: string, callback?, callbackContext?, overFrame?, outFrame?, downFrame?): Button;
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/**
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* Create a new Sprite with specific position and sprite sheet key.
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*
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* @param x {number} X position of the new sprite.
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@@ -8469,6 +8574,9 @@ module Phaser {
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*/
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public start(event): Pointer;
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public update(): void;
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private _highestRenderOrderID;
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private _highestRenderObject;
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private _highestInputPriorityID;
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/**
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* Called when the Pointer is moved on the touchscreen
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* @method move
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@@ -9524,16 +9632,31 @@ module Phaser {
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*/
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public onCreateCallback;
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/**
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* This will be called when update states.
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* This will be called when State is updated, this doesn't happen during load (see onLoadUpdateCallback)
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* @type {function}
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*/
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public onUpdateCallback;
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/**
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* This will be called when render states.
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* This will be called when the State is rendered, this doesn't happen during load (see onLoadRenderCallback)
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* @type {function}
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*/
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public onRenderCallback;
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/**
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* This will be called before the State is rendered and before the stage is cleared
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* @type {function}
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*/
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public onPreRenderCallback;
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/**
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* This will be called when the State is updated but only during the load process
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* @type {function}
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*/
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public onLoadUpdateCallback;
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/**
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* This will be called when the State is rendered but only during the load process
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* @type {function}
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*/
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public onLoadRenderCallback;
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/**
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* This will be called when states paused.
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* @type {function}
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*/
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@@ -9657,7 +9780,7 @@ module Phaser {
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*/
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private startState();
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/**
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* Set all state callbacks (init, create, update, render).
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* Set the most common state callbacks (init, create, update, render).
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* @param initCallback {function} Init callback invoked when init state.
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* @param createCallback {function} Create callback invoked when create state.
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* @param updateCallback {function} Update callback invoked when update state.
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