Updating for TypeScript 0.9.1, part 1.

This commit is contained in:
Richard Davey
2013-08-08 11:34:33 +01:00
parent 73745e5720
commit df32190db8
86 changed files with 583 additions and 587 deletions
+34 -34
View File
@@ -40,7 +40,7 @@ module Phaser.Components {
* If enabled the Input component will be updated by the parent Sprite
* @type {Boolean}
*/
public enabled: bool;
public enabled: boolean;
/**
* The PriorityID controls which Sprite receives an Input event first if they should overlap.
@@ -55,17 +55,17 @@ module Phaser.Components {
private _dragPoint: Point;
private _draggedPointerID: number;
public dragOffset: Point;
public isDragged: bool = false;
public dragFromCenter: bool;
public dragPixelPerfect: bool = false;
public isDragged: boolean = false;
public dragFromCenter: boolean;
public dragPixelPerfect: boolean = false;
public dragPixelPerfectAlpha: number;
public allowHorizontalDrag: bool = true;
public allowVerticalDrag: bool = true;
public bringToTop: bool = false;
public allowHorizontalDrag: boolean = true;
public allowVerticalDrag: boolean = true;
public bringToTop: boolean = false;
public snapOnDrag: bool = false;
public snapOnRelease: bool = false;
public snapOnDrag: boolean = false;
public snapOnRelease: boolean = false;
public snapOffset: Point;
public snapX: number = 0;
public snapY: number = 0;
@@ -75,7 +75,7 @@ module Phaser.Components {
* Is this sprite allowed to be dragged by the mouse? true = yes, false = no
* @default false
*/
public draggable: bool = false;
public draggable: boolean = false;
/**
* A region of the game world within which the sprite is restricted during drag
@@ -94,21 +94,21 @@ module Phaser.Components {
* If checkBody is set to true it will monitor the bounds of the physics body.
* @type {Boolean}
*/
public checkBody: bool;
public checkBody: boolean;
/**
* Turn the mouse pointer into a hand image by temporarily setting the CSS style of the Game canvas
* on Input over. Only works on desktop browsers or browsers with a visible input pointer.
* @type {Boolean}
*/
public useHandCursor: bool;
public useHandCursor: boolean;
/**
* If this object is set to consume the pointer event then it will stop all propogation from this object on.
* 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.
* @type {Boolean}
*/
public consumePointerEvent: bool = false;
public consumePointerEvent: boolean = false;
/**
* The x coordinate of the Input pointer, relative to the top-left of the parent Sprite.
@@ -133,7 +133,7 @@ module Phaser.Components {
* @property isDown
* @type {Boolean}
**/
public pointerDown(pointer: number = 0): bool {
public pointerDown(pointer: number = 0): boolean {
return this._pointerData[pointer].isDown;
}
@@ -142,7 +142,7 @@ module Phaser.Components {
* @property isUp
* @type {Boolean}
**/
public pointerUp(pointer: number = 0): bool {
public pointerUp(pointer: number = 0): boolean {
return this._pointerData[pointer].isUp;
}
@@ -151,7 +151,7 @@ module Phaser.Components {
* @property timeDown
* @type {Number}
**/
public pointerTimeDown(pointer: number = 0): bool {
public pointerTimeDown(pointer: number = 0): boolean {
return this._pointerData[pointer].timeDown;
}
@@ -160,7 +160,7 @@ module Phaser.Components {
* @property timeUp
* @type {Number}
**/
public pointerTimeUp(pointer: number = 0): bool {
public pointerTimeUp(pointer: number = 0): boolean {
return this._pointerData[pointer].timeUp;
}
@@ -169,7 +169,7 @@ module Phaser.Components {
* @property isOver
* @type {Boolean}
**/
public pointerOver(pointer: number = 0): bool {
public pointerOver(pointer: number = 0): boolean {
return this._pointerData[pointer].isOver;
}
@@ -178,7 +178,7 @@ module Phaser.Components {
* @property isOut
* @type {Boolean}
**/
public pointerOut(pointer: number = 0): bool {
public pointerOut(pointer: number = 0): boolean {
return this._pointerData[pointer].isOut;
}
@@ -187,7 +187,7 @@ module Phaser.Components {
* @property timeDown
* @type {Number}
**/
public pointerTimeOver(pointer: number = 0): bool {
public pointerTimeOver(pointer: number = 0): boolean {
return this._pointerData[pointer].timeOver;
}
@@ -196,7 +196,7 @@ module Phaser.Components {
* @property timeUp
* @type {Number}
**/
public pointerTimeOut(pointer: number = 0): bool {
public pointerTimeOut(pointer: number = 0): boolean {
return this._pointerData[pointer].timeOut;
}
@@ -204,11 +204,11 @@ module Phaser.Components {
* Is this sprite being dragged by the mouse or not?
* @default false
*/
public pointerDragged(pointer: number = 0): bool {
public pointerDragged(pointer: number = 0): boolean {
return this._pointerData[pointer].isDragged;
}
public start(priority: number = 0, checkBody?: bool = false, useHandCursor?: bool = false): Phaser.Sprite {
public start(priority: number = 0, checkBody: boolean = false, useHandCursor: boolean = false): Phaser.Sprite {
// Turning on
if (this.enabled == false)
@@ -289,7 +289,7 @@ module Phaser.Components {
/**
* Checks if the given pointer is over this Sprite. All checks are done in world coordinates.
*/
public checkPointerOver(pointer: Phaser.Pointer): bool {
public checkPointerOver(pointer: Phaser.Pointer): boolean {
if (this.enabled == false || this._parent.visible == false)
{
@@ -305,7 +305,7 @@ module Phaser.Components {
/**
* Update
*/
public update(pointer: Phaser.Pointer): bool {
public update(pointer: Phaser.Pointer): boolean {
if (this.enabled == false || this._parent.visible == false)
{
@@ -369,7 +369,7 @@ module Phaser.Components {
}
public _touchedHandler(pointer: Pointer): bool {
public _touchedHandler(pointer: Pointer): boolean {
if (this._pointerData[pointer.id].isDown == false && this._pointerData[pointer.id].isOver == true)
{
@@ -438,7 +438,7 @@ module Phaser.Components {
/**
* Updates the Pointer drag on this Sprite.
*/
private updateDrag(pointer: Pointer): bool {
private updateDrag(pointer: Pointer): boolean {
if (pointer.isUp)
{
@@ -480,7 +480,7 @@ module Phaser.Components {
* @param delay The time below which the pointer is considered as just over.
* @returns {boolean}
*/
public justOver(pointer: number = 0, delay?: number = 500): bool {
public justOver(pointer: number = 0, delay: number = 500): boolean {
return (this._pointerData[pointer].isOver && this.overDuration(pointer) < delay);
}
@@ -489,7 +489,7 @@ module Phaser.Components {
* @param delay The time below which the pointer is considered as just out.
* @returns {boolean}
*/
public justOut(pointer: number = 0, delay?: number = 500): bool {
public justOut(pointer: number = 0, delay: number = 500): boolean {
return (this._pointerData[pointer].isOut && (this.game.time.now - this._pointerData[pointer].timeOut < delay));
}
@@ -498,7 +498,7 @@ module Phaser.Components {
* @param delay The time below which the pointer is considered as just over.
* @returns {boolean}
*/
public justPressed(pointer: number = 0, delay?: number = 500): bool {
public justPressed(pointer: number = 0, delay: number = 500): boolean {
return (this._pointerData[pointer].isDown && this.downDuration(pointer) < delay);
}
@@ -507,7 +507,7 @@ module Phaser.Components {
* @param delay The time below which the pointer is considered as just out.
* @returns {boolean}
*/
public justReleased(pointer: number = 0, delay?: number = 500): bool {
public justReleased(pointer: number = 0, delay: number = 500): boolean {
return (this._pointerData[pointer].isUp && (this.game.time.now - this._pointerData[pointer].timeUp < delay));
}
@@ -551,7 +551,7 @@ module Phaser.Components {
* @param boundsRect If you want to restrict the drag of this sprite to a specific FlxRect, pass the FlxRect here, otherwise it's free to drag anywhere
* @param boundsSprite If you want to restrict the drag of this sprite to within the bounding box of another sprite, pass it here
*/
public enableDrag(lockCenter: bool = false, bringToTop: bool = false, pixelPerfect: bool = false, alphaThreshold: number = 255, boundsRect: Rectangle = null, boundsSprite: Phaser.Sprite = null): void {
public enableDrag(lockCenter: boolean = false, bringToTop: boolean = false, pixelPerfect: boolean = false, alphaThreshold: number = 255, boundsRect: Rectangle = null, boundsSprite: Phaser.Sprite = null): void {
this._dragPoint = new Point;
this.draggable = true;
@@ -648,7 +648,7 @@ module Phaser.Components {
* @param allowHorizontal To enable the sprite to be dragged horizontally set to true, otherwise false
* @param allowVertical To enable the sprite to be dragged vertically set to true, otherwise false
*/
public setDragLock(allowHorizontal: bool = true, allowVertical: bool = true): void {
public setDragLock(allowHorizontal: boolean = true, allowVertical: boolean = true): void {
this.allowHorizontalDrag = allowHorizontal;
this.allowVerticalDrag = allowVertical;
}
@@ -662,7 +662,7 @@ module Phaser.Components {
* @param onDrag If true the sprite will snap to the grid while being dragged
* @param onRelease If true the sprite will snap to the grid when released
*/
public enableSnap(snapX: number, snapY: number, onDrag: bool = true, onRelease: bool = false): void {
public enableSnap(snapX: number, snapY: number, onDrag: boolean = true, onRelease: boolean = false): void {
this.snapOnDrag = onDrag;
this.snapOnRelease = onRelease;
this.snapX = snapX;