mirror of
https://github.com/photonstorm/phaser
synced 2024-11-25 22:20:44 +00:00
Revert "add generics for Scene and its config key"
This reverts commit a1cf6e4456
.
This commit is contained in:
parent
a1cf6e4456
commit
094e322ace
3 changed files with 6 additions and 11 deletions
|
@ -17,9 +17,6 @@ var Systems = require('./Systems');
|
|||
* @memberof Phaser
|
||||
* @constructor
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @generic {string=string} K
|
||||
* @genericUse {K | Phaser.Types.Scenes.SettingsConfig.<K>} - [config]
|
||||
*
|
||||
* @param {(string|Phaser.Types.Scenes.SettingsConfig)} config - Scene specific configuration settings.
|
||||
*/
|
||||
|
|
|
@ -1,10 +1,8 @@
|
|||
/**
|
||||
* @typedef {object} Phaser.Types.Scenes.SettingsConfig
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @generic {string=string} K - [key]
|
||||
*
|
||||
* @property {K} [key] - The unique key of this Scene. Must be unique within the entire Game instance.
|
||||
* @property {string} [key] - The unique key of this Scene. Must be unique within the entire Game instance.
|
||||
* @property {boolean} [active=false] - Does the Scene start as active or not? An active Scene updates each step.
|
||||
* @property {boolean} [visible=true] - Does the Scene start as visible or not? A visible Scene renders each step.
|
||||
* @property {(false|Phaser.Types.Loader.FileTypes.PackFileConfig)} [pack=false] - An optional Loader Packfile to be loaded before the Scene begins.
|
||||
|
|
10
types/phaser.d.ts
vendored
10
types/phaser.d.ts
vendored
|
@ -50758,7 +50758,7 @@ declare namespace Phaser {
|
|||
/**
|
||||
* If provided as an array, the range defined by `start` and `end` will be ignored and these frame numbers will be used.
|
||||
*/
|
||||
frames?: boolean | integer[];
|
||||
frames?: boolean;
|
||||
};
|
||||
|
||||
type GenerateFrameNumbers = {
|
||||
|
@ -55726,11 +55726,11 @@ declare namespace Phaser {
|
|||
data?: any;
|
||||
};
|
||||
|
||||
type SettingsConfig<K extends string = string> = {
|
||||
type SettingsConfig = {
|
||||
/**
|
||||
* The unique key of this Scene. Must be unique within the entire Game instance.
|
||||
*/
|
||||
key?: K;
|
||||
key?: string;
|
||||
/**
|
||||
* Does the Scene start as active or not? An active Scene updates each step.
|
||||
*/
|
||||
|
@ -74723,12 +74723,12 @@ declare namespace Phaser {
|
|||
*
|
||||
* You can also define the optional methods {@link Phaser.Types.Scenes.SceneInitCallback init()}, {@link Phaser.Types.Scenes.ScenePreloadCallback preload()}, and {@link Phaser.Types.Scenes.SceneCreateCallback create()}.
|
||||
*/
|
||||
class Scene<K extends string = string> {
|
||||
class Scene {
|
||||
/**
|
||||
*
|
||||
* @param config Scene specific configuration settings.
|
||||
*/
|
||||
constructor(config: K | Phaser.Types.Scenes.SettingsConfig<K>);
|
||||
constructor(config: string | Phaser.Types.Scenes.SettingsConfig);
|
||||
|
||||
/**
|
||||
* The Scene Systems. You must never overwrite this property, or all hell will break lose.
|
||||
|
|
Loading…
Reference in a new issue