Improve d.ts comments generation

Add trimright in the comments, because there are a lot of comments with
useless whitespaces.
This commit is contained in:
vulvulune 2015-01-21 12:05:35 +01:00
parent 6c7da59565
commit 0c8b5f447f
3 changed files with 182 additions and 182 deletions

View file

@ -59,7 +59,7 @@ var TypeScriptDocGenerator = (function () {
var startLinePosition = this.lineMap.getLineStartPosition(lc.line());
var comment = "\r\n" + this.repeatSpaces(nbSpaces) + "/**\r\n";
for (var j = 0; j < commentLines.length; j++) {
comment += this.repeatSpaces(nbSpaces) + "* " + commentLines[j] + "\r\n";
comment += this.repeatSpaces(nbSpaces) + "* " + commentLines[j].trimRight() + "\r\n";
}
comment += this.repeatSpaces(nbSpaces) + "*/\r\n";
this.tsDefFileContent = this.tsDefFileContent.substr(0, startLinePosition + this.nbCharsAdded) + comment + this.tsDefFileContent.substr(startLinePosition + this.nbCharsAdded);

View file

@ -769,7 +769,7 @@ declare module Phaser {
/**
* A BitmapData object contains a Canvas element to which you can draw anything you like via normal Canvas context operations.
* A single BitmapData can be used as the texture for one or many Images/Sprites.
* A single BitmapData can be used as the texture for one or many Images/Sprites.
* So if you need to dynamically create a Sprite texture then they are a good choice.
*/
class BitmapData {
@ -777,7 +777,7 @@ declare module Phaser {
/**
* A BitmapData object contains a Canvas element to which you can draw anything you like via normal Canvas context operations.
* A single BitmapData can be used as the texture for one or many Images/Sprites.
* A single BitmapData can be used as the texture for one or many Images/Sprites.
* So if you need to dynamically create a Sprite texture then they are a good choice.
*
* @param game A reference to the currently running game.
@ -3235,7 +3235,7 @@ declare module Phaser {
/**
* Converts a hex string into a Phaser Color object.
*
* The hex string can supplied as `'#0033ff'` or the short-hand format of `'#03f'`; it can begin with an optional "#" or "0x", or be unprefixed.
* The hex string can supplied as `'#0033ff'` or the short-hand format of `'#03f'`; it can begin with an optional "#" or "0x", or be unprefixed.
*
* An alpha channel is _not_ supported.
*
@ -3295,9 +3295,9 @@ declare module Phaser {
* Converts a hue to an RGB color.
* Based on code by Michael Jackson (https://github.com/mjijackson)
*
* @param p
* @param q
* @param t
* @param p
* @param q
* @param t
* @return The color component value.
*/
static hueToColor(p: number, q: number, t: number): number;
@ -8327,14 +8327,14 @@ declare module Phaser {
/**
* Warning: EXPERIMENTAL
*
* @param x
* @param x
*/
globalToLocalX(x: number): number;
/**
* Warning: EXPERIMENTAL
*
* @param y
* @param y
*/
globalToLocalY(y: number): number;
@ -8458,7 +8458,7 @@ declare module Phaser {
* Checks if the given pointer is both down and over the Sprite this InputHandler belongs to.
* Use the `fastTest` flag is to quickly check just the bounding hit area even if `InputHandler.pixelPerfectOver` is `true`.
*
* @param pointer
* @param pointer
* @param fastTest Force a simple hit area check even if `pixelPerfectOver` is true for this object? - Default: false
* @return True if the pointer is down, otherwise false.
*/
@ -8468,7 +8468,7 @@ declare module Phaser {
* Checks if the given pointer is over the Sprite this InputHandler belongs to.
* Use the `fastTest` flag is to quickly check just the bounding hit area even if `InputHandler.pixelPerfectOver` is `true`.
*
* @param pointer
* @param pointer
* @param fastTest Force a simple hit area check even if `pixelPerfectOver` is true for this object? - Default: false
*/
checkPointerOver(pointer: Phaser.Pointer, fastTest?: boolean): boolean;
@ -8491,7 +8491,7 @@ declare module Phaser {
/**
* If the pointer is currently over this Sprite this returns how long it has been there for in milliseconds.
*
* @param pointer
* @param pointer
* @return The number of milliseconds the pointer has been pressed down on the Sprite, or -1 if not over.
*/
downDuration(pointer: Phaser.Pointer): number;
@ -8530,7 +8530,7 @@ declare module Phaser {
/**
* Returns true if the pointer has left the Sprite within the specified delay time (defaults to 500ms, half a second)
*
* @param pointer
* @param pointer
* @param delay The time below which the pointer is considered as just out.
*/
justOut(pointer: number, delay: number): boolean;
@ -8538,7 +8538,7 @@ declare module Phaser {
/**
* Returns true if the pointer has entered the Sprite within the specified delay time (defaults to 500ms, half a second)
*
* @param pointer
* @param pointer
* @param delay The time below which the pointer is considered as just over.
*/
justOver(pointer: number, delay: number): boolean;
@ -8546,7 +8546,7 @@ declare module Phaser {
/**
* Returns true if the pointer has touched or clicked on the Sprite within the specified delay time (defaults to 500ms, half a second)
*
* @param pointer
* @param pointer
* @param delay The time below which the pointer is considered as just over.
*/
justPressed(pointer: number, delay: number): boolean;
@ -8554,7 +8554,7 @@ declare module Phaser {
/**
* Returns true if the pointer was touching this Sprite, but has been released within the specified delay time (defaults to 500ms, half a second)
*
* @param pointer
* @param pointer
* @param delay The time below which the pointer is considered as just out.
*/
justReleased(pointer: number, delay: number): boolean;
@ -8562,7 +8562,7 @@ declare module Phaser {
/**
* If the pointer is currently over this Sprite this returns how long it has been there for in milliseconds.
*
* @param pointer
* @param pointer
* @return The number of milliseconds the pointer has been over the Sprite, or -1 if not over.
*/
overDuration(pointer: Phaser.Pointer): number;
@ -8578,7 +8578,7 @@ declare module Phaser {
/**
* Is this sprite being dragged by the mouse or not?
*
* @param pointer
* @param pointer
* @return True if the pointer is dragging an object, otherwise false.
*/
pointerDragged(pointer: Phaser.Pointer): boolean;
@ -8609,21 +8609,21 @@ declare module Phaser {
/**
* A timestamp representing when the Pointer left the touchscreen.
*
* @param pointer
* @param pointer
*/
pointerTimeOut(pointer: Phaser.Pointer): number;
/**
* A timestamp representing when the Pointer first touched the touchscreen.
*
* @param pointer
* @param pointer
*/
pointerTimeOver(pointer: number): number;
/**
* A timestamp representing when the Pointer left the touchscreen.
*
* @param pointer
* @param pointer
*/
pointerTimeUp(pointer: number): number;
@ -8678,7 +8678,7 @@ declare module Phaser {
/**
* Called by Pointer when drag starts on this Sprite. Should not usually be called directly.
*
* @param pointer
* @param pointer
*/
startDrag(pointer: Phaser.Pointer): void;
@ -8690,21 +8690,21 @@ declare module Phaser {
/**
* Called by Pointer when drag is stopped on this Sprite. Should not usually be called directly.
*
* @param pointer
* @param pointer
*/
stopDrag(pointer: Phaser.Pointer): void;
/**
* Update.
*
* @param pointer
* @param pointer
*/
update(pointer: Phaser.Pointer): void;
/**
* Updates the Pointer drag on this Sprite.
*
* @param pointer
* @param pointer
*/
updateDrag(pointer: Phaser.Pointer): boolean;
@ -9130,21 +9130,21 @@ declare module Phaser {
/**
* Process the keydown event.
*
* @param event
* @param event
*/
processKeyDown(event: KeyboardEvent): void;
/**
* Process the keypress event.
*
* @param event
* @param event
*/
processKeyPress(event: KeyboardEvent): void;
/**
* Process the keyup event.
*
* @param event
* @param event
*/
processKeyUp(event: KeyboardEvent): void;
@ -9158,7 +9158,7 @@ declare module Phaser {
/**
* Removes an existing key capture.
*
* @param keycode
* @param keycode
*/
removeKeyCapture(keycode: number): void;
@ -9999,10 +9999,10 @@ declare module Phaser {
/**
* Find the angle of a segment from (x1, y1) -> (x2, y2).
*
* @param x1
* @param y1
* @param x2
* @param y2
* @param x1
* @param y1
* @param x2
* @param y2
* @return The angle, in radians.
*/
static angleBetween(x1: number, y1: number, x2: number, y2: number): number;
@ -10010,8 +10010,8 @@ declare module Phaser {
/**
* Find the angle of a segment from (point1.x, point1.y) -> (point2.x, point2.y).
*
* @param point1
* @param point2
* @param point1
* @param point2
* @return The angle, in radians.
*/
static angleBetweenPoints(point1: Phaser.Point, point2: Phaser.Point): number;
@ -10021,10 +10021,10 @@ declare module Phaser {
* Note that the difference between this method and Math.angleBetween is that this assumes the y coordinate travels
* down the screen.
*
* @param x1
* @param y1
* @param x2
* @param y2
* @param x1
* @param y1
* @param x2
* @param y2
* @return The angle, in radians.
*/
static angleBetweenY(x1: number, y1: number, x2: number, y2: number): number;
@ -10032,8 +10032,8 @@ declare module Phaser {
/**
* Find the angle of a segment from (point1.x, point1.y) -> (point2.x, point2.y).
*
* @param point1
* @param point2
* @param point1
* @param point2
* @return The angle, in radians.
*/
static angleBetweenPointsY(point1: Phaser.Point, point2: Phaser.Point): number;
@ -10057,35 +10057,35 @@ declare module Phaser {
/**
*
*
* @param n
* @param i
* @param n
* @param i
*/
static bernstein(n: number, i: number): number;
/**
* A Bezier Interpolation Method, mostly used by Phaser.Tween.
*
* @param v
* @param k
* @param v
* @param k
*/
static bezierInterpolation(v: number[], k: number): number;
/**
* Calculates a callmum rom value.
*
* @param p0
* @param p1
* @param p2
* @param p3
* @param t
* @param p0
* @param p1
* @param p2
* @param p3
* @param t
*/
static catmullRom(p0: number, p1: number, p2: number, p3: number, t: number): number;
/**
* A Catmull Rom Interpolation Method, mostly used by Phaser.Tween.
*
* @param v
* @param k
* @param v
* @param k
*/
static catmullRomInterpolation(v: number[], k: number): number;
@ -10124,9 +10124,9 @@ declare module Phaser {
/**
* Force a value within the boundaries by clamping `x` to the range `[a, b]`.
*
* @param x
* @param a
* @param b
* @param x
* @param a
* @param b
*/
static clamp(x: number, a: number, b: number): number;
@ -10134,8 +10134,8 @@ declare module Phaser {
* Clamp `x` to the range `[a, Infinity)`.
* Roughly the same as `Math.max(x, a)`, except for NaN handling.
*
* @param x
* @param a
* @param x
* @param a
*/
static clampBottom(x: number, a: number): number;
@ -10150,18 +10150,18 @@ declare module Phaser {
/**
* The (absolute) difference between two values.
*
* @param a
* @param b
* @param a
* @param b
*/
static difference(a: number, b: number): number;
/**
* Returns the euclidian distance between the two given set of coordinates.
*
* @param x1
* @param y1
* @param x2
* @param y2
* @param x1
* @param y1
* @param x2
* @param y2
* @return The distance between the two sets of coordinates.
*/
static distance(x1: number, y1: number, x2: number, y2: number): number;
@ -10169,10 +10169,10 @@ declare module Phaser {
/**
* Returns the distance between the two given set of coordinates at the power given.
*
* @param x1
* @param y1
* @param x2
* @param y2
* @param x1
* @param y1
* @param x2
* @param y2
* @param pow - Default: 2
* @return The distance between the two sets of coordinates.
*/
@ -10181,10 +10181,10 @@ declare module Phaser {
/**
* Returns the rounded distance between the two given set of coordinates.
*
* @param x1
* @param y1
* @param x2
* @param y2
* @param x1
* @param y1
* @param x2
* @param y2
* @return The distance between this Point object and the destination Point object.
*/
static distanceRounded(x1: number, y1: number, x2: number, y2: number): number;
@ -10220,7 +10220,7 @@ declare module Phaser {
/**
*
*
* @param val
* @param val
* @param epsilon - Default: (small value)
* @return ceiling(val-epsilon)
*/
@ -10229,8 +10229,8 @@ declare module Phaser {
/**
* Two number are fuzzyEqual if their difference is less than epsilon.
*
* @param a
* @param b
* @param a
* @param b
* @param epsilon - Default: (small value)
* @return True if |a-b|<epsilon
*/
@ -10239,8 +10239,8 @@ declare module Phaser {
/**
* `a` is fuzzyLessThan `b` if it is less than b + epsilon.
*
* @param a
* @param b
* @param a
* @param b
* @param epsilon - Default: (small value)
* @return True if a<b+epsilon
*/
@ -10249,7 +10249,7 @@ declare module Phaser {
/**
*
*
* @param val
* @param val
* @param epsilon - Default: (small value)
* @return floor(val-epsilon)
*/
@ -10258,8 +10258,8 @@ declare module Phaser {
/**
* `a` is fuzzyGreaterThan `b` if it is more than b - epsilon.
*
* @param a
* @param b
* @param a
* @param b
* @param epsilon - Default: (small value)
* @return True if a>b+epsilon
*/
@ -10268,8 +10268,8 @@ declare module Phaser {
/**
* `a` is fuzzyLessThan `b` if it is less than b + epsilon.
*
* @param a
* @param b
* @param a
* @param b
* @param epsilon - Default: (small value)
* @return True if a<b+epsilon
*/
@ -10291,9 +10291,9 @@ declare module Phaser {
/**
* A one dimensional linear interpolation of a value.
*
* @param a
* @param b
* @param weight
* @param a
* @param b
* @param weight
*/
static interpolateFloat(a: number, b: number, weight: number): number;
@ -10316,17 +10316,17 @@ declare module Phaser {
/**
* Calculates a linear (interpolation) value over t.
*
* @param p0
* @param p1
* @param t
* @param p0
* @param p1
* @param t
*/
static linear(p0: number, p1: number, t: number): number;
/**
* A Linear Interpolation Method, mostly used by Phaser.Tween.
*
* @param v
* @param k
* @param v
* @param k
*/
static linearInterpolation(v: number[], k: number): number;
@ -10376,7 +10376,7 @@ declare module Phaser {
static maxProperty(...numbers: number[]): number;
/**
* Variation of Math.min that can be passed either an array of numbers or the numbers as parameters.
* Variation of Math.min that can be passed either an array of numbers or the numbers as parameters.
*
* Prefer the standard `Math.min` function when appropriate.
* @return The lowest value from those given.
@ -10539,7 +10539,7 @@ declare module Phaser {
/**
*
*
* @param n
* @param n
* @return n mod 1
*/
static shear(n: number): number;
@ -10565,7 +10565,7 @@ declare module Phaser {
*
* This works differently from `Math.sign` for values of NaN and -0, etc.
*
* @param x
* @param x
* @return An integer in {-1, 0, 1}
*/
static sign(x: number): number;
@ -10587,18 +10587,18 @@ declare module Phaser {
/**
* Smootherstep function as detailed at http://en.wikipedia.org/wiki/Smoothstep
*
* @param x
* @param min
* @param max
* @param x
* @param min
* @param max
*/
static smootherstep(x: number, min: number, max: number): number;
/**
* Smoothstep function as detailed at http://en.wikipedia.org/wiki/Smoothstep
*
* @param x
* @param min
* @param max
* @param x
* @param min
* @param max
*/
static smoothstep(x: number, min: number, max: number): number;
@ -10638,8 +10638,8 @@ declare module Phaser {
/**
* Snaps a value to the nearest value in an array.
*
* @param input
* @param arr
* @param input
* @param arr
* @param sort True if the array needs to be sorted.
*/
static snapToInArray(input: number, arr: number[], sort?: boolean): number;
@ -10647,7 +10647,7 @@ declare module Phaser {
/**
*
*
* @param n
* @param n
*/
static truncate(n: number): number;
@ -11030,7 +11030,7 @@ declare module Phaser {
* You can specify a part of a domain, for example 'google' would match 'google.com', 'google.co.uk', etc.
* Do not include 'http://' at the start.
*
* @param domain
* @param domain
* @return true if the given domain fragment can be found in the window.location.hostname
*/
checkDomainName(domain: string): boolean;
@ -11657,8 +11657,8 @@ declare module Phaser {
* Both Ninja Physics and Box2D require their respective plugins to be loaded before you can start them.
* They are not bundled into the core Phaser library.
*
* If the physics world has already been created (i.e. in another state in your game) then
* calling startSystem will reset the physics world, not re-create it. If you need to start them again from their constructors
* If the physics world has already been created (i.e. in another state in your game) then
* calling startSystem will reset the physics world, not re-create it. If you need to start them again from their constructors
* then set Phaser.Physics.p2 (or whichever system you want to recreate) to `null` before calling `startSystem`.
*
* @param system The physics system to start: Phaser.Physics.ARCADE, Phaser.Physics.P2JS, Phaser.Physics.NINJA or Phaser.Physics.BOX2D.
@ -15205,16 +15205,16 @@ declare module Phaser {
/**
* Constraint that only allows bodies to move along a line, relative to each other. See <a href="http://www.iforce2d.net/b2dtut/joints-prismatic">this tutorial</a>.
*
* @param bodyA
* @param bodyB
* @param options
* @param bodyA
* @param bodyB
* @param options
* @param options.maxForce Max force to be applied by the constraint
* @param options.localAnchorA Body A's anchor point, defined in its own local frame.
* @param options.localAnchorB Body B's anchor point, defined in its own local frame.
* @param options.localAxisA An axis, defined in body A frame, that body B's anchor point may slide along.
* @param options.disableRotationalLock If set to true, bodyB will be free to rotate around its anchor point.
* @param options.upperLimit
* @param options.lowerLimit
* @param options.upperLimit
* @param options.lowerLimit
*/
constructor(world: Phaser.Physics.P2, bodyA?: Phaser.Physics.P2.Body, bodyB?: Phaser.Physics.P2.Body, lockRotation?: boolean, anchorA?: number[], anchorB?: number[], axis?: number[], maxForce?: number);
@ -15250,15 +15250,15 @@ declare module Phaser {
/**
* A spring, connecting two bodies. The Spring explicitly adds force and angularForce to the bodies and does therefore not put load on the constraint solver.
*
* @param bodyA
* @param bodyB
* @param options
* @param bodyA
* @param bodyB
* @param options
* @param options.stiffness Spring constant (see Hookes Law). A number >= 0. - Default: 100
* @param options.damping A number >= 0. Default: 1 - Default: 1
* @param options.localAnchorA Where to hook the spring to body A, in local body coordinates. Defaults to the body center.
* @param options.localAnchorB
* @param options.localAnchorB
* @param options.worldAnchorA Where to hook the spring to body A, in world coordinates. Overrides the option "localAnchorA" if given.
* @param options.worldAnchorB
* @param options.worldAnchorB
*/
constructor(world: Phaser.Physics.P2, bodyA: Phaser.Physics.P2.Body, bodyB: Phaser.Physics.P2.Body, restLength?: number, stiffness?: number, damping?: number, worldA?: number[], worldB?: number[], localA?: number[], localB?: number[]);
@ -18467,7 +18467,7 @@ declare module Phaser {
/**
* Fades the volume of this Sound from its current value to the given volume over the duration specified.
* At the end of the fade Sound.onFadeComplete is dispatched with this Sound object as the first parameter,
* At the end of the fade Sound.onFadeComplete is dispatched with this Sound object as the first parameter,
* and the final volume (volume) as the second parameter.
*
* @param duration The time in milliseconds during which the Sound should fade out. - Default: 1000
@ -19286,7 +19286,7 @@ declare module Phaser {
*
* The calculations of these are heavily influenced by the bounding Parent size which is the computed
* dimensions of the Display canvas's Parent container/element - the _effective CSS rules of the
* canvas's Parent element play an important role_ in the operation of the ScaleManager.
* canvas's Parent element play an important role_ in the operation of the ScaleManager.
*
* The Display canvas - or Game size, depending {@link Phaser.ScaleManager#scaleMode scaleMode} - is updated to best utilize the Parent size.
* When in Fullscreen mode or with {@link Phaser.ScaleManager#parentIsWindow parentIsWindow} the Parent size is that of the visual viewport (see {@link Phaser.ScaleManager#getParentBounds getParentBounds}).
@ -19442,7 +19442,7 @@ declare module Phaser {
forceLandscape: boolean;
/**
* If true, the game should only run in a portrait
* If true, the game should only run in a portrait
* Change with {@link Phaser.ScaleManager#forceOrientation forceOrientation}.
* Default: false
*/
@ -19625,7 +19625,7 @@ declare module Phaser {
onOrientationChange: Phaser.Signal;
/**
* This signal is dispatched when the size of the Display canvas changes _or_ the size of the Game changes.
* This signal is dispatched when the size of the Display canvas changes _or_ the size of the Game changes.
* When invoked this is done _after_ the Canvas size/position have been updated.
*
* This signal is _only_ called when a change occurs and a reflow may be required.
@ -19893,7 +19893,7 @@ declare module Phaser {
* This callback
* - May be invoked even though the parent container or canvas sizes have not changed
* - Unlike {@link Phaser.ScaleManager#onSizeChange onSizeChange}, it runs _before_ the canvas is guaranteed to be updated
* - Will be invoked from `preUpdate`, _even when_ the game is paused
* - Will be invoked from `preUpdate`, _even when_ the game is paused
*
* See {@link Phaser.ScaleManager#onSizeChange onSizeChange} for a better way of reacting to layout updates.
*
@ -20019,9 +20019,9 @@ declare module Phaser {
/**
* The bounds of the Visual viewport, as discussed in
* The bounds of the Visual viewport, as discussed in
* {@link http://www.quirksmode.org/mobile/viewports.html A tale of two viewports — part one}
* with one difference: the viewport size _excludes_ scrollbars, as found on some desktop browsers.
* with one difference: the viewport size _excludes_ scrollbars, as found on some desktop browsers.
*
* Supported mobile:
* iOS/Safari, Android 4, IE10, Firefox OS (maybe not Firefox Android), Opera Mobile 16
@ -20031,7 +20031,7 @@ declare module Phaser {
static visualBounds: Phaser.Rectangle;
/**
* The bounds of the Layout viewport, as discussed in
* The bounds of the Layout viewport, as discussed in
* {@link http://www.quirksmode.org/mobile/viewports2.html A tale of two viewports — part two};
* but honoring the constraints as specified applicable viewport meta-tag.
*
@ -21206,7 +21206,7 @@ declare module Phaser {
/**
* Creates a Sprite for every object matching the given tile indexes in the map data.
* You can specify the group that the Sprite will be created in. If none is given it will be created in the World.
* You can optional specify if the tile will be replaced with another after the Sprite is created. This is useful if you want to lay down special
* You can optional specify if the tile will be replaced with another after the Sprite is created. This is useful if you want to lay down special
* tiles in a level that are converted to Sprites, but want to replace the tile itself with a floor tile or similar once converted.
*
* @param tiles The tile index, or array of indexes, to create Sprites from.
@ -21545,7 +21545,7 @@ declare module Phaser {
setLayer(layer: any): void;
/**
* Turn off/on the recalculation of faces for tile or collision updates.
* Turn off/on the recalculation of faces for tile or collision updates.
* `setPreventRecalculate(true)` puts recalculation on hold while `setPreventRecalculate(false)` recalculates all the changed layers.
*
* @param value If true it will put the recalculation on hold.
@ -22351,7 +22351,7 @@ declare module Phaser {
* An increasing value representing cumulative milliseconds since an undisclosed epoch.
*
* While this value is in milliseconds and can be used to compute time deltas,
* it must must _not_ be used with `Date.now()` as it may not use the same epoch / starting reference.
* it must must _not_ be used with `Date.now()` as it may not use the same epoch / starting reference.
*
* The source may either be from a high-res source (eg. if RAF is available) or the standard Date.now;
* the value can only be relied upon within a particular game instance.
@ -22367,7 +22367,7 @@ declare module Phaser {
/**
* The physics update delta, in fractional seconds.
*
*
* This should be used as an applicable multiplier by all logic update steps (eg. `preUpdate/postUpdate/update`)
* to ensure consistent game timing. Game/logic timing can drift from real-world time if the system
* is unable to consistently maintain the desired FPS.
@ -22664,7 +22664,7 @@ declare module Phaser {
remove(event: Phaser.TimerEvent): boolean;
/**
* Removes all Events from this Timer and all callbacks linked to onComplete, but leaves the Timer running.
* Removes all Events from this Timer and all callbacks linked to onComplete, but leaves the Timer running.
* The onComplete callbacks won't be called.
*/
removeAll(): void;
@ -24110,9 +24110,9 @@ declare module p2 {
/**
* Axis aligned bounding box class.
*
* @param options
* @param options.upperBound
* @param options.lowerBound
* @param options
* @param options.upperBound
* @param options.lowerBound
*/
constructor(options?: {
upperBound?: number[];
@ -24189,7 +24189,7 @@ declare module p2 {
/**
* Broadphase that uses axis-aligned bins.
*
* @param options
* @param options
* @param options.xmin Lower x bound of the grid
* @param options.xmax Upper x bound
* @param options.ymin Lower y bound
@ -24332,10 +24332,10 @@ declare module p2 {
/**
* Base constraint class.
*
* @param bodyA
* @param bodyB
* @param type
* @param options
* @param bodyA
* @param bodyB
* @param type
* @param options
* @param options.collideConnected - Default: true
*/
constructor(bodyA: Body, bodyB: Body, type: number, options?: {
@ -24530,16 +24530,16 @@ declare module p2 {
/**
* Constraint that only allows bodies to move along a line, relative to each other. See <a href="http://www.iforce2d.net/b2dtut/joints-prismatic">this tutorial</a>.
*
* @param bodyA
* @param bodyB
* @param options
* @param bodyA
* @param bodyB
* @param options
* @param options.maxForce Max force to be applied by the constraint
* @param options.localAnchorA Body A's anchor point, defined in its own local frame.
* @param options.localAnchorB Body B's anchor point, defined in its own local frame.
* @param options.localAxisA An axis, defined in body A frame, that body B's anchor point may slide along.
* @param options.disableRotationalLock If set to true, bodyB will be free to rotate around its anchor point.
* @param options.upperLimit
* @param options.lowerLimit
* @param options.upperLimit
* @param options.lowerLimit
*/
constructor(bodyA: Body, bodyB: Body, type: number, options?: {
collideConnected?: boolean;
@ -24616,9 +24616,9 @@ declare module p2 {
/**
* Connects two bodies at given offset points, letting them rotate relative to each other around this point.
*
* @param bodyA
* @param bodyB
* @param options
* @param bodyA
* @param bodyB
* @param options
* @param options.worldPivot A pivot point given in world coordinates. If specified, localPivotA and localPivotB are automatically computed from this value.
* @param options.localPivotA The point relative to the center of mass of bodyA which bodyA is constrained to.
* @param options.localPivotB See localPivotA.
@ -24688,9 +24688,9 @@ declare module p2 {
/**
* Locks the relative angle between two bodies. The constraint tries to keep the dot product between two vectors, local in each body, to zero. The local angle in body i is a parameter.
*
* @param bodyA
* @param bodyB
* @param options
* @param bodyA
* @param bodyB
* @param options
* @param options.angle Angle to add to the local vector in body A.
* @param options.ratio Gear ratio
*/
@ -24715,8 +24715,8 @@ declare module p2 {
/**
* Non-penetration constraint equation. Tries to make the contactPointA and contactPointB vectors coincide, while keeping the applied force repulsive.
*
* @param bodyA
* @param bodyB
* @param bodyA
* @param bodyB
*/
constructor(bodyA: Body, bodyB: Body);
@ -24874,9 +24874,9 @@ declare module p2 {
/**
* Constrains the slipping in a contact along a tangent
*
* @param bodyA
* @param bodyB
* @param slipForce
* @param bodyA
* @param bodyB
* @param slipForce
*/
constructor(bodyA: Body, bodyB: Body, slipForce: number);
@ -24927,9 +24927,9 @@ declare module p2 {
/**
* Locks the relative angle between two bodies. The constraint tries to keep the dot product between two vectors, local in each body, to zero. The local angle in body i is a parameter.
*
* @param bodyA
* @param bodyB
* @param options
* @param bodyA
* @param bodyB
* @param options
* @param options.angle Angle to add to the local vector in bodyA.
*/
constructor(bodyA: Body, bodyB: Body, options?: {
@ -24952,8 +24952,8 @@ declare module p2 {
/**
* Syncs rotational velocity of two bodies, or sets a relative velocity (motor).
*
* @param bodyA
* @param bodyB
* @param bodyA
* @param bodyB
*/
constructor(bodyA: Body, bodyB: Body);
@ -25472,15 +25472,15 @@ declare module p2 {
/**
* A spring, connecting two bodies. The Spring explicitly adds force and angularForce to the bodies and does therefore not put load on the constraint solver.
*
* @param bodyA
* @param bodyB
* @param options
* @param bodyA
* @param bodyB
* @param options
* @param options.stiffness Spring constant (see Hookes Law). A number >= 0. - Default: 100
* @param options.damping A number >= 0. Default: 1 - Default: 1
* @param options.localAnchorA Where to hook the spring to body A, in local body coordinates. Defaults to the body center.
* @param options.localAnchorB
* @param options.localAnchorB
* @param options.worldAnchorA Where to hook the spring to body A, in world coordinates. Overrides the option "localAnchorA" if given.
* @param options.worldAnchorB
* @param options.worldAnchorB
*/
constructor(bodyA: Body, bodyB: Body, options?: {
@ -25564,9 +25564,9 @@ declare module p2 {
*
* The spring can be combined with a {{#crossLink "RevoluteConstraint"}}{{/crossLink}} to make, for example, a mouse trap.
*
* @param bodyA
* @param bodyB
* @param options
* @param bodyA
* @param bodyB
* @param options
* @param options.restAngle The relative angle of bodies at which the spring is at rest. If not given, it's set to the current relative angle between the bodies.
* @param options.stiffness Spring constant (see Hookes Law). A number >= 0. - Default: 100
* @param options.damping A number >= 0. - Default: 1
@ -25696,7 +25696,7 @@ declare module p2 {
* Heightfield shape class. Height data is given as an array. These data points are spread out evenly with a distance "elementWidth".
*
* @param data An array of Y values that will be used to construct the terrain.
* @param options
* @param options
* @param options.minValue Minimum value of the data points in the data array. Will be computed automatically if not given.
* @param options.maxValue Maximum value.
* @param options.elementWidth World spacing between the data points in X direction. - Default: 0.1
@ -25750,7 +25750,7 @@ declare module p2 {
/**
* Base class for shapes.
*
* @param type
* @param type
*/
constructor(type: number);
@ -25924,7 +25924,7 @@ declare module p2 {
/**
* Iterative Gauss-Seidel constraint equation solver.
*
* @param options
* @param options
* @param options.iterations - Default: 10
* @param options.tolerance - Default: 0
*/
@ -26092,7 +26092,7 @@ declare module p2 {
/**
* Holds a body and keeps track of some additional properties needed for graph traversal.
*
* @param body
* @param body
*/
constructor(body: Body);
@ -26202,7 +26202,7 @@ declare module p2 {
/**
* The dynamics world, where all bodies and constraints lives.
*
* @param options
* @param options
* @param options.solver Defaults to GSSolver.
* @param options.gravity Defaults to [0,-9.78]
* @param options.broadphase Defaults to NaiveBroadphase

View file

@ -1002,8 +1002,8 @@ declare module PIXI {
/**
* The ConvolutionFilter class applies a matrix convolution filter effect.
* A convolution combines pixels in the input image with neighboring pixels to produce a new image.
* The ConvolutionFilter class applies a matrix convolution filter effect.
* A convolution combines pixels in the input image with neighboring pixels to produce a new image.
* A wide variety of image effects can be achieved through convolutions, including blurring, edge detection, sharpening, embossing, and beveling.
* The matrix should be specified as a 9 point Array. See http://docs.gimp.org/en/plug-in-convmatrix.html for more info.
*/
@ -1011,8 +1011,8 @@ declare module PIXI {
/**
* The ConvolutionFilter class applies a matrix convolution filter effect.
* A convolution combines pixels in the input image with neighboring pixels to produce a new image.
* The ConvolutionFilter class applies a matrix convolution filter effect.
* A convolution combines pixels in the input image with neighboring pixels to produce a new image.
* A wide variety of image effects can be achieved through convolutions, including blurring, edge detection, sharpening, embossing, and beveling.
* The matrix should be specified as a 9 point Array. See http://docs.gimp.org/en/plug-in-convmatrix.html for more info.
*
@ -2168,8 +2168,8 @@ declare module PIXI {
/**
* The Matrix class is now an object, which makes it a lot faster,
* here is a representation of it :
* The Matrix class is now an object, which makes it a lot faster,
* here is a representation of it :
* | a | b | tx|
* | c | d | ty|
* | 0 | 0 | 1 |
@ -2421,7 +2421,7 @@ declare module PIXI {
/**
* The NormalMapFilter class uses the pixel values from the specified texture (called the displacement map) to perform a displacement of an object.
* The NormalMapFilter class uses the pixel values from the specified texture (called the displacement map) to perform a displacement of an object.
* You can use this filter to apply all manor of crazy warping effects
* Currently the r property of the texture is used offset the x and the g property of the texture is used to offset the y.
*/
@ -3150,7 +3150,7 @@ declare module PIXI {
* The Sprite object is the base for all textured objects that are rendered to the screen
*
* @param texture The texture for this sprite
*
*
* A sprite can be created directly from an image like this :
* var sprite = new PIXI.Sprite.fromImage('assets/image.png');
* yourStage.addChild(sprite);
@ -3202,9 +3202,9 @@ declare module PIXI {
/**
* The SpriteBatch class is a really fast version of the DisplayObjectContainer
* The SpriteBatch class is a really fast version of the DisplayObjectContainer
* built solely for speed, so use when you need a lot of sprites or particles.
* And it's extremely easy to use :
* And it's extremely easy to use :
*
* var container = new PIXI.SpriteBatch();
*
@ -3221,9 +3221,9 @@ declare module PIXI {
/**
* The SpriteBatch class is a really fast version of the DisplayObjectContainer
* The SpriteBatch class is a really fast version of the DisplayObjectContainer
* built solely for speed, so use when you need a lot of sprites or particles.
* And it's extremely easy to use :
* And it's extremely easy to use :
*
* var container = new PIXI.SpriteBatch();
*
@ -3329,7 +3329,7 @@ declare module PIXI {
*
* @param backgroundColor the background color of the stage, you have to pass this in is in hex format
* like: 0xFFFFFF for white
*
*
* Creating a stage is a mandatory process when you use Pixi, which is as simple as this :
* var stage = new PIXI.Stage(0xFFFFFF);
* where the parameter given is the background colour of the stage, in hex