Ninja Physics Added

This commit is contained in:
clark-stevenson 2014-03-16 15:21:22 +00:00
parent e8b08cbdcc
commit 1152fe6ee2

162
build/phaser.d.ts vendored
View file

@ -2603,6 +2603,168 @@ declare module Phaser {
}
module Physics {
class Ninja {
//constructor
constructor(game: Phaser.Game);
//members
game: Phaser.Game
time: Phaser.Time;
gravity: number;
bounds: Phaser.Rectangle;
maxObjects: number;
maxLevels: number;
quadTree: Phaser.QuadTree;
//methods
enableAABB(object: any, children?: boolean): void;
enableCircle(object: any, radius: number, children?: boolean);
enableTile(object: any, id: number, children?: boolean): void;
enable(object: any, type?: number, id?: number, radius?: number, children?: boolean): void;
enableBody(object: any, type?: number, id?: number, radius?: number): void;
setBounds(x: number, y: number, width: number, height: number): void;
setBoundsToWorld(): void;
clearTilemapLayerBodies(map: Phaser.Tilemap, layer: any): void;
convertTilemap(map: Phaser.Tilemap, layer?: any, slopeMap?: Object): Phaser.Physics.Ninja.Tile[];
overlap(object1: any, object2: any, overlapCallback?: Function, processCallback?: Function, callbackContext?: Object): boolean;
collide(object1: any, object2: any, collideCallback?: Function, processCallback?: Function, callbackContext?: Object): boolean;
separate(body1: any, body2: any, processCallback?: Function, callbackContext?: Object, overlapOnly?: boolean): boolean;
}
module Ninja {
class Body {
//constructor
constructor(system: Phaser.Physics.Ninja, sprite: Phaser.Sprite, type?: number, id?: number, radius?: number, x?: number, y?: number, width?: number, height?: number);
//members
aabb: Phaser.Physics.Ninja.AABB;
angle: number;
bottom: number;
bounce: number;
circle: Phaser.Physics.Ninja.Circle;
checkCollision: Phaser.Physics.Arcade.FaceChoices;
collideWorldBounds: boolean;
drag: number;
facing: number;
friction: number;
game: Phaser.Game;
gravityScale: number;
height: number;
immovable: boolean;
maxSpeed: number;
right: number;
shape: Object;
speed: number;
sprite: Phaser.Sprite;
system: Phaser.Physics.Ninja;
tile: Phaser.Physics.Ninja.Tile;
touching: Phaser.Physics.Arcade.FaceChoices;
type: number;
velocity: Phaser.Point;
wasTouching: Phaser.Physics.Arcade.FaceChoices;
width: number;
x: number;
y: number;
//members
setZeroVelocity(): void;
moveTo(speed: number, angle: number): void;
moveFrom(speed: number, angle: number): void;
moveLeft(speed: number): void;
moveRight(speed: number): void;
moveUp(speed: number): void;
moveDown(speed: number): void;
reset(): void;
deltaAbsX(): number;
deltaAbsY(): number;
deltaX(): number;
deltaY(): number;
}
class AABB {
//constructor
constructor(body: Phaser.Physics.Ninja.Body, x: number, y: number, width: number, height: number);
//static members
static COL_NONE: number;
static COL_AXIS: number;
static COL_OTHER: number;
//members
aabbTileProjections: Object;
body: Phaser.Physics.Ninja.Body;
height: number;
oldPos: Phaser.Point;
pos: Phaser.Point;
system: Phaser.Physics.Ninja;
width: number;
velocity: Phaser.Point;
xw: number;
yw: number;
//members
collideWorldBounds(): void;
collideAABBVsAABB(aabb: Phaser.Physics.Ninja.AABB): boolean;
collideAABBVsTile(tile: Phaser.Physics.Ninja.Tile): boolean;
integrate(): void;
reportCollisionVsWorld(px: number, py: number, dx: number, dy: number, obj: Object): void;
reportCollisionVsBody(px: number, py: number, dx: number, dy: number, obj: Object): void;
resolveTile(x: number, y: number, body: Phaser.Physics.Ninja.AABB, tile: Phaser.Physics.Ninja.Tile): boolean;
reverse(): void;
}
class Circle {
//constructor
constructor(body: Phaser.Physics.Ninja.Body, x: number, y: number, radius: number);
//static members
COL_NONE: number;
COL_AXIS: number;
COL_OTHER: number;
//members
body: Phaser.Physics.Ninja.Body;
circleTileProjections: Object;
height: number;
pos: Phaser.Point;
oldPos: Phaser.Point;
radius: number;
system: Phaser.Physics.Ninja;
xw: number;
yw: number;
velocity: Phaser.Point;
width: number;
//methods
integrate(): void;
collideCircleVsTile(tile: Phaser.Physics.Ninja.Tile): boolean;
collideWorldBounds(): void;
reportCollisionVsWorld(px: number, py: number, dx: number, dy: number, obj: Object): void;
reportCollisionVsBody(px: number, py: number, dx: number, dy: number, obj: Object): void;
resolveCircleTile(x: number, y: number, oH: number, oV: number, obj: Phaser.Physics.Ninja.Circle, t: Phaser.Physics.Ninja.Tile): boolean;
}
class Tile {
//constructor
constructor(body: Phaser.Physics.Ninja.Body, x: number, y: number, width: number, height: number, type?: number);
//members
body: Phaser.Physics.Ninja.Body;
bottom: number;
right: number;
system: Phaser.Physics.Ninja;
id: number;
type: number;
pos: Phaser.Point;
oldpos: Phaser.Point;
xw: number;
yw: number;
width: number;
height: number;
velocity: Phaser.Point;
x: number;
y: number;
//methods
clear(): void;
collideWorldBounds(): void;
destroy(): void;
integrate(): void;
reportCollisionVsWorld(px: number, py: number, dx: number, dy: number, obj: Object);
setType(id: number): number;
}
}
class Arcade {
//constructor