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Ninja Physics Added
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162
build/phaser.d.ts
vendored
162
build/phaser.d.ts
vendored
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@ -2603,6 +2603,168 @@ declare module Phaser {
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}
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module Physics {
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class Ninja {
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//constructor
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constructor(game: Phaser.Game);
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//members
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game: Phaser.Game
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time: Phaser.Time;
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gravity: number;
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bounds: Phaser.Rectangle;
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maxObjects: number;
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maxLevels: number;
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quadTree: Phaser.QuadTree;
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//methods
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enableAABB(object: any, children?: boolean): void;
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enableCircle(object: any, radius: number, children?: boolean);
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enableTile(object: any, id: number, children?: boolean): void;
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enable(object: any, type?: number, id?: number, radius?: number, children?: boolean): void;
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enableBody(object: any, type?: number, id?: number, radius?: number): void;
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setBounds(x: number, y: number, width: number, height: number): void;
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setBoundsToWorld(): void;
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clearTilemapLayerBodies(map: Phaser.Tilemap, layer: any): void;
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convertTilemap(map: Phaser.Tilemap, layer?: any, slopeMap?: Object): Phaser.Physics.Ninja.Tile[];
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overlap(object1: any, object2: any, overlapCallback?: Function, processCallback?: Function, callbackContext?: Object): boolean;
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collide(object1: any, object2: any, collideCallback?: Function, processCallback?: Function, callbackContext?: Object): boolean;
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separate(body1: any, body2: any, processCallback?: Function, callbackContext?: Object, overlapOnly?: boolean): boolean;
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}
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module Ninja {
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class Body {
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//constructor
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constructor(system: Phaser.Physics.Ninja, sprite: Phaser.Sprite, type?: number, id?: number, radius?: number, x?: number, y?: number, width?: number, height?: number);
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//members
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aabb: Phaser.Physics.Ninja.AABB;
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angle: number;
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bottom: number;
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bounce: number;
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circle: Phaser.Physics.Ninja.Circle;
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checkCollision: Phaser.Physics.Arcade.FaceChoices;
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collideWorldBounds: boolean;
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drag: number;
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facing: number;
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friction: number;
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game: Phaser.Game;
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gravityScale: number;
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height: number;
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immovable: boolean;
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maxSpeed: number;
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right: number;
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shape: Object;
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speed: number;
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sprite: Phaser.Sprite;
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system: Phaser.Physics.Ninja;
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tile: Phaser.Physics.Ninja.Tile;
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touching: Phaser.Physics.Arcade.FaceChoices;
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type: number;
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velocity: Phaser.Point;
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wasTouching: Phaser.Physics.Arcade.FaceChoices;
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width: number;
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x: number;
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y: number;
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//members
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setZeroVelocity(): void;
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moveTo(speed: number, angle: number): void;
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moveFrom(speed: number, angle: number): void;
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moveLeft(speed: number): void;
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moveRight(speed: number): void;
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moveUp(speed: number): void;
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moveDown(speed: number): void;
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reset(): void;
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deltaAbsX(): number;
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deltaAbsY(): number;
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deltaX(): number;
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deltaY(): number;
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}
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class AABB {
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//constructor
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constructor(body: Phaser.Physics.Ninja.Body, x: number, y: number, width: number, height: number);
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//static members
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static COL_NONE: number;
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static COL_AXIS: number;
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static COL_OTHER: number;
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//members
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aabbTileProjections: Object;
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body: Phaser.Physics.Ninja.Body;
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height: number;
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oldPos: Phaser.Point;
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pos: Phaser.Point;
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system: Phaser.Physics.Ninja;
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width: number;
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velocity: Phaser.Point;
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xw: number;
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yw: number;
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//members
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collideWorldBounds(): void;
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collideAABBVsAABB(aabb: Phaser.Physics.Ninja.AABB): boolean;
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collideAABBVsTile(tile: Phaser.Physics.Ninja.Tile): boolean;
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integrate(): void;
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reportCollisionVsWorld(px: number, py: number, dx: number, dy: number, obj: Object): void;
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reportCollisionVsBody(px: number, py: number, dx: number, dy: number, obj: Object): void;
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resolveTile(x: number, y: number, body: Phaser.Physics.Ninja.AABB, tile: Phaser.Physics.Ninja.Tile): boolean;
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reverse(): void;
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}
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class Circle {
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//constructor
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constructor(body: Phaser.Physics.Ninja.Body, x: number, y: number, radius: number);
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//static members
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COL_NONE: number;
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COL_AXIS: number;
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COL_OTHER: number;
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//members
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body: Phaser.Physics.Ninja.Body;
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circleTileProjections: Object;
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height: number;
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pos: Phaser.Point;
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oldPos: Phaser.Point;
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radius: number;
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system: Phaser.Physics.Ninja;
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xw: number;
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yw: number;
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velocity: Phaser.Point;
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width: number;
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//methods
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integrate(): void;
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collideCircleVsTile(tile: Phaser.Physics.Ninja.Tile): boolean;
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collideWorldBounds(): void;
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reportCollisionVsWorld(px: number, py: number, dx: number, dy: number, obj: Object): void;
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reportCollisionVsBody(px: number, py: number, dx: number, dy: number, obj: Object): void;
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resolveCircleTile(x: number, y: number, oH: number, oV: number, obj: Phaser.Physics.Ninja.Circle, t: Phaser.Physics.Ninja.Tile): boolean;
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}
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class Tile {
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//constructor
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constructor(body: Phaser.Physics.Ninja.Body, x: number, y: number, width: number, height: number, type?: number);
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//members
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body: Phaser.Physics.Ninja.Body;
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bottom: number;
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right: number;
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system: Phaser.Physics.Ninja;
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id: number;
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type: number;
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pos: Phaser.Point;
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oldpos: Phaser.Point;
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xw: number;
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yw: number;
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width: number;
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height: number;
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velocity: Phaser.Point;
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x: number;
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y: number;
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//methods
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clear(): void;
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collideWorldBounds(): void;
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destroy(): void;
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integrate(): void;
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reportCollisionVsWorld(px: number, py: number, dx: number, dy: number, obj: Object);
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setType(id: number): number;
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}
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}
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class Arcade {
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//constructor
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