3.61.0 TS Defs

This commit is contained in:
Richard Davey 2023-07-21 18:43:36 +01:00
parent 002786e411
commit 4ee569ff9e

159
types/phaser.d.ts vendored
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@ -10294,6 +10294,11 @@ declare namespace Phaser {
*/
backgroundColor: number;
/**
* The alpha of the background, behind the texture, given as a number value.
*/
backgroundAlpha: number;
}
/**
@ -10589,10 +10594,10 @@ declare namespace Phaser {
* @param color1 The first gradient color, given as a number value. Default 0xff0000.
* @param color2 The second gradient color, given as a number value. Default 0x00ff00.
* @param alpha The alpha value of the gradient effect. Default 0.2.
* @param fromX The horizontal position the gradient will start from. This value is noralized, between 0 and 1 and is not in pixels. Default 0.
* @param fromY The vertical position the gradient will start from. This value is noralized, between 0 and 1 and is not in pixels. Default 0.
* @param toX The horizontal position the gradient will end at. This value is noralized, between 0 and 1 and is not in pixels. Default 0.
* @param toY The vertical position the gradient will end at. This value is noralized, between 0 and 1 and is not in pixels. Default 1.
* @param fromX The horizontal position the gradient will start from. This value is normalized, between 0 and 1, and is not in pixels. Default 0.
* @param fromY The vertical position the gradient will start from. This value is normalized, between 0 and 1, and is not in pixels. Default 0.
* @param toX The horizontal position the gradient will end at. This value is normalized, between 0 and 1, and is not in pixels. Default 0.
* @param toY The vertical position the gradient will end at. This value is normalized, between 0 and 1, and is not in pixels. Default 1.
* @param size How many 'chunks' the gradient is divided in to, as spread over the entire height of the texture. Leave this at zero for a smooth gradient, or set higher for a more retro chunky effect. Default 0.
*/
constructor(gameObject: Phaser.GameObjects.GameObject, color1?: number, color2?: number, alpha?: number, fromX?: number, fromY?: number, toX?: number, toY?: number, size?: number);
@ -10611,22 +10616,22 @@ declare namespace Phaser {
size: number;
/**
* The horizontal position the gradient will start from. This value is noralized, between 0 and 1 and is not in pixels.
* The horizontal position the gradient will start from. This value is normalized, between 0 and 1 and is not in pixels.
*/
fromX: number;
/**
* The vertical position the gradient will start from. This value is noralized, between 0 and 1 and is not in pixels.
* The vertical position the gradient will start from. This value is normalized, between 0 and 1 and is not in pixels.
*/
fromY: number;
/**
* The horizontal position the gradient will end. This value is noralized, between 0 and 1 and is not in pixels.
* The horizontal position the gradient will end. This value is normalized, between 0 and 1 and is not in pixels.
*/
toX: number;
/**
* The vertical position the gradient will end. This value is noralized, between 0 and 1 and is not in pixels.
* The vertical position the gradient will end. This value is normalized, between 0 and 1 and is not in pixels.
*/
toY: number;
@ -14988,10 +14993,10 @@ declare namespace Phaser {
* @param color1 The first gradient color, given as a number value. Default 0xff0000.
* @param color2 The second gradient color, given as a number value. Default 0x00ff00.
* @param alpha The alpha value of the gradient effect. Default 0.2.
* @param fromX The horizontal position the gradient will start from. This value is noralized, between 0 and 1 and is not in pixels. Default 0.
* @param fromY The vertical position the gradient will start from. This value is noralized, between 0 and 1 and is not in pixels. Default 0.
* @param toX The horizontal position the gradient will end at. This value is noralized, between 0 and 1 and is not in pixels. Default 0.
* @param toY The vertical position the gradient will end at. This value is noralized, between 0 and 1 and is not in pixels. Default 1.
* @param fromX The horizontal position the gradient will start from. This value is normalized, between 0 and 1, and is not in pixels. Default 0.
* @param fromY The vertical position the gradient will start from. This value is normalized, between 0 and 1, and is not in pixels. Default 0.
* @param toX The horizontal position the gradient will end at. This value is normalized, between 0 and 1, and is not in pixels. Default 0.
* @param toY The vertical position the gradient will end at. This value is normalized, between 0 and 1, and is not in pixels. Default 1.
* @param size How many 'chunks' the gradient is divided in to, as spread over the entire height of the texture. Leave this at zero for a smooth gradient, or set higher for a more retro chunky effect. Default 0.
*/
addGradient(color1?: number, color2?: number, alpha?: number, fromX?: number, fromY?: number, toX?: number, toY?: number, size?: number): Phaser.FX.Gradient;
@ -29451,6 +29456,11 @@ declare namespace Phaser {
*/
removeDeathZone(zone: Phaser.GameObjects.Particles.Zones.DeathZone): this;
/**
* Clear all Death Zones from this Particle Emitter.
*/
clearDeathZones(): this;
/**
* Adds a new Particle Emission Zone to this Emitter.
*
@ -29472,6 +29482,11 @@ declare namespace Phaser {
*/
removeEmitZone(zone: Phaser.GameObjects.Particles.Zones.EdgeZone | Phaser.GameObjects.Particles.Zones.RandomZone): this;
/**
* Clear all Emission Zones from this Particle Emitter.
*/
clearEmitZones(): this;
/**
* Takes the given particle and sets its x/y coordinates to match the next available
* emission zone, if any have been configured. This method is called automatically
@ -29792,7 +29807,7 @@ declare namespace Phaser {
* Accessing this property should typically return a number.
* However, it can be set to any valid EmitterOp onEmit type.
*/
particleX: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType;
particleX: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType | Phaser.Types.GameObjects.Particles.EmitterOpOnUpdateType;
/**
* The y coordinate the particles are emitted from.
@ -29802,7 +29817,7 @@ declare namespace Phaser {
* Accessing this property should typically return a number.
* However, it can be set to any valid EmitterOp onEmit type.
*/
particleY: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType;
particleY: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType | Phaser.Types.GameObjects.Particles.EmitterOpOnUpdateType;
/**
* The horizontal acceleration applied to emitted particles, in pixels per second squared.
@ -49408,6 +49423,15 @@ declare namespace Phaser {
*/
lineSpacing: number;
/**
* Adds / Removes spacing between characters.
* Can be a negative or positive number.
*
* If you update this property directly, instead of using the `setLetterSpacing` method, then
* be sure to call `updateText` after, or you won't see the change reflected in the Text object.
*/
letterSpacing: number;
/**
* Whether the text or its settings have changed and need updating.
*/
@ -49665,6 +49689,21 @@ declare namespace Phaser {
*/
setLineSpacing(value: number): this;
/**
* Sets the letter spacing value.
*
* This will add, or remove spacing between each character of this Text Game Object. The value can be
* either positive or negative. Positive values increase the space between each character, whilst negative
* values decrease it. Note that some fonts are spaced naturally closer together than others.
*
* Please understand that enabling this feature will cause Phaser to render each character in this Text object
* one by one, rather than use a draw for the whole string. This makes it extremely expensive when used with
* either long strings, or lots of strings in total. You will be better off creating bitmap font text if you
* need to display large quantities of characters with fine control over the letter spacing.
* @param value The amount to add to the letter width. Set to zero to disable.
*/
setLetterSpacing(value: number): this;
/**
* Set the text padding.
*
@ -49684,6 +49723,12 @@ declare namespace Phaser {
*/
setMaxLines(max?: number): this;
/**
* Render text from right-to-left or left-to-right.
* @param rtl Set to `true` to render from right-to-left. Default true.
*/
setRTL(rtl?: boolean): this;
/**
* Update the displayed text.
*/
@ -72170,11 +72215,11 @@ declare namespace Phaser {
/**
* Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#particleX}.
*/
x?: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType;
x?: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType | Phaser.Types.GameObjects.Particles.EmitterOpOnUpdateType;
/**
* Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#particleY}.
*/
y?: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType;
y?: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType | Phaser.Types.GameObjects.Particles.EmitterOpOnUpdateType;
/**
* As {@link Phaser.GameObjects.Particles.ParticleEmitter#setEmitZone}.
*/
@ -84488,6 +84533,11 @@ declare namespace Phaser {
*/
step(delta: number): void;
/**
* Advances the simulation by a single step.
*/
singleStep(): void;
/**
* Updates bodies, draws the debug display, and handles pending queue operations.
*/
@ -92429,7 +92479,7 @@ declare namespace Phaser {
* sprite.postFX.addBarrel();
* ```
*/
class BarrelFXPipeline extends Phaser.Renderer.WebGL.WebGLPipeline {
class BarrelFXPipeline extends Phaser.Renderer.WebGL.Pipelines.PostFXPipeline {
/**
*
* @param game A reference to the Phaser Game instance.
@ -92461,7 +92511,7 @@ declare namespace Phaser {
* sprite.postFX.addBloom();
* ```
*/
class BloomFXPipeline extends Phaser.Renderer.WebGL.WebGLPipeline {
class BloomFXPipeline extends Phaser.Renderer.WebGL.Pipelines.PostFXPipeline {
/**
*
* @param game A reference to the Phaser Game instance.
@ -92524,7 +92574,7 @@ declare namespace Phaser {
* sprite.postFX.addBlur();
* ```
*/
class BlurFXPipeline extends Phaser.Renderer.WebGL.WebGLPipeline {
class BlurFXPipeline extends Phaser.Renderer.WebGL.Pipelines.PostFXPipeline {
/**
*
* @param game A reference to the Phaser Game instance.
@ -92601,7 +92651,7 @@ declare namespace Phaser {
* sprite.postFX.addBokeh();
* ```
*/
class BokehFXPipeline extends Phaser.Renderer.WebGL.WebGLPipeline {
class BokehFXPipeline extends Phaser.Renderer.WebGL.Pipelines.PostFXPipeline {
/**
*
* @param game A reference to the Phaser Game instance.
@ -92674,7 +92724,7 @@ declare namespace Phaser {
* sprite.postFX.addCircle();
* ```
*/
class CircleFXPipeline extends Phaser.Renderer.WebGL.WebGLPipeline {
class CircleFXPipeline extends Phaser.Renderer.WebGL.Pipelines.PostFXPipeline {
/**
*
* @param game A reference to the Phaser Game instance.
@ -92734,7 +92784,7 @@ declare namespace Phaser {
* sprite.postFX.addColorMatrix();
* ```
*/
class ColorMatrixFXPipeline extends Phaser.Renderer.WebGL.WebGLPipeline {
class ColorMatrixFXPipeline extends Phaser.Renderer.WebGL.Pipelines.PostFXPipeline {
/**
*
* @param game A reference to the Phaser Game instance.
@ -92760,7 +92810,7 @@ declare namespace Phaser {
* sprite.postFX.addDisplacement();
* ```
*/
class DisplacementFXPipeline extends Phaser.Renderer.WebGL.WebGLPipeline {
class DisplacementFXPipeline extends Phaser.Renderer.WebGL.Pipelines.PostFXPipeline {
/**
*
* @param game A reference to the Phaser Game instance.
@ -92800,7 +92850,7 @@ declare namespace Phaser {
* sprite.postFX.addGlow();
* ```
*/
class GlowFXPipeline extends Phaser.Renderer.WebGL.WebGLPipeline {
class GlowFXPipeline extends Phaser.Renderer.WebGL.Pipelines.PostFXPipeline {
/**
*
* @param game A reference to the Phaser Game instance.
@ -92846,7 +92896,7 @@ declare namespace Phaser {
* sprite.postFX.addGradient();
* ```
*/
class GradientFXPipeline extends Phaser.Renderer.WebGL.WebGLPipeline {
class GradientFXPipeline extends Phaser.Renderer.WebGL.Pipelines.PostFXPipeline {
/**
*
* @param game A reference to the Phaser Game instance.
@ -92867,22 +92917,22 @@ declare namespace Phaser {
size: number;
/**
* The horizontal position the gradient will start from. This value is noralized, between 0 and 1 and is not in pixels.
* The horizontal position the gradient will start from. This value is normalized, between 0 and 1 and is not in pixels.
*/
fromX: number;
/**
* The vertical position the gradient will start from. This value is noralized, between 0 and 1 and is not in pixels.
* The vertical position the gradient will start from. This value is normalized, between 0 and 1 and is not in pixels.
*/
fromY: number;
/**
* The horizontal position the gradient will end. This value is noralized, between 0 and 1 and is not in pixels.
* The horizontal position the gradient will end. This value is normalized, between 0 and 1 and is not in pixels.
*/
toX: number;
/**
* The vertical position the gradient will end. This value is noralized, between 0 and 1 and is not in pixels.
* The vertical position the gradient will end. This value is normalized, between 0 and 1 and is not in pixels.
*/
toY: number;
@ -92914,7 +92964,7 @@ declare namespace Phaser {
* sprite.postFX.addPixelate();
* ```
*/
class PixelateFXPipeline extends Phaser.Renderer.WebGL.WebGLPipeline {
class PixelateFXPipeline extends Phaser.Renderer.WebGL.Pipelines.PostFXPipeline {
/**
*
* @param game A reference to the Phaser Game instance.
@ -92943,7 +92993,7 @@ declare namespace Phaser {
* sprite.postFX.addShadow();
* ```
*/
class ShadowFXPipeline extends Phaser.Renderer.WebGL.WebGLPipeline {
class ShadowFXPipeline extends Phaser.Renderer.WebGL.Pipelines.PostFXPipeline {
/**
*
* @param game A reference to the Phaser Game instance.
@ -93005,7 +93055,7 @@ declare namespace Phaser {
* sprite.postFX.addShine();
* ```
*/
class ShineFXPipeline extends Phaser.Renderer.WebGL.WebGLPipeline {
class ShineFXPipeline extends Phaser.Renderer.WebGL.Pipelines.PostFXPipeline {
/**
*
* @param game A reference to the Phaser Game instance.
@ -93049,7 +93099,7 @@ declare namespace Phaser {
* sprite.postFX.addVignette();
* ```
*/
class VignetteFXPipeline extends Phaser.Renderer.WebGL.WebGLPipeline {
class VignetteFXPipeline extends Phaser.Renderer.WebGL.Pipelines.PostFXPipeline {
/**
*
* @param game A reference to the Phaser Game instance.
@ -93104,7 +93154,7 @@ declare namespace Phaser {
* sprite.postFX.addReveal();
* ```
*/
class WipeFXPipeline extends Phaser.Renderer.WebGL.WebGLPipeline {
class WipeFXPipeline extends Phaser.Renderer.WebGL.Pipelines.PostFXPipeline {
/**
*
* @param game A reference to the Phaser Game instance.
@ -105740,6 +105790,13 @@ declare namespace Phaser {
*/
name: string;
/**
* The id of the layer, as specified in the map data.
*
* Note: This is not the index of the layer in the map data, but its actual ID in Tiled.
*/
id: number;
/**
* The x offset of where to draw from the top left.
*/
@ -106026,6 +106083,11 @@ declare namespace Phaser {
*/
name: string;
/**
* The id of the object layer, as specified in the map data.
*/
id: number;
/**
* The opacity of the layer, between 0 and 1.
*/
@ -107141,12 +107203,25 @@ declare namespace Phaser {
* class must have {@link Phaser.GameObjects.Components.Transform#setPosition setPosition} and
* {@link Phaser.GameObjects.Components.Texture#setTexture setTexture} methods.
*
* Custom properties on the Object are copied onto any existing properties on the Game Object, so you can use this as an easy
* way to configure properties from within the map editor. For example giving an Object a
* property of `alpha: 0.5` in Tiled will be reflected in the Game Object that is created.
* This method will set the following Tiled Object properties on the new Game Object:
*
* Custom properties that do not exist on the Game Object are set in the
* Game Object's {@link Phaser.GameObjects.GameObject#data data store}.
* - `flippedHorizontal` as `flipX`
* - `flippedVertical` as `flipY`
* - `height` as `displayHeight`
* - `name`
* - `rotation`
* - `visible`
* - `width` as `displayWidth`
* - `x`, adjusted for origin
* - `y`, adjusted for origin
*
* Additionally, this method will set Tiled Object custom properties
*
* - on the Game Object, if it has the same property name and a value that isn't `undefined`; or
* - on the Game Object's {@link Phaser.GameObjects.GameObject#data data store} otherwise.
*
* For example, a Tiled Object with custom properties `{ alpha: 0.5, gold: 1 }` will be created as a Game
* Object with an `alpha` value of 0.5 and a `data.values.gold` value of 1.
*
* When `useTileset` is `true` (the default), Tile Objects will inherit the texture and any tile properties
* from the tileset, and the local tile ID will be used as the texture frame. For the frame selection to work
@ -112786,8 +112861,9 @@ declare namespace Phaser {
* ]
* ```
* @param matrix The array to rotate.
* @param amount The number of times to rotate the matrix. Default 1.
*/
function RotateLeft<T>(matrix?: T[][]): T[][];
function RotateLeft<T>(matrix?: T[][], amount?: number): T[][];
/**
* Rotates the array matrix based on the given rotation value.
@ -112832,8 +112908,9 @@ declare namespace Phaser {
* ]
* ```
* @param matrix The array to rotate.
* @param amount The number of times to rotate the matrix. Default 1.
*/
function RotateRight<T>(matrix?: T[][]): T[][];
function RotateRight<T>(matrix?: T[][], amount?: number): T[][];
/**
* Translates the given Array Matrix by shifting each column and row the