mirror of
https://github.com/photonstorm/phaser
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3.61.0 TS Defs
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parent
002786e411
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1 changed files with 118 additions and 41 deletions
159
types/phaser.d.ts
vendored
159
types/phaser.d.ts
vendored
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@ -10294,6 +10294,11 @@ declare namespace Phaser {
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*/
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backgroundColor: number;
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/**
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* The alpha of the background, behind the texture, given as a number value.
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*/
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backgroundAlpha: number;
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}
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/**
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@ -10589,10 +10594,10 @@ declare namespace Phaser {
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* @param color1 The first gradient color, given as a number value. Default 0xff0000.
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* @param color2 The second gradient color, given as a number value. Default 0x00ff00.
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* @param alpha The alpha value of the gradient effect. Default 0.2.
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* @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.
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* @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.
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* @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.
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* @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.
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* @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.
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* @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.
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* @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.
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* @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.
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* @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.
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*/
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constructor(gameObject: Phaser.GameObjects.GameObject, color1?: number, color2?: number, alpha?: number, fromX?: number, fromY?: number, toX?: number, toY?: number, size?: number);
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@ -10611,22 +10616,22 @@ declare namespace Phaser {
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size: number;
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/**
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* The horizontal position the gradient will start from. This value is noralized, between 0 and 1 and is not in pixels.
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* The horizontal position the gradient will start from. This value is normalized, between 0 and 1 and is not in pixels.
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*/
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fromX: number;
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/**
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* The vertical position the gradient will start from. This value is noralized, between 0 and 1 and is not in pixels.
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* The vertical position the gradient will start from. This value is normalized, between 0 and 1 and is not in pixels.
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*/
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fromY: number;
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/**
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* The horizontal position the gradient will end. This value is noralized, between 0 and 1 and is not in pixels.
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* The horizontal position the gradient will end. This value is normalized, between 0 and 1 and is not in pixels.
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*/
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toX: number;
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/**
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* The vertical position the gradient will end. This value is noralized, between 0 and 1 and is not in pixels.
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* The vertical position the gradient will end. This value is normalized, between 0 and 1 and is not in pixels.
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*/
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toY: number;
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@ -14988,10 +14993,10 @@ declare namespace Phaser {
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* @param color1 The first gradient color, given as a number value. Default 0xff0000.
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* @param color2 The second gradient color, given as a number value. Default 0x00ff00.
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* @param alpha The alpha value of the gradient effect. Default 0.2.
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* @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.
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* @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.
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* @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.
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* @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.
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* @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.
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* @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.
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* @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.
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* @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.
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* @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.
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*/
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addGradient(color1?: number, color2?: number, alpha?: number, fromX?: number, fromY?: number, toX?: number, toY?: number, size?: number): Phaser.FX.Gradient;
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@ -29451,6 +29456,11 @@ declare namespace Phaser {
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*/
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removeDeathZone(zone: Phaser.GameObjects.Particles.Zones.DeathZone): this;
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/**
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* Clear all Death Zones from this Particle Emitter.
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*/
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clearDeathZones(): this;
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/**
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* Adds a new Particle Emission Zone to this Emitter.
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*
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@ -29472,6 +29482,11 @@ declare namespace Phaser {
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*/
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removeEmitZone(zone: Phaser.GameObjects.Particles.Zones.EdgeZone | Phaser.GameObjects.Particles.Zones.RandomZone): this;
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/**
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* Clear all Emission Zones from this Particle Emitter.
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*/
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clearEmitZones(): this;
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/**
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* Takes the given particle and sets its x/y coordinates to match the next available
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* emission zone, if any have been configured. This method is called automatically
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@ -29792,7 +29807,7 @@ declare namespace Phaser {
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* Accessing this property should typically return a number.
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* However, it can be set to any valid EmitterOp onEmit type.
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*/
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particleX: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType;
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particleX: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType | Phaser.Types.GameObjects.Particles.EmitterOpOnUpdateType;
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/**
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* The y coordinate the particles are emitted from.
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@ -29802,7 +29817,7 @@ declare namespace Phaser {
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* Accessing this property should typically return a number.
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* However, it can be set to any valid EmitterOp onEmit type.
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*/
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particleY: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType;
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particleY: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType | Phaser.Types.GameObjects.Particles.EmitterOpOnUpdateType;
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/**
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* The horizontal acceleration applied to emitted particles, in pixels per second squared.
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@ -49408,6 +49423,15 @@ declare namespace Phaser {
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*/
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lineSpacing: number;
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/**
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* Adds / Removes spacing between characters.
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* Can be a negative or positive number.
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*
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* If you update this property directly, instead of using the `setLetterSpacing` method, then
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* be sure to call `updateText` after, or you won't see the change reflected in the Text object.
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*/
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letterSpacing: number;
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/**
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* Whether the text or its settings have changed and need updating.
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*/
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@ -49665,6 +49689,21 @@ declare namespace Phaser {
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*/
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setLineSpacing(value: number): this;
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/**
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* Sets the letter spacing value.
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*
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* This will add, or remove spacing between each character of this Text Game Object. The value can be
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* either positive or negative. Positive values increase the space between each character, whilst negative
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* values decrease it. Note that some fonts are spaced naturally closer together than others.
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*
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* Please understand that enabling this feature will cause Phaser to render each character in this Text object
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* one by one, rather than use a draw for the whole string. This makes it extremely expensive when used with
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* either long strings, or lots of strings in total. You will be better off creating bitmap font text if you
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* need to display large quantities of characters with fine control over the letter spacing.
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* @param value The amount to add to the letter width. Set to zero to disable.
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*/
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setLetterSpacing(value: number): this;
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/**
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* Set the text padding.
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*
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@ -49684,6 +49723,12 @@ declare namespace Phaser {
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*/
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setMaxLines(max?: number): this;
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/**
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* Render text from right-to-left or left-to-right.
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* @param rtl Set to `true` to render from right-to-left. Default true.
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*/
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setRTL(rtl?: boolean): this;
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/**
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* Update the displayed text.
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*/
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@ -72170,11 +72215,11 @@ declare namespace Phaser {
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/**
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* Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#particleX}.
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*/
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x?: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType;
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x?: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType | Phaser.Types.GameObjects.Particles.EmitterOpOnUpdateType;
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/**
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* Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#particleY}.
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*/
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y?: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType;
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y?: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType | Phaser.Types.GameObjects.Particles.EmitterOpOnUpdateType;
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/**
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* As {@link Phaser.GameObjects.Particles.ParticleEmitter#setEmitZone}.
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*/
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@ -84488,6 +84533,11 @@ declare namespace Phaser {
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*/
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step(delta: number): void;
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/**
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* Advances the simulation by a single step.
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*/
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singleStep(): void;
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/**
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* Updates bodies, draws the debug display, and handles pending queue operations.
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*/
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@ -92429,7 +92479,7 @@ declare namespace Phaser {
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* sprite.postFX.addBarrel();
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* ```
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*/
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class BarrelFXPipeline extends Phaser.Renderer.WebGL.WebGLPipeline {
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class BarrelFXPipeline extends Phaser.Renderer.WebGL.Pipelines.PostFXPipeline {
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/**
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*
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* @param game A reference to the Phaser Game instance.
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@ -92461,7 +92511,7 @@ declare namespace Phaser {
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* sprite.postFX.addBloom();
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* ```
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*/
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class BloomFXPipeline extends Phaser.Renderer.WebGL.WebGLPipeline {
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class BloomFXPipeline extends Phaser.Renderer.WebGL.Pipelines.PostFXPipeline {
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/**
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*
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* @param game A reference to the Phaser Game instance.
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@ -92524,7 +92574,7 @@ declare namespace Phaser {
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* sprite.postFX.addBlur();
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* ```
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*/
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class BlurFXPipeline extends Phaser.Renderer.WebGL.WebGLPipeline {
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class BlurFXPipeline extends Phaser.Renderer.WebGL.Pipelines.PostFXPipeline {
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/**
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*
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* @param game A reference to the Phaser Game instance.
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@ -92601,7 +92651,7 @@ declare namespace Phaser {
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* sprite.postFX.addBokeh();
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* ```
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*/
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class BokehFXPipeline extends Phaser.Renderer.WebGL.WebGLPipeline {
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class BokehFXPipeline extends Phaser.Renderer.WebGL.Pipelines.PostFXPipeline {
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/**
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*
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* @param game A reference to the Phaser Game instance.
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@ -92674,7 +92724,7 @@ declare namespace Phaser {
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* sprite.postFX.addCircle();
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* ```
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*/
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class CircleFXPipeline extends Phaser.Renderer.WebGL.WebGLPipeline {
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class CircleFXPipeline extends Phaser.Renderer.WebGL.Pipelines.PostFXPipeline {
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/**
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*
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* @param game A reference to the Phaser Game instance.
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@ -92734,7 +92784,7 @@ declare namespace Phaser {
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* sprite.postFX.addColorMatrix();
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* ```
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*/
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class ColorMatrixFXPipeline extends Phaser.Renderer.WebGL.WebGLPipeline {
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class ColorMatrixFXPipeline extends Phaser.Renderer.WebGL.Pipelines.PostFXPipeline {
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/**
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*
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* @param game A reference to the Phaser Game instance.
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@ -92760,7 +92810,7 @@ declare namespace Phaser {
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* sprite.postFX.addDisplacement();
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* ```
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*/
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class DisplacementFXPipeline extends Phaser.Renderer.WebGL.WebGLPipeline {
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class DisplacementFXPipeline extends Phaser.Renderer.WebGL.Pipelines.PostFXPipeline {
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/**
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*
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* @param game A reference to the Phaser Game instance.
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@ -92800,7 +92850,7 @@ declare namespace Phaser {
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* sprite.postFX.addGlow();
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* ```
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*/
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class GlowFXPipeline extends Phaser.Renderer.WebGL.WebGLPipeline {
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class GlowFXPipeline extends Phaser.Renderer.WebGL.Pipelines.PostFXPipeline {
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/**
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*
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* @param game A reference to the Phaser Game instance.
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@ -92846,7 +92896,7 @@ declare namespace Phaser {
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* sprite.postFX.addGradient();
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* ```
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*/
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class GradientFXPipeline extends Phaser.Renderer.WebGL.WebGLPipeline {
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class GradientFXPipeline extends Phaser.Renderer.WebGL.Pipelines.PostFXPipeline {
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/**
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*
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* @param game A reference to the Phaser Game instance.
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@ -92867,22 +92917,22 @@ declare namespace Phaser {
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size: number;
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/**
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* The horizontal position the gradient will start from. This value is noralized, between 0 and 1 and is not in pixels.
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* The horizontal position the gradient will start from. This value is normalized, between 0 and 1 and is not in pixels.
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*/
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fromX: number;
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/**
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* The vertical position the gradient will start from. This value is noralized, between 0 and 1 and is not in pixels.
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* The vertical position the gradient will start from. This value is normalized, between 0 and 1 and is not in pixels.
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*/
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fromY: number;
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/**
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* The horizontal position the gradient will end. This value is noralized, between 0 and 1 and is not in pixels.
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* The horizontal position the gradient will end. This value is normalized, between 0 and 1 and is not in pixels.
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*/
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toX: number;
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/**
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* The vertical position the gradient will end. This value is noralized, between 0 and 1 and is not in pixels.
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* The vertical position the gradient will end. This value is normalized, between 0 and 1 and is not in pixels.
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*/
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toY: number;
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@ -92914,7 +92964,7 @@ declare namespace Phaser {
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* sprite.postFX.addPixelate();
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* ```
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*/
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class PixelateFXPipeline extends Phaser.Renderer.WebGL.WebGLPipeline {
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class PixelateFXPipeline extends Phaser.Renderer.WebGL.Pipelines.PostFXPipeline {
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/**
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*
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* @param game A reference to the Phaser Game instance.
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@ -92943,7 +92993,7 @@ declare namespace Phaser {
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* sprite.postFX.addShadow();
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* ```
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*/
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class ShadowFXPipeline extends Phaser.Renderer.WebGL.WebGLPipeline {
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class ShadowFXPipeline extends Phaser.Renderer.WebGL.Pipelines.PostFXPipeline {
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/**
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*
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* @param game A reference to the Phaser Game instance.
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@ -93005,7 +93055,7 @@ declare namespace Phaser {
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* sprite.postFX.addShine();
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* ```
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*/
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class ShineFXPipeline extends Phaser.Renderer.WebGL.WebGLPipeline {
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class ShineFXPipeline extends Phaser.Renderer.WebGL.Pipelines.PostFXPipeline {
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/**
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*
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* @param game A reference to the Phaser Game instance.
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@ -93049,7 +93099,7 @@ declare namespace Phaser {
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* sprite.postFX.addVignette();
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* ```
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*/
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class VignetteFXPipeline extends Phaser.Renderer.WebGL.WebGLPipeline {
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class VignetteFXPipeline extends Phaser.Renderer.WebGL.Pipelines.PostFXPipeline {
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/**
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*
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* @param game A reference to the Phaser Game instance.
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@ -93104,7 +93154,7 @@ declare namespace Phaser {
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* sprite.postFX.addReveal();
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* ```
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*/
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class WipeFXPipeline extends Phaser.Renderer.WebGL.WebGLPipeline {
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class WipeFXPipeline extends Phaser.Renderer.WebGL.Pipelines.PostFXPipeline {
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/**
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*
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* @param game A reference to the Phaser Game instance.
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@ -105740,6 +105790,13 @@ declare namespace Phaser {
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*/
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name: string;
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/**
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* The id of the layer, as specified in the map data.
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*
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* Note: This is not the index of the layer in the map data, but its actual ID in Tiled.
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*/
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id: number;
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/**
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* The x offset of where to draw from the top left.
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*/
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@ -106026,6 +106083,11 @@ declare namespace Phaser {
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*/
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name: string;
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/**
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* The id of the object layer, as specified in the map data.
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*/
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id: number;
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/**
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* The opacity of the layer, between 0 and 1.
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*/
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@ -107141,12 +107203,25 @@ declare namespace Phaser {
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* class must have {@link Phaser.GameObjects.Components.Transform#setPosition setPosition} and
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* {@link Phaser.GameObjects.Components.Texture#setTexture setTexture} methods.
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*
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* Custom properties on the Object are copied onto any existing properties on the Game Object, so you can use this as an easy
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* way to configure properties from within the map editor. For example giving an Object a
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* property of `alpha: 0.5` in Tiled will be reflected in the Game Object that is created.
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* This method will set the following Tiled Object properties on the new Game Object:
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*
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* Custom properties that do not exist on the Game Object are set in the
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* Game Object's {@link Phaser.GameObjects.GameObject#data data store}.
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* - `flippedHorizontal` as `flipX`
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* - `flippedVertical` as `flipY`
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* - `height` as `displayHeight`
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* - `name`
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* - `rotation`
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* - `visible`
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* - `width` as `displayWidth`
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* - `x`, adjusted for origin
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* - `y`, adjusted for origin
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*
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* Additionally, this method will set Tiled Object custom properties
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*
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* - on the Game Object, if it has the same property name and a value that isn't `undefined`; or
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* - on the Game Object's {@link Phaser.GameObjects.GameObject#data data store} otherwise.
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*
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* For example, a Tiled Object with custom properties `{ alpha: 0.5, gold: 1 }` will be created as a Game
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* Object with an `alpha` value of 0.5 and a `data.values.gold` value of 1.
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*
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* When `useTileset` is `true` (the default), Tile Objects will inherit the texture and any tile properties
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* from the tileset, and the local tile ID will be used as the texture frame. For the frame selection to work
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|
@ -112786,8 +112861,9 @@ declare namespace Phaser {
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* ]
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* ```
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* @param matrix The array to rotate.
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* @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
|
||||
|
|
Loading…
Reference in a new issue