mirror of
https://github.com/photonstorm/phaser
synced 2024-11-11 07:34:43 +00:00
commit
5f9acdca4b
2 changed files with 49 additions and 8 deletions
41
build/phaser.d.ts
vendored
41
build/phaser.d.ts
vendored
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@ -80,8 +80,8 @@ declare module Phaser {
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class StateManager {
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constructor(game: Phaser.Game, pendingState: Phaser.State);
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game: Phaser.Game;
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states: Object;
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current: Phaser.State;
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states: { [key: string]: Phaser.State };
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current: string;
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onInitCallback(): void;
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onPreloadCallback(): void;
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onCreateCallback(): void;
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@ -99,7 +99,7 @@ declare module Phaser {
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dummy(): void;
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checkState(key: string): boolean;
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link(key: string): void;
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setCurrentState(key: string): void;
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getCurrentState(): Phaser.State;
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loadComplete(): void;
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update(): void;
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preRender(): void;
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@ -196,8 +196,9 @@ declare module Phaser {
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visibilityChange(event: Event): void;
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}
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// Wraps a PIXI.DisplayObjectContainer
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class Group {
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constructor(game: Phaser.Game, parent: any, name: string, useStage: boolean);
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constructor(game: Phaser.Game, parent?: any, name?: string, useStage?: boolean);
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game: Phaser.Game;
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name: string;
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type: number;
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@ -260,6 +261,16 @@ declare module Phaser {
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}
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class Game {
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/*
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* Defaults:
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* [width=800] - The width of your game in game pixels.
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* [height=600] - The height of your game in game pixels.
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* [renderer=Phaser.AUTO] - Which renderer to use: Phaser.AUTO will auto-detect, Phaser.WEBGL, Phaser.CANVAS or Phaser.HEADLESS (no rendering at all).
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* [parent=''] - The Games DOM parent.
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* [state=null] - Description.
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* [transparent=false] - Use a transparent canvas background or not.
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* [antialias=true] - Anti-alias graphics.
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* */
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constructor(width?: number, height?: number, renderer?: number, parent?: string, state?: Object, transparent?: boolean, antialias?: boolean);
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id: number;
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width: number;
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@ -705,7 +716,7 @@ declare module Phaser {
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}
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class Sprite {
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constructor(game: Phaser.Game, x: number, y: number, key: string, frame: number);
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constructor(game: Phaser.Game, x?: number, y?: number, key?: string, frame?: number);
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game: Phaser.Game;
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exists: boolean;
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alive: boolean;
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@ -722,6 +733,7 @@ declare module Phaser {
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anchor: Phaser.Point;
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x: number;
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y: number;
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cameraOffset:Phaser.Point;
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position: Phaser.Point;
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autoCull: boolean;
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scale: Phaser.Point;
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@ -740,7 +752,7 @@ declare module Phaser {
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frame: number;
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frameName: string;
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inCamera: boolean;
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crop: boolean;
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crop: Phaser.Rectangle;
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cropEnabled: boolean;
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inputEnabled: boolean;
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fixedToCamera:boolean;
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@ -825,9 +837,26 @@ declare module Phaser {
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onInputOutHandler(pointer: Phaser.Pointer): void;
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}
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// Actually extends PIXI.Graphics but we skip the abstraction here, since pixi is "part" of phaser
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// PIXI.Graphics extends PIXI.DisplayObjectContainer extends DisplayObject
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class Graphics extends Phaser.Sprite {
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constructor(game: Phaser.Game, x: number, y: number);
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angle: number;
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x:number;
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y:number;
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// Pixi drawing
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lineStyle(lineWidth:number, color?:number, alpha?:number): void;
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moveTo(x:number, y:number): void;
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lineTo(x:number, y:number): void;
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beginFill(color:number, alpha?:number): void;
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endFill(): void;
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drawRect( x:number, y:number, width:number, height:number ): void;
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drawCircle( x:number, y:number, radius:number): void;
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drawElipse( x:number, y:number, width:number, height:number): void;
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clear(): void;
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updateFilterBounds(): void;
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}
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class RenderTexture {
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@ -280,7 +280,8 @@ Phaser.StateManager.prototype = {
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},
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/**
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* Description.
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* Checks i a given phaser state is valid.
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* State must exist and have at least one callback function registered..
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* @method Phaser.StateManager#checkState
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* @param {string} key - The key of the state you want to check.
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* @return {boolean} Description.
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@ -347,7 +348,7 @@ Phaser.StateManager.prototype = {
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* Sets the current State. Should not be called directly (use StateManager.start)
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* @method Phaser.StateManager#setCurrentState
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* @param {string} key - State key.
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* @protected
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* @private
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*/
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setCurrentState: function (key) {
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@ -377,6 +378,17 @@ Phaser.StateManager.prototype = {
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},
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/**
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* Gets the current State.
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*
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* @method Phaser.StateManager#getCurrentState
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* @return Phaser.State
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* @public
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*/
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getCurrentState: function() {
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return this.states[this.current];
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},
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/**
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* @method Phaser.StateManager#loadComplete
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* @protected
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