mirror of
https://github.com/photonstorm/phaser
synced 2024-11-23 21:24:09 +00:00
commit
67919af33c
1 changed files with 306 additions and 12 deletions
318
build/phaser.d.ts
vendored
318
build/phaser.d.ts
vendored
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@ -1903,6 +1903,8 @@ declare module Phaser {
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angle: number;
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cameraOffset: Phaser.Point;
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cursor: any;
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enableBody: boolean;
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enableBodyDebug: boolean;
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exists: boolean;
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fixedToCamera: boolean;
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game: Phaser.Game;
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@ -2603,7 +2605,7 @@ 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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@ -2665,6 +2667,11 @@ declare module Phaser {
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x: number;
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y: number;
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//members
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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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destroy(): void;
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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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@ -2673,10 +2680,6 @@ declare module Phaser {
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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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@ -2701,6 +2704,7 @@ declare module Phaser {
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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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destroy(): void;
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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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@ -2728,9 +2732,10 @@ declare module Phaser {
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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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destroy(): void;
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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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resolveCircleTile(x: number, y: number, oH: number, oV: number, obj: Phaser.Physics.Ninja.Circle, t: Phaser.Physics.Ninja.Tile): boolean;
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@ -2766,6 +2771,298 @@ declare module Phaser {
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}
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module p2{
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class Body {
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static DYNAMIC: number;
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static STATIC: number;
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static KINEMATIC: number;
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constructor(game: Phaser.Game, sprite?: Phaser.Sprite, x?: number, y?: number, mass?: number);
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allowSleep: boolean;
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angle: number;
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angularDamping: number;
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angularForce: number;
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angularVelocity: number;
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collideWorldBounds: boolean;
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damping: number;
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data: Phaser.Physics.p2.Body;
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debug: boolean;
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debugBody: Phaser.Physics.p2.BodyDebug;
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fixedRotation: boolean;
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force: Phaser.Physics.p2.InversePointProxy;
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game: Phaser.Game;
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gravity: Phaser.Point;
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id: number;
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inertia: number;
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kinematic: boolean;
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mass: number;
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motionState: number;
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offset: Phaser.Point;
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onBeginContact: Phaser.Signal;
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onEndContact: Phaser.Signal;
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onImpact: Phaser.Signal;
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rotation: number;
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sprite: Phaser.Sprite;
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sleepSpeedLimit: number;
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static: boolean;
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dynamic: boolean;
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type: number;
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velocity: Phaser.Physics.p2.InversePointProxy;
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world: Phaser.Physics.p2.World;
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x: number;
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y: number;
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addToWorld(): void;
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addCapsule(length: number, radius: number, offsetX?: number, offsetY?: number, rotation?: number): any;
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addCircle(radius: number, offsetX?: number, offsetY?: number, rotation?: number): any;
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addLine(length: number, offsetX?: number, offsetY?: number, rotation?: number): any;
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addParticle(offsetX?: number, offsetY?: number, rotation?: number): any;
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addPolygon(options: { optimalDecomp?: boolean; skipSimpleCheck?: boolean; removeCollinearPoints?: boolean; }, points: any): boolean;
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addPlane(offsetX?: number, offsetY?: number, rotation?: number): any;
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addRectangle(width: number, height: number, offsetX?: number, offsetY?: number, rotation?: number): any;
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addShape(shape: any, offsetX?: number, offsetY?: number, rotation?: number): any;
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adjustCenterOfMass(): void;
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applyDamping(dt: number): void;
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applyForce(force: number, worldX: number, worldY: number): void;
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clearCollision(clearGroup?: boolean, cleanMask?: boolean, shape?: any): void;
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clearShapes(): void;
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collides(group: any, callback?: Function, callbackContext?: Object, shape?: any): void;
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createBodyCallback(object: any, callback: Function, callbackContext: Object): void;
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createGroupCallback(group: Phaser.Physics.p2.CollisionGroup, callback: Function, callbackContext: Object): void;
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destroy(): void;
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getCollisionMask(): number;
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loadData(key: string, object: string, options?: { optimalDecomp?: boolean; skipSimpleCheck?: boolean; removeCollinearPoints?: boolean; }): boolean;
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loadPolygon(key: string, object: string, options?: { optimalDecomp?: boolean; skipSimpleCheck?: boolean; removeCollinearPoints?: boolean; }): boolean;
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moveBackward(speed: number): void;
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moveDown(speed: number): void;
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moveForward(speed: 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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preUpdate(): void;
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postUpdate(): void;
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removeFromWorld(): void;
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removeShape(shape: any): boolean;
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reverse(Speed: number): void;
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rotateLeft(speed: number): void;
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rotateRight(speed: number): void;
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reset(x: number, y: number, resetDamping?: boolean, resetMass?: boolean): void;
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shapeChanged(): void;
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setCircle(radius: number, offsetX?: number, offsetY?: number, rotation?: number): void;
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setCollisionGroup(group: Phaser.Physics.p2.CollisionGroup, shape?: any): void;
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setRectangle(width?: number, height?: number, offsetX?: number, offsetY?: number, rotation?: number): any;
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setRectangleFromSprite(sprite: any): any;
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setMaterial(material: Phaser.Physics.p2.Material, shape?: any): void;
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setZeroDamping(): void;
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setZeroForce(): void;
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setZeroRotation(): void;
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setZeroVelocity(): void;
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toLocalFrame(out: Float32Array, worldPoint: Float32Array): void;
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thrust(speed: number): void;
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toWorldFrame(out: Float32Array, localPoint: Float32Array): void;
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updateCollisionMask(shape?: any): void;
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}
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class BodyDebug extends Phaser.Group {
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constructor(game: Phaser.Game, body: Phaser.Physics.p2.Body, settings: { pixelsPerLengthUnit?: number; debugPolygons?: boolean; lineWidth?: number; alpha?: number; });
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}
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class CollisionGroup {
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constructor(bitmask: any);
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mask: number;
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}
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class ContactMaterial {
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constructor(materialA: Phaser.Physics.p2.Material, materialB: Phaser.Physics.p2.Material, options?: Object);
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id: number;
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friction: number;
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materialA: Phaser.Physics.p2.Material;
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materialB: Phaser.Physics.p2.Material;
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restitution: number;
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stiffness: number;
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relaxation: number;
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frictionStiffness: number;
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frictionRelaxation: number;
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surfaceVelocity: number;
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}
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class DistanceConstraint {
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constructor(world: Phaser.Physics.p2.World, bodyA: Phaser.Physics.p2.Body, bodyB: Phaser.Physics.p2.Body, distance: number, maxForce: number);
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game: Phaser.Game;
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world: Phaser.Physics.p2.World;
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}
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class GearConstraint {
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constructor(world: Phaser.Physics.p2.World, bodyA: Phaser.Physics.p2.Body, bodyB: Phaser.Physics.p2.Body, angle?: number, ratio?: number);
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game: Phaser.Game;
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world: Phaser.Physics.p2.World;
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}
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class InversePointProxy {
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constructor(world: Phaser.Physics.p2.World, destination: any);
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x: number;
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y: number;
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}
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class LockConstraint {
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constructor(world: Phaser.Physics.p2.World, bodyA: Phaser.Physics.p2.Body, bodyB: Phaser.Physics.p2.Body, offset?: number[], angle?: number, maxForce?: number);
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game: Phaser.Game;
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world: Phaser.Physics.p2.World;
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}
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class Material {
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constructor(name: string);
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name: string;
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}
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class PointProxy {
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constructor(world: Phaser.Physics.p2.World, destination: any);
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x: number;
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y: number;
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}
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class PrismaticConstraint {
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constructor(world: Phaser.Physics.p2.World, bodyA?: Phaser.Physics.p2.Body, bodyB?: Phaser.Physics.p2.Body, lock?: boolean, anchorA?: Float32Array, anchorB?: Float32Array, axis?: Float32Array, maxForce?: number);
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game: Phaser.Game;
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world: Phaser.Physics.p2.World;
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}
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class RevoluteContraint {
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constructor(world: Phaser.Physics.p2.World, bodyA: Phaser.Physics.p2.Body, pivotA: Float32Array, bodyB: Phaser.Physics.p2.Body, pivotB: Float32Array, maxForce?: number);
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game: Phaser.Game;
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world: Phaser.Physics.p2.World;
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}
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class Spring {
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constructor(world: Phaser.Physics.p2.World, bodyA: Phaser.Physics.p2.Body, bodyB: Phaser.Physics.p2.Body, restLength?: number, stiffness?: number, damping?: number, worldA?: Float32Array, worldB?: Float32Array, localA?: Float32Array, localB?: Float32Array);
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game: Phaser.Game;
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world: Phaser.Physics.p2.World;
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}
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class World {
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static LIME_CORONA_JSON: number;
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constructor(game: Phaser.Game, config?: Object);
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applyDamping: boolean;
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applyGravity: boolean;
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applySpringForced: boolean;
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bounds: Phaser.Physics.p2.Body;
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emitImpactEvent: boolean;
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enableBodySleeping: boolean;
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frameRate: number;
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friction: number;
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game: Phaser.Game;
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gravity: Phaser.Physics.p2.InversePointProxy;
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materials: Phaser.Physics.p2.Material[];
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onBodyAdded: Phaser.Signal;
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onBodyRemoved: Phaser.Signal;
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onBeginContact: Phaser.Signal;
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onEndContact: Phaser.Signal;
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onSpringAdded: Phaser.Signal;
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onSpringRemoved: Phaser.Signal;
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onConstraintAdded: Phaser.Signal;
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onContactMaterialAdded: Phaser.Signal;
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onContactMaterialRemoved: Phaser.Signal;
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restitution: number;
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solveConstraints: boolean;
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time: any;
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total: number;
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useElapsedTime: boolean;
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world: Phaser.Physics.p2.World;
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addBody(body: Phaser.Physics.p2.Body): boolean;
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addContactMaterial(material: Phaser.Physics.p2.ContactMaterial): Phaser.Physics.p2.ContactMaterial;
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addConstraint(constraint: any): any;
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addSpring(spring: Phaser.Physics.p2.Spring): Phaser.Physics.p2.Spring;
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beginContactHandler(event: Object): void;
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clear(): void;
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clearTilemapLayerBodies(map: Phaser.Tilemap, layer?: any): void;
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convertCollisionObjects(map: Phaser.Tilemap, layer?: any, addToWorld?: boolean): Phaser.Physics.p2.Body[];
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convertTilemap(map: Phaser.Tilemap, layer?: any, addToWorld?: Boolean, optimize?: boolean): Phaser.Physics.p2.Body[];
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createBody(x: number, y: number, mass: number, addToWorld?: boolean, options?: Object, data?: Object): Phaser.Physics.p2.Body;
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createContactMaterial(materialA: Phaser.Physics.p2.Material, materialB: Phaser.Physics.p2.Material, options?: number): Phaser.Physics.p2.ContactMaterial;
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createDistanceConstraint(bodyA: any, bodyB: any, distance: number, maxForce?: number): Phaser.Physics.p2.DistanceConstraint;
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createGearConstraint(bodyA: any, bodyB: any, angle?: number, ratio?: number): Phaser.Physics.p2.GearConstraint;
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createLockConstraint(bodyA: any, bodyB: any, offset: Float32Array, angle?: number, maxForce?: number): Phaser.Physics.p2.LockConstraint;
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createMaterial(name?: string, body?: Phaser.Physics.p2.Body): Phaser.Physics.p2.Material;
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createParticle(x: number, y: number, mass: number, addToWorld?: Boolean, options?: Object, data?: Object): Phaser.Physics.p2.Body;
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createPrismaticConstraint(body: any, bodyB: any, lock?: boolean, anchorA?: Float32Array, anchorB?: Float32Array, axis?: Float32Array, maxForce?: number): Phaser.Physics.p2.PrismaticConstraint;
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createRevoluteConstraint(bodyA: any, pivotA: Float32Array, bodyB: any, pivotB: Float32Array, maxForce?: number): Phaser.Physics.p2.RevoluteContraint;
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createSpring(bodyA: any, bodyB: any, restLength?: number, stiffness?: number, damping?: number, worldA?: Float32Array, worldB?: Float32Array, localA?: Float32Array, localB?: Float32Array): Phaser.Physics.p2.Spring;
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destroy(): void;
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enable(object: any, debug?: boolean, children?: boolean): void;
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enableBody(object: Object, debug: boolean): void;
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endContactHandler(event: Object): void;
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getBodies(): Phaser.Physics.p2.Body[];
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getBody(object: Object): Phaser.Physics.p2.Body;
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getConstraints(): any[];
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getSprings(): Phaser.Physics.p2.Spring[];
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getContactMaterial(materialA: Phaser.Physics.p2.Material, materialB: Phaser.Physics.p2.Material): Phaser.Physics.p2.ContactMaterial;
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hitTest(worldPoint: Phaser.Point, bodies?: any[], precision?: number, filterStatic?: boolean): Phaser.Physics.p2.Body[];
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mpx(v: number): number;
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mpxi(v: number): number;
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pxm(v: number): number;
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pxmi(v: number): number;
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preUpdate(): void;
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removeBody(body: Phaser.Physics.p2.Body): Phaser.Physics.p2.Body;
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removeBodyNextStep(body: Phaser.Physics.p2.Body): void;
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removeConstraint(constraint: any): any;
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removeContactMaterial(material: Phaser.Physics.p2.ContactMaterial);
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removeSpring(spring: Phaser.Physics.p2.Spring): Phaser.Physics.p2.Spring;
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setBounds(x: number, y: number, width: number, height: number, left?: Boolean, right?: boolean, top?: boolean, bottom?: boolean, setCollisionGroup?: boolean): void;
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setBoundsToWorld(left?: boolean, right?: boolean, top?: boolean, bottom?: boolean, setCollisionGroup?: boolean): void;
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setCollisionGroup(object: Object, group: Phaser.Physics.p2.CollisionGroup): void;
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setImpactEvents(state: boolean): void;
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setMaterial(material: Phaser.Physics.p2.Material): Phaser.Physics.p2.Body[];
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setPostBroadphaseCallback(callback: Function, context: Object): void;
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setWorldMaterial(material: Phaser.Physics.p2.Material, left?: boolean, right?: boolean, top?: boolean, bottom?: boolean): void;
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toJSON(): Object;
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update(): void;
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updateBoundsCollisionGroup(setCollisionGroup?: boolean): void;
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}
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}
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class Arcade {
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//constructor
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constructor(game: Phaser.Game);
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@ -2970,9 +3267,6 @@ declare module Phaser {
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}
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}
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}
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@ -3145,14 +3439,14 @@ declare module Phaser {
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integer(): number;
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integerInRange(min: number, max: number): number;
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normal(): number;
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pick(ary: number[]): any;
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pick<T>(ary: T[]): T;
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real(): number;
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realInRange(min: number, max: number): number;
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rnd(): void;
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sow(seeds: any[]): void;
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sow(seeds: number[]): void;
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timestamp(min: number, max: number): number;
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uuid(): number;
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weightedPick(ary: number[]): any;
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weightedPick<T>(ary: T[]): T;
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}
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class Rectangle {
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