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3.22 release defs
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1 changed files with 26 additions and 12 deletions
38
types/phaser.d.ts
vendored
38
types/phaser.d.ts
vendored
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@ -45531,14 +45531,14 @@ declare namespace Phaser {
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/**
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*
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* @param loader A reference to the Loader that is responsible for this file.
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* @param key The key of the file. Must be unique within both the Loader and the Texture Manager.
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* @param key The key of the file. Must be unique within both the Loader and the Texture Manager. Or a config object.
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* @param atlasURL The absolute or relative URL to load the multi atlas json file from.
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* @param path Optional path to use when loading the textures defined in the atlas data.
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* @param baseURL Optional Base URL to use when loading the textures defined in the atlas data.
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* @param atlasXhrSettings Extra XHR Settings specifically for the atlas json file.
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* @param textureXhrSettings Extra XHR Settings specifically for the texture files.
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*/
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constructor(loader: Phaser.Loader.LoaderPlugin, key: string, atlasURL?: string, path?: string, baseURL?: string, atlasXhrSettings?: Phaser.Types.Loader.XHRSettingsObject, textureXhrSettings?: Phaser.Types.Loader.XHRSettingsObject);
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constructor(loader: Phaser.Loader.LoaderPlugin, key: string | Phaser.Types.Loader.FileTypes.MultiAtlasFileConfig, atlasURL?: string, path?: string, baseURL?: string, atlasXhrSettings?: Phaser.Types.Loader.XHRSettingsObject, textureXhrSettings?: Phaser.Types.Loader.XHRSettingsObject);
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/**
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* Called by each File when it finishes loading.
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@ -54343,6 +54343,10 @@ declare namespace Phaser {
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* The absolute or relative URL to load the multi atlas json file from. Or, a well formed JSON object.
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*/
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atlasURL?: string;
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/**
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* An alias for 'atlasURL'. If given, it overrides anything set in 'atlasURL'.
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*/
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url?: string;
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/**
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* The default file extension to use for the atlas json if no url is provided.
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*/
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@ -60694,21 +60698,23 @@ declare namespace Phaser {
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rotation: number;
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/**
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* The Body's rotation, in degrees, during the previous step.
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* The Body rotation, in degrees, during the previous step.
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*/
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preRotation: number;
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/**
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* The width of the Body's boundary, in pixels.
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* If the Body is circular, this is also the Body's diameter.
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* The width of the Body boundary, in pixels.
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* If the Body is circular, this is also the diameter.
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* If you wish to change the width use the `Body.setSize` method.
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*/
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width: number;
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readonly width: number;
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/**
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* The height of the Body's boundary, in pixels.
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* If the Body is circular, this is also the Body's diameter.
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* The height of the Body boundary, in pixels.
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* If the Body is circular, this is also the diameter.
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* If you wish to change the height use the `Body.setSize` method.
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*/
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height: number;
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readonly height: number;
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/**
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* The unscaled width of the Body, in source pixels, as set by setSize().
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@ -77313,8 +77319,8 @@ declare namespace Phaser {
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/**
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* Send this Scene to sleep.
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*
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* A sleeping Scene doesn't run it's update step or render anything, but it also isn't shut down
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* or have any of its systems or children removed, meaning it can be re-activated at any point and
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* A sleeping Scene doesn't run its update step or render anything, but it also isn't shut down
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* or has any of its systems or children removed, meaning it can be re-activated at any point and
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* will carry on from where it left off. It also keeps everything in memory and events and callbacks
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* from other Scenes may still invoke changes within it, so be careful what is left active.
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* @param data A data object that will be passed in the 'sleep' event.
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@ -77327,6 +77333,14 @@ declare namespace Phaser {
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*/
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wake(data?: object): Phaser.Scenes.Systems;
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/**
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* Returns any data that was sent to this Scene by another Scene.
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*
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* The data is also passed to `Scene.init` and in various Scene events, but
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* you can access it at any point via this method.
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*/
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getData(): any;
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/**
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* Is this Scene sleeping?
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*/
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@ -78479,7 +78493,7 @@ declare namespace Phaser {
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* Be aware of https://developers.google.com/web/updates/2017/09/autoplay-policy-changes
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* @param game Reference to the current game instance.
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*/
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function SoundManagerCreator(game: Phaser.Game): void;
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function SoundManagerCreator(game: Phaser.Game): Phaser.Sound.HTML5AudioSoundManager | Phaser.Sound.WebAudioSoundManager | Phaser.Sound.NoAudioSoundManager;
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/**
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* Web Audio API implementation of the sound.
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