3.22 release defs

This commit is contained in:
Richard Davey 2020-01-15 12:12:39 +00:00
parent 22d5c7a69e
commit 8a741e2c62

38
types/phaser.d.ts vendored
View file

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