mirror of
https://github.com/photonstorm/phaser
synced 2024-11-11 07:34:43 +00:00
Updated TypeScript defs which now compiles against 1.2 (but still missing quite a few areas).
New build files that match them.
This commit is contained in:
parent
8fff38618d
commit
982823d875
6 changed files with 110 additions and 109 deletions
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@ -7,7 +7,7 @@
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*
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* Phaser - http://www.phaser.io
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*
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* v2.0.0 "Aes Sedai" - Built: Mon Mar 10 2014 02:30:54
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* v2.0.0 "Aes Sedai" - Built: Mon Mar 10 2014 11:07:14
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*
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* By Richard Davey http://www.photonstorm.com @photonstorm
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*
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@ -5758,17 +5758,21 @@ Phaser.Group = function (game, parent, name, addToStage) {
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*/
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this.cursor = null;
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/**
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* @property {number} _cursorIndex - Internal pointer.
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* @private
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*/
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this._cursorIndex = 0;
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/**
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* @property {Phaser.Point} cameraOffset - If this object is fixedToCamera then this stores the x/y offset that its drawn at, from the top-left of the camera view.
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*/
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this.cameraOffset = new Phaser.Point();
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/**
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* @property {boolean} enableBody - If true all Sprites created with `Group.create` or `Group.createMulitple` will have a physics body created on them. Change the body type with `Group.physicsBodyType`.
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*/
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this.enableBody = false;
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/**
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* @property {number} physicsBodyType - If Group.enableBody is true this is the type of physics body that is created on new Sprites. Phaser.Physics.ARCADE, Phaser.Physics.P2, Phaser.Physics.NINJA, etc.
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*/
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this.physicsBodyType = Phaser.Physics.ARCADE;
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/**
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* A small internal cache:
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* 0 = previous position.x
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@ -5779,10 +5783,11 @@ Phaser.Group = function (game, parent, name, addToStage) {
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* 5 = outOfBoundsFired (0 = no, 1 = yes)
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* 6 = exists (0 = no, 1 = yes)
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* 7 = fixed to camera (0 = no, 1 = yes)
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* 8 = cursor index
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* @property {Int16Array} _cache
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* @private
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*/
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this._cache = new Int16Array([0, 0, 0, 0, 1, 0, 1, 0]);
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this._cache = new Int16Array([0, 0, 0, 0, 1, 0, 1, 0, 0]);
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};
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@ -5935,6 +5940,22 @@ Phaser.Group.prototype.create = function (x, y, key, frame, exists) {
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this.cursor = child;
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}
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if (this.enableBody)
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{
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if (this.physicsBodyType === Phaser.Physics.ARCADE)
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{
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child.body = new Phaser.Physics.Arcade.Body(child);
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}
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else if (this.physicsBodyType === Phaser.Physics.NINJA && this.game.physics.ninja)
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{
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child.body = new Phaser.Physics.Ninja.Body(this.game.physics.ninja, child, 1);
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}
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else if (this.physicsBodyType === Phaser.Physics.P2 && this.game.physics.p2)
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{
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child.body = new Phaser.Physics.P2.Body(this.game, child, x, y, 1);
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}
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}
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return child;
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}
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@ -5971,16 +5992,16 @@ Phaser.Group.prototype.next = function () {
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if (this.cursor)
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{
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// Wrap the cursor?
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if (this._cursorIndex === this.children.length)
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if (this._cache[8] === this.children.length)
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{
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this._cursorIndex = 0;
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this._cache[8] = 0;
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}
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else
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{
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this._cursorIndex++;
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this._cache[8]++;
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}
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this.cursor = this.children[this._cursorIndex];
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this.cursor = this.children[this._cache[8]];
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}
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}
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@ -5995,16 +6016,16 @@ Phaser.Group.prototype.previous = function () {
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if (this.cursor)
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{
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// Wrap the cursor?
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if (this._cursorIndex === 0)
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if (this._cache[8] === 0)
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{
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this._cursorIndex = this.children.length - 1;
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this._cache[8] = this.children.length - 1;
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}
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else
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{
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this._cursorIndex--;
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this._cache[8]--;
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}
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this.cursor = this.children[this._cursorIndex];
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this.cursor = this.children[this._cache[8]];
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}
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}
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@ -35120,7 +35141,7 @@ Phaser.Physics.Arcade.prototype = {
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* A game object can only have 1 physics body active at any one time, and it can't be changed until the object is destroyed.
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*
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* @method Phaser.Physics.Arcade#enable
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* @param {object|array|Phaser.Group} object - The game object to create the physics body on. Can also be an array of objects, a body will be created on every object in the array that has a body parameter.
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* @param {object|array|Phaser.Group} object - The game object to create the physics body on. Can also be an array or Group of objects, a body will be created on every child that has a `body` property.
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* @param {boolean} [children=true] - Should a body be created on all children of this object? If true it will propagate down the display list.
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*/
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enable: function (object, children) {
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@ -35855,7 +35876,7 @@ Phaser.Physics.Arcade.prototype = {
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// This is special case code that handles things like horizontal moving platforms you can ride
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if (body2.moves)
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{
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body1.x += body2.x - body2.preX;
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body1.x += body2.x - body2.prev.x;
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}
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}
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else if (!body2.immovable)
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@ -35866,7 +35887,7 @@ Phaser.Physics.Arcade.prototype = {
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// This is special case code that handles things like horizontal moving platforms you can ride
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if (body1.moves)
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{
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body2.x += body1.x - body1.preX;
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body2.x += body1.x - body1.prev.x;
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}
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}
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19
build/custom/phaser-no-libs.min.js
vendored
19
build/custom/phaser-no-libs.min.js
vendored
File diff suppressed because one or more lines are too long
72
build/phaser.d.ts
vendored
72
build/phaser.d.ts
vendored
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@ -2521,21 +2521,13 @@ declare module Phaser {
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class Arcade {
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//constructor
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constructor(game: Phaser.Game);
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//static methods
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static CIRCLE: number;
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static POLYGON: number;
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static RECT: number;
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//members
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bounds: Phaser.Rectangle;
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game: Phaser.Game;
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gravity: Phaser.Point;
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maxLevels: number;
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maxObjects: number;
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quadTree: Phaser.QuadTree;
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worldBottom: SAT.Box;
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worldLeft: SAT.Box;
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worldPolys: SAT.Polygon[];
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worldRight: SAT.Box;
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worldTop: SAT.Box;
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//methods
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accelerateToObject(displayObject: any, destination: any, speed?: number, xSpeedMax?: number, ySpeedMax?: number): number;
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accelerateToPointer(displayObject: any, pointer: any, speed?: number, xSpeedMax?: number, ySpeedMax?: number): number;
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@ -2568,13 +2560,18 @@ declare module Phaser {
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module Arcade {
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class FaceChoices {
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none: boolean;
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any: boolean;
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up: boolean;
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down: boolean;
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left: boolean;
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right: boolean;
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}
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class Body {
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//constructor
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constructor(sprite: Phaser.Sprite);
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//static members
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static CIRCLE: number;
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static POLYGON: number;
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static RECT: number;
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//members
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acceleration: Phaser.Point;
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allowGravity: boolean;
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@ -2583,23 +2580,21 @@ declare module Phaser {
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angularAcceleration: number;
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angularDrag: number;
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angularVelocity: number;
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blocked: FaceChoices;
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bottom: number;
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bounce: Phaser.Point;
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checkCollision: FaceChoices;
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collideCallback: any;
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collideCallbackContext: any;
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collideWorldBounds: boolean;
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contacts: Phaser.Physics.Arcade.Body[];
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customSeparateCallback: Function;
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customSeparateContext: any;
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drag: Phaser.Point;
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facing: number;
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game: Phaser.Game;
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gravity: Phaser.Point;
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height: number;
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immovable: boolean;
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left: number;
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linearDamping: number;
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mass: number;
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maxAngular: number;
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maxVelocity: Phaser.Point;
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@ -2608,14 +2603,13 @@ declare module Phaser {
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offset: Phaser.Point;
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overlapX: number;
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overlapY: number;
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polygon: SAT.Polygon;
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preRotation: number;
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preX: number;
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preY: number;
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prev: Phaser.Point;
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rebound: boolean;
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right: number;
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rotation: number;
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shape: any;
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speed: number;
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sprite: Phaser.Sprite;
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top: number;
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@ -2626,55 +2620,19 @@ declare module Phaser {
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x: number;
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y: number;
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//methods
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add(v:SAT.Vector): void;
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addContact(body: Phaser.Physics.Arcade.Body): boolean;
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applyDamping(): void;
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checkBlocked(): void;
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checkWorldBounds(): void;
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deltaX(): number;
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deltaY(): number;
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deltaZ(): number;
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destroy(): void;
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exchange(body: Phaser.Physics.Arcade.Body): void;
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getDownwardForce(): number;
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getUpwardForce(): number;
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give(body: Phaser.Physics.Arcade.Body, response: SAT.Response): void;
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hitBottom(body: Phaser.Physics.Arcade.Body, response: SAT.Response): void;
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hitLeft(body: Phaser.Physics.Arcade.Body, response: SAT.Response): void;
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hitRight(body: Phaser.Physics.Arcade.Body, response: SAT.Response): void;
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hitTop(body: Phaser.Physics.Arcade.Body, response: SAT.Response): void;
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inContact(body: Phaser.Physics.Arcade.Body): boolean;
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integrateVelocity(): void;
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onFloor(): boolean;
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onWall(): boolean;
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overlap(body: Phaser.Physics.Arcade.Body, response: SAT.Response): boolean;
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postUpdate(): void;
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preUpdate(): void;
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processRebound(body: Phaser.Physics.Arcade.Body): void;
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reboundCheck(x: number, y: number, rebound: boolean): void;
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removeContact(body: Phaser.Physics.Arcade.Body): boolean;
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setSize(width: number, height: number, offsetX: number, offsetY: number): void;
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reset(full: boolean): void;
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separate(body: Phaser.Physics.Arcade.Body, response: SAT.Response): boolean;
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setCircle(radius: number, offsetX?: number, offsetY?: number): void;
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setPolygon(points: any[]): void;
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setRectangle(width?: number, height?: number, translateX?: number, translateY?: number): void;
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split(body: Phaser.Physics.Arcade.Body, response: SAT.Response): void;
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sub(v: SAT.Vector): void;
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take(body: Phaser.Physics.Arcade.Body, response: SAT.Response): void;
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translate(x: number, y: number): void;
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update(): void;
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updateBounds(): void;
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updateScale(): void;
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}
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class FaceChoices {
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none: boolean;
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any: boolean;
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up: boolean;
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down: boolean;
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left: boolean;
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right: boolean;
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x: number;
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y: number;
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}
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}
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}
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@ -7,7 +7,7 @@
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*
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* Phaser - http://www.phaser.io
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*
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* v2.0.0 "Aes Sedai" - Built: Mon Mar 10 2014 02:30:55
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* v2.0.0 "Aes Sedai" - Built: Mon Mar 10 2014 11:07:15
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*
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* By Richard Davey http://www.photonstorm.com @photonstorm
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*
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@ -9603,7 +9603,7 @@ PIXI.RenderTexture.tempMatrix = new PIXI.Matrix();
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*
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* Phaser - http://www.phaser.io
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*
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* v2.0.0 "Aes Sedai" - Built: Mon Mar 10 2014 02:30:54
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* v2.0.0 "Aes Sedai" - Built: Mon Mar 10 2014 11:07:14
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*
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* By Richard Davey http://www.photonstorm.com @photonstorm
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*
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@ -15354,17 +15354,21 @@ Phaser.Group = function (game, parent, name, addToStage) {
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*/
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this.cursor = null;
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/**
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* @property {number} _cursorIndex - Internal pointer.
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* @private
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*/
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this._cursorIndex = 0;
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/**
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* @property {Phaser.Point} cameraOffset - If this object is fixedToCamera then this stores the x/y offset that its drawn at, from the top-left of the camera view.
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*/
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this.cameraOffset = new Phaser.Point();
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/**
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* @property {boolean} enableBody - If true all Sprites created with `Group.create` or `Group.createMulitple` will have a physics body created on them. Change the body type with `Group.physicsBodyType`.
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*/
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this.enableBody = false;
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/**
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* @property {number} physicsBodyType - If Group.enableBody is true this is the type of physics body that is created on new Sprites. Phaser.Physics.ARCADE, Phaser.Physics.P2, Phaser.Physics.NINJA, etc.
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*/
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this.physicsBodyType = Phaser.Physics.ARCADE;
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/**
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* A small internal cache:
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* 0 = previous position.x
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@ -15375,10 +15379,11 @@ Phaser.Group = function (game, parent, name, addToStage) {
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* 5 = outOfBoundsFired (0 = no, 1 = yes)
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* 6 = exists (0 = no, 1 = yes)
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* 7 = fixed to camera (0 = no, 1 = yes)
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* 8 = cursor index
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* @property {Int16Array} _cache
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* @private
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*/
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this._cache = new Int16Array([0, 0, 0, 0, 1, 0, 1, 0]);
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this._cache = new Int16Array([0, 0, 0, 0, 1, 0, 1, 0, 0]);
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};
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@ -15531,6 +15536,22 @@ Phaser.Group.prototype.create = function (x, y, key, frame, exists) {
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this.cursor = child;
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}
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if (this.enableBody)
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{
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if (this.physicsBodyType === Phaser.Physics.ARCADE)
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{
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child.body = new Phaser.Physics.Arcade.Body(child);
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}
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else if (this.physicsBodyType === Phaser.Physics.NINJA && this.game.physics.ninja)
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{
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child.body = new Phaser.Physics.Ninja.Body(this.game.physics.ninja, child, 1);
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}
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else if (this.physicsBodyType === Phaser.Physics.P2 && this.game.physics.p2)
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{
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child.body = new Phaser.Physics.P2.Body(this.game, child, x, y, 1);
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}
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}
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return child;
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}
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@ -15567,16 +15588,16 @@ Phaser.Group.prototype.next = function () {
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if (this.cursor)
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{
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// Wrap the cursor?
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if (this._cursorIndex === this.children.length)
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if (this._cache[8] === this.children.length)
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{
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this._cursorIndex = 0;
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this._cache[8] = 0;
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}
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else
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{
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this._cursorIndex++;
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this._cache[8]++;
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}
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this.cursor = this.children[this._cursorIndex];
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this.cursor = this.children[this._cache[8]];
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}
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}
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@ -15591,16 +15612,16 @@ Phaser.Group.prototype.previous = function () {
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if (this.cursor)
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{
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// Wrap the cursor?
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if (this._cursorIndex === 0)
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if (this._cache[8] === 0)
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{
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this._cursorIndex = this.children.length - 1;
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this._cache[8] = this.children.length - 1;
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}
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else
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{
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this._cursorIndex--;
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this._cache[8]--;
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}
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this.cursor = this.children[this._cursorIndex];
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this.cursor = this.children[this._cache[8]];
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}
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}
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@ -44716,7 +44737,7 @@ Phaser.Physics.Arcade.prototype = {
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* A game object can only have 1 physics body active at any one time, and it can't be changed until the object is destroyed.
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*
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* @method Phaser.Physics.Arcade#enable
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* @param {object|array|Phaser.Group} object - The game object to create the physics body on. Can also be an array of objects, a body will be created on every object in the array that has a body parameter.
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* @param {object|array|Phaser.Group} object - The game object to create the physics body on. Can also be an array or Group of objects, a body will be created on every child that has a `body` property.
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* @param {boolean} [children=true] - Should a body be created on all children of this object? If true it will propagate down the display list.
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*/
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enable: function (object, children) {
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@ -45451,7 +45472,7 @@ Phaser.Physics.Arcade.prototype = {
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// This is special case code that handles things like horizontal moving platforms you can ride
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if (body2.moves)
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{
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body1.x += body2.x - body2.preX;
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body1.x += body2.x - body2.prev.x;
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}
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}
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else if (!body2.immovable)
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@ -45462,7 +45483,7 @@ Phaser.Physics.Arcade.prototype = {
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// This is special case code that handles things like horizontal moving platforms you can ride
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if (body1.moves)
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{
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body2.x += body1.x - body1.preX;
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body2.x += body1.x - body1.prev.x;
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}
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}
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6
build/phaser.min.js
vendored
6
build/phaser.min.js
vendored
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