mirror of
https://github.com/photonstorm/phaser
synced 2024-11-22 04:33:31 +00:00
v3.60 Beta 23 Release
This commit is contained in:
parent
4e18d35098
commit
9a86f95d98
9 changed files with 2594 additions and 1088 deletions
149
dist/phaser-arcade-physics.js
vendored
149
dist/phaser-arcade-physics.js
vendored
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@ -7607,7 +7607,7 @@ module.exports = 'animationstop';
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* The Animation Update Event.
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*
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* This event is dispatched by a Sprite when an animation playing on it updates. This happens when the animation changes frame.
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* An animation will change frame based on the frme rate and other factors like `timeScale` and `delay`. It can also change
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* An animation will change frame based on the frame rate and other factors like `timeScale` and `delay`. It can also change
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* frame when stopped or restarted.
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*
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* Listen for it on the Sprite using `sprite.on('animationupdate', listener)`
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@ -15679,7 +15679,7 @@ var CONST = {
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* @type {string}
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* @since 3.0.0
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*/
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VERSION: '3.60.0-beta.22',
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VERSION: '3.60.0-beta.23',
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BlendModes: __webpack_require__(95723),
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@ -35178,11 +35178,11 @@ var SceneEvents = __webpack_require__(7599);
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/**
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* @classdesc
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* The Game Object Creator is a Scene plugin that allows you to quickly create many common
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* types of Game Objects and return them. Unlike the Game Object Factory, they are not automatically
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* added to the Scene.
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* types of Game Objects and return them using a configuration object, rather than
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* having to specify a limited set of parameters such as with the GameObjectFactory.
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*
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* Game Objects directly register themselves with the Creator and inject their own creation
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* methods into the class.
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* Game Objects made via this class are automatically added to the Scene and Update List
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* unless you explicitly set the `add` property in the configuration object to `false`.
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*
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* @class GameObjectCreator
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* @memberof Phaser.GameObjects
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@ -41798,10 +41798,12 @@ var FX = new Class({
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this.enabled = false;
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/**
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* An array containing all of the FX Controllers that
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* An array containing all of the Pre FX Controllers that
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* have been added to this FX Component. They are processed in
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* the order they are added.
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*
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* This array is empty if this is a Post FX Component.
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*
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* @name Phaser.GameObjects.Components.FX#list
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* @type {Phaser.FX.Controller[]}
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* @since 3.60.0
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@ -41894,6 +41896,8 @@ var FX = new Class({
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*
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* You can check the `enabled` property to see if the Game Object is already enabled, or not.
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*
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* This only applies to Pre FX. Post FX are always enabled.
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*
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* @method Phaser.GameObjects.Components.FX#enable
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* @since 3.60.0
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*
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@ -41901,6 +41905,11 @@ var FX = new Class({
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*/
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enable: function (padding)
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{
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if (this.isPost)
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{
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return;
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}
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var renderer = this.gameObject.scene.sys.renderer;
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if (renderer && renderer.pipelines)
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@ -41921,23 +41930,26 @@ var FX = new Class({
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},
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/**
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* Destroys and removes all Pre and Post FX Controllers that are part of this FX Component,
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* Destroys and removes all FX Controllers that are part of this FX Component,
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* then disables it.
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*
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* If this is a Pre FX Component it will only remove Pre FX.
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* If this is a Post FX Component it will only remove Post FX.
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*
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* To remove both at once use the `GameObject.clearFX` method instead.
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*
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* @method Phaser.GameObjects.Components.FX#clear
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* @since 3.60.0
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*
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* @param {boolean} [removePre=true] - Should the Pre FX Controllers be removed?
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* @param {boolean} [removePost=true] - Should the Post FX Controllers be removed?
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*
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* @return {this} This Game Object instance.
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*/
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clear: function (removePre, removePost)
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clear: function ()
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{
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if (removePre === undefined) { removePre = true; }
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if (removePost === undefined) { removePost = true; }
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if (removePre)
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if (this.isPost)
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{
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this.gameObject.resetPostPipeline(true);
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}
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else
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{
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var list = this.list;
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@ -41949,11 +41961,6 @@ var FX = new Class({
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this.list = [];
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}
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if (removePost)
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{
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this.gameObject.resetPostPipeline(true);
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}
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this.enabled = false;
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return this.gameObject;
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@ -41962,20 +41969,45 @@ var FX = new Class({
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/**
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* Searches for the given FX Controller within this FX Component.
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*
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* If found, the controller is removed from this compoent and then destroyed.
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* If found, the controller is removed from this component and then destroyed.
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*
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* @method Phaser.GameObjects.Components.FX#remove
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* @since 3.60.0
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*
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* @generic {Phaser.FX.Controller} T
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* @genericUse {T} - [fx]
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*
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* @param {Phaser.FX.Controller} fx - The FX Controller to remove from this FX Component.
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*
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* @return {this} This Game Object instance.
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*/
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remove: function (fx)
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{
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var i;
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if (this.isPost)
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{
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var pipelines = this.gameObject.getPostPipeline(fx.type);
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for (i = 0; i < pipelines.length; i++)
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{
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var pipeline = pipelines[i];
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if (pipeline.controller === fx)
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{
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this.gameObject.removePostPipeline(pipeline);
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fx.destroy();
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break;
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}
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}
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}
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else
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{
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var list = this.list;
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for (var i = 0; i < list.length; i++)
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for (i = 0; i < list.length; i++)
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{
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if (list[i] === fx)
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{
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@ -41984,6 +42016,7 @@ var FX = new Class({
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fx.destroy();
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}
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}
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}
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return this.gameObject;
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},
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@ -41994,14 +42027,14 @@ var FX = new Class({
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* This will reset the pipeline on the Game Object that owns this component back to its
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* default and flag this component as disabled.
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*
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* You can re-enable it again by calling `enable`.
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* You can re-enable it again by calling `enable` for Pre FX or by adding an FX for Post FX.
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*
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* Optionally, set `clear` to destroy all current Per and Post FX Controllers.
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* Optionally, set `clear` to destroy all current FX Controllers.
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*
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* @method Phaser.GameObjects.Components.FX#disable
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* @since 3.60.0
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*
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* @param {boolean} [clear=false] - Destroy and remove all Pre and Post FX Controllers that are part of this FX Component.
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* @param {boolean} [clear=false] - Destroy and remove all FX Controllers that are part of this component.
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*
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* @return {this} This Game Object instance.
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*/
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@ -42009,7 +42042,10 @@ var FX = new Class({
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{
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if (clear === undefined) { clear = false; }
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if (!this.isPost)
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{
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this.gameObject.resetPipeline();
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}
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this.enabled = false;
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@ -42031,6 +42067,9 @@ var FX = new Class({
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* @method Phaser.GameObjects.Components.FX#add
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* @since 3.60.0
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*
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* @generic {Phaser.FX.Controller} T
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* @genericUse {T} - [fx]
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*
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* @param {Phaser.FX.Controller} fx - The FX Controller to add to this FX Component.
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* @param {object} [config] - Optional configuration object that is passed to the pipeline during instantiation.
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*
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@ -44387,6 +44426,34 @@ var PostPipeline = {
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this.hasPostPipeline = (this.postPipelines.length > 0);
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return this;
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},
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/**
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* Removes all Pre and Post FX Controllers from this Game Object.
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*
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* If you wish to remove a single controller, use the `preFX.remove(fx)` or `postFX.remove(fx)` methods instead.
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*
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* If you wish to clear a single controller, use the `preFX.clear()` or `postFX.clear()` methods instead.
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*
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* @method Phaser.GameObjects.Components.PostPipeline#clearFX
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* @webglOnly
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* @since 3.60.0
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*
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* @return {this} This Game Object.
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*/
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clearFX: function ()
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{
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if (this.preFX)
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{
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this.preFX.clear();
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}
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if (this.postFX)
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{
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this.postFX.clear();
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}
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return this;
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}
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@ -135162,7 +135229,7 @@ var MATH_CONST = {
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/**
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* The value of PI * 0.5.
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*
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* Yes, we undertstand that this should actually be PI * 2, but
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* Yes, we understand that this should actually be PI * 2, but
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* it has been like this for so long we can't change it now.
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* If you need PI * 2, use the PI2 constant instead.
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*
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@ -138667,8 +138734,10 @@ var Image = __webpack_require__(1539);
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* @extends Phaser.GameObjects.Components.Depth
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* @extends Phaser.GameObjects.Components.Flip
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* @extends Phaser.GameObjects.Components.GetBounds
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* @extends Phaser.GameObjects.Components.Mask
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* @extends Phaser.GameObjects.Components.Origin
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* @extends Phaser.GameObjects.Components.Pipeline
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* @extends Phaser.GameObjects.Components.PostPipeline
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* @extends Phaser.GameObjects.Components.ScrollFactor
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* @extends Phaser.GameObjects.Components.Size
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* @extends Phaser.GameObjects.Components.Texture
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@ -139498,8 +139567,10 @@ var Sprite = __webpack_require__(13747);
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* @extends Phaser.GameObjects.Components.Depth
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* @extends Phaser.GameObjects.Components.Flip
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* @extends Phaser.GameObjects.Components.GetBounds
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* @extends Phaser.GameObjects.Components.Mask
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* @extends Phaser.GameObjects.Components.Origin
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* @extends Phaser.GameObjects.Components.Pipeline
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* @extends Phaser.GameObjects.Components.PostPipeline
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* @extends Phaser.GameObjects.Components.ScrollFactor
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* @extends Phaser.GameObjects.Components.Size
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* @extends Phaser.GameObjects.Components.Texture
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@ -183783,7 +183854,6 @@ var WebAudioSound = new Class({
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{
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if (this.isPlaying && this.spatialSource)
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{
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var x = GetFastValue(this.spatialSource, 'x', null);
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var y = GetFastValue(this.spatialSource, 'y', null);
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@ -183795,7 +183865,6 @@ var WebAudioSound = new Class({
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{
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this._spatialy = this.spatialNode.positionY.value = y;
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}
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}
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if (this.hasEnded)
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@ -197216,6 +197285,10 @@ var Tileset = __webpack_require__(47975);
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* child called 'Layer 1'. In the Tilemap object, 'Layer 1' will have the name
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* 'ParentGroup/Layer 1'.
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*
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* The Phaser Tiled Parser does **not** support the 'Collection of Images' feature for a Tileset.
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* You must ensure all of your tiles are contained in a single tileset image file (per layer)
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* and have this 'embedded' in the exported Tiled JSON map data.
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*
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* @class Tilemap
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* @memberof Phaser.Tilemaps
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* @constructor
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@ -197555,7 +197628,7 @@ var Tilemap = new Class({
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if (tileMargin === undefined) { tileMargin = 0; }
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if (tileSpacing === undefined) { tileSpacing = 0; }
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if (gid === undefined) { gid = 0; }
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if (tileOffset === undefined) { tileOffset = {x: 0, y: 0} }
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if (tileOffset === undefined) { tileOffset = { x: 0, y: 0 }; }
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tileset = new Tileset(tilesetName, gid, tileWidth, tileHeight, tileMargin, tileSpacing, undefined, undefined, tileOffset);
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@ -201700,7 +201773,7 @@ var Vector2 = __webpack_require__(93736);
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/**
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* @classdesc
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* A Tileset is a combination of an image containing the tiles and a container for data about
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* A Tileset is a combination of a single image containing the tiles and a container for data about
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* each tile.
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*
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* @class Tileset
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@ -210379,6 +210452,16 @@ var Timeline = new Class({
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/**
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* Adds one or more events to this Timeline.
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*
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* You can pass in a single configuration object, or an array of them:
|
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*
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* ```js
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* const timeline = this.add.timeline({
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* at: 1000,
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* run: () => {
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* this.add.sprite(400, 300, 'logo');
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* }
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* });
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* ```
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*
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* @method Phaser.Time.Timeline#add
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* @since 3.60.0
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@ -216589,7 +216672,7 @@ var Tween = new Class({
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* @method Phaser.GameObjects.GameObjectFactory#tween
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* @since 3.0.0
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*
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* @param {Phaser.Types.Tweens.TweenBuilderConfig|object} config - The Tween configuration.
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* @param {Phaser.Types.Tweens.TweenBuilderConfig|Phaser.Types.Tweens.TweenChainBuilderConfig|Phaser.Tweens.Tween|Phaser.Tweens.TweenChain} config - A Tween Configuration object, or a Tween or TweenChain instance.
|
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*
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* @return {Phaser.Tweens.Tween} The Tween that was created.
|
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*/
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@ -216606,7 +216689,7 @@ GameObjectFactory.register('tween', function (config)
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* @method Phaser.GameObjects.GameObjectCreator#tween
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* @since 3.0.0
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*
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* @param {Phaser.Types.Tweens.TweenBuilderConfig|object} config - The Tween configuration.
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* @param {Phaser.Types.Tweens.TweenBuilderConfig|Phaser.Types.Tweens.TweenChainBuilderConfig|Phaser.Tweens.Tween|Phaser.Tweens.TweenChain} config - A Tween Configuration object, or a Tween or TweenChain instance.
|
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*
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* @return {Phaser.Tweens.Tween} The Tween that was created.
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*/
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types/phaser.d.ts
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@ -2422,7 +2422,7 @@ declare namespace Phaser {
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* The Animation Update Event.
|
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*
|
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* This event is dispatched by a Sprite when an animation playing on it updates. This happens when the animation changes frame.
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* An animation will change frame based on the frme rate and other factors like `timeScale` and `delay`. It can also change
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* An animation will change frame based on the frame rate and other factors like `timeScale` and `delay`. It can also change
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* frame when stopped or restarted.
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||||
*
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||||
* Listen for it on the Sprite using `sprite.on('animationupdate', listener)`
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||||
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@ -3830,6 +3830,15 @@ declare namespace Phaser {
|
|||
*/
|
||||
removePostPipeline(pipeline: string | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline): this;
|
||||
|
||||
/**
|
||||
* Removes all Pre and Post FX Controllers from this Game Object.
|
||||
*
|
||||
* If you wish to remove a single controller, use the `preFX.remove(fx)` or `postFX.remove(fx)` methods instead.
|
||||
*
|
||||
* If you wish to clear a single controller, use the `preFX.clear()` or `postFX.clear()` methods instead.
|
||||
*/
|
||||
clearFX(): this;
|
||||
|
||||
}
|
||||
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||||
/**
|
||||
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@ -11556,6 +11565,15 @@ declare namespace Phaser {
|
|||
*/
|
||||
removePostPipeline(pipeline: string | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline): this;
|
||||
|
||||
/**
|
||||
* Removes all Pre and Post FX Controllers from this Game Object.
|
||||
*
|
||||
* If you wish to remove a single controller, use the `preFX.remove(fx)` or `postFX.remove(fx)` methods instead.
|
||||
*
|
||||
* If you wish to clear a single controller, use the `preFX.clear()` or `postFX.clear()` methods instead.
|
||||
*/
|
||||
clearFX(): this;
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||||
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||||
/**
|
||||
* The horizontal scroll factor of this Game Object.
|
||||
*
|
||||
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@ -12979,6 +12997,15 @@ declare namespace Phaser {
|
|||
*/
|
||||
removePostPipeline(pipeline: string | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline): this;
|
||||
|
||||
/**
|
||||
* Removes all Pre and Post FX Controllers from this Game Object.
|
||||
*
|
||||
* If you wish to remove a single controller, use the `preFX.remove(fx)` or `postFX.remove(fx)` methods instead.
|
||||
*
|
||||
* If you wish to clear a single controller, use the `preFX.clear()` or `postFX.clear()` methods instead.
|
||||
*/
|
||||
clearFX(): this;
|
||||
|
||||
/**
|
||||
* The horizontal scroll factor of this Game Object.
|
||||
*
|
||||
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@ -13846,6 +13873,15 @@ declare namespace Phaser {
|
|||
*/
|
||||
removePostPipeline(pipeline: string | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline): this;
|
||||
|
||||
/**
|
||||
* Removes all Pre and Post FX Controllers from this Game Object.
|
||||
*
|
||||
* If you wish to remove a single controller, use the `preFX.remove(fx)` or `postFX.remove(fx)` methods instead.
|
||||
*
|
||||
* If you wish to clear a single controller, use the `preFX.clear()` or `postFX.clear()` methods instead.
|
||||
*/
|
||||
clearFX(): this;
|
||||
|
||||
/**
|
||||
* The horizontal scroll factor of this Game Object.
|
||||
*
|
||||
|
@ -14752,9 +14788,11 @@ declare namespace Phaser {
|
|||
*/
|
||||
enabled: boolean;
|
||||
/**
|
||||
* An array containing all of the FX Controllers that
|
||||
* An array containing all of the Pre FX Controllers that
|
||||
* have been added to this FX Component. They are processed in
|
||||
* the order they are added.
|
||||
*
|
||||
* This array is empty if this is a Post FX Component.
|
||||
*/
|
||||
list: Phaser.FX.Controller[];
|
||||
/**
|
||||
|
@ -14806,33 +14844,38 @@ declare namespace Phaser {
|
|||
* This is called automatically whenever you call a method such as `addBloom`, etc.
|
||||
*
|
||||
* You can check the `enabled` property to see if the Game Object is already enabled, or not.
|
||||
*
|
||||
* This only applies to Pre FX. Post FX are always enabled.
|
||||
* @param padding The amount of padding to add to this Game Object. Default 0.
|
||||
*/
|
||||
enable(padding?: number): void;
|
||||
/**
|
||||
* Destroys and removes all Pre and Post FX Controllers that are part of this FX Component,
|
||||
* Destroys and removes all FX Controllers that are part of this FX Component,
|
||||
* then disables it.
|
||||
* @param removePre Should the Pre FX Controllers be removed? Default true.
|
||||
* @param removePost Should the Post FX Controllers be removed? Default true.
|
||||
*
|
||||
* If this is a Pre FX Component it will only remove Pre FX.
|
||||
* If this is a Post FX Component it will only remove Post FX.
|
||||
*
|
||||
* To remove both at once use the `GameObject.clearFX` method instead.
|
||||
*/
|
||||
clear(removePre?: boolean, removePost?: boolean): this;
|
||||
clear(): this;
|
||||
/**
|
||||
* Searches for the given FX Controller within this FX Component.
|
||||
*
|
||||
* If found, the controller is removed from this compoent and then destroyed.
|
||||
* If found, the controller is removed from this component and then destroyed.
|
||||
* @param fx The FX Controller to remove from this FX Component.
|
||||
*/
|
||||
remove(fx: Phaser.FX.Controller): this;
|
||||
remove<T extends Phaser.FX.Controller>(fx: T): this;
|
||||
/**
|
||||
* Disables this FX Component.
|
||||
*
|
||||
* This will reset the pipeline on the Game Object that owns this component back to its
|
||||
* default and flag this component as disabled.
|
||||
*
|
||||
* You can re-enable it again by calling `enable`.
|
||||
* You can re-enable it again by calling `enable` for Pre FX or by adding an FX for Post FX.
|
||||
*
|
||||
* Optionally, set `clear` to destroy all current Per and Post FX Controllers.
|
||||
* @param clear Destroy and remove all Pre and Post FX Controllers that are part of this FX Component. Default false.
|
||||
* Optionally, set `clear` to destroy all current FX Controllers.
|
||||
* @param clear Destroy and remove all FX Controllers that are part of this component. Default false.
|
||||
*/
|
||||
disable(clear?: boolean): this;
|
||||
/**
|
||||
|
@ -14844,7 +14887,7 @@ declare namespace Phaser {
|
|||
* @param fx The FX Controller to add to this FX Component.
|
||||
* @param config Optional configuration object that is passed to the pipeline during instantiation.
|
||||
*/
|
||||
add(fx: Phaser.FX.Controller, config?: object): Phaser.FX.Controller;
|
||||
add<T extends Phaser.FX.Controller>(fx: T, config?: object): Phaser.FX.Controller;
|
||||
/**
|
||||
* Adds a Glow effect.
|
||||
*
|
||||
|
@ -15548,6 +15591,14 @@ declare namespace Phaser {
|
|||
* @param pipeline The string-based name of the pipeline, or a pipeline class.
|
||||
*/
|
||||
removePostPipeline(pipeline: string | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline): this;
|
||||
/**
|
||||
* Removes all Pre and Post FX Controllers from this Game Object.
|
||||
*
|
||||
* If you wish to remove a single controller, use the `preFX.remove(fx)` or `postFX.remove(fx)` methods instead.
|
||||
*
|
||||
* If you wish to clear a single controller, use the `preFX.clear()` or `postFX.clear()` methods instead.
|
||||
*/
|
||||
clearFX(): this;
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -17281,6 +17332,15 @@ declare namespace Phaser {
|
|||
*/
|
||||
removePostPipeline(pipeline: string | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline): this;
|
||||
|
||||
/**
|
||||
* Removes all Pre and Post FX Controllers from this Game Object.
|
||||
*
|
||||
* If you wish to remove a single controller, use the `preFX.remove(fx)` or `postFX.remove(fx)` methods instead.
|
||||
*
|
||||
* If you wish to clear a single controller, use the `preFX.clear()` or `postFX.clear()` methods instead.
|
||||
*/
|
||||
clearFX(): this;
|
||||
|
||||
/**
|
||||
* A property indicating that a Game Object has this component.
|
||||
*/
|
||||
|
@ -19707,11 +19767,11 @@ declare namespace Phaser {
|
|||
|
||||
/**
|
||||
* The Game Object Creator is a Scene plugin that allows you to quickly create many common
|
||||
* types of Game Objects and return them. Unlike the Game Object Factory, they are not automatically
|
||||
* added to the Scene.
|
||||
* types of Game Objects and return them using a configuration object, rather than
|
||||
* having to specify a limited set of parameters such as with the GameObjectFactory.
|
||||
*
|
||||
* Game Objects directly register themselves with the Creator and inject their own creation
|
||||
* methods into the class.
|
||||
* Game Objects made via this class are automatically added to the Scene and Update List
|
||||
* unless you explicitly set the `add` property in the configuration object to `false`.
|
||||
*/
|
||||
class GameObjectCreator {
|
||||
/**
|
||||
|
@ -19981,9 +20041,9 @@ declare namespace Phaser {
|
|||
* Creates a new Tween object and returns it.
|
||||
*
|
||||
* Note: This method will only be available if Tweens have been built into Phaser.
|
||||
* @param config The Tween configuration.
|
||||
* @param config A Tween Configuration object, or a Tween or TweenChain instance.
|
||||
*/
|
||||
tween(config: Phaser.Types.Tweens.TweenBuilderConfig | object): Phaser.Tweens.Tween;
|
||||
tween(config: Phaser.Types.Tweens.TweenBuilderConfig | Phaser.Types.Tweens.TweenChainBuilderConfig | Phaser.Tweens.Tween | Phaser.Tweens.TweenChain): Phaser.Tweens.Tween;
|
||||
|
||||
/**
|
||||
* Creates a new TweenChain object and returns it, without adding it to the Tween Manager.
|
||||
|
@ -21037,9 +21097,9 @@ declare namespace Phaser {
|
|||
* Creates a new Tween object.
|
||||
*
|
||||
* Note: This method will only be available if Tweens have been built into Phaser.
|
||||
* @param config The Tween configuration.
|
||||
* @param config A Tween Configuration object, or a Tween or TweenChain instance.
|
||||
*/
|
||||
tween(config: Phaser.Types.Tweens.TweenBuilderConfig | object): Phaser.Tweens.Tween;
|
||||
tween(config: Phaser.Types.Tweens.TweenBuilderConfig | Phaser.Types.Tweens.TweenChainBuilderConfig | Phaser.Tweens.Tween | Phaser.Tweens.TweenChain): Phaser.Tweens.Tween;
|
||||
|
||||
/**
|
||||
* Creates a new TweenChain object and adds it to the Tween Manager.
|
||||
|
@ -21961,6 +22021,15 @@ declare namespace Phaser {
|
|||
*/
|
||||
removePostPipeline(pipeline: string | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline): this;
|
||||
|
||||
/**
|
||||
* Removes all Pre and Post FX Controllers from this Game Object.
|
||||
*
|
||||
* If you wish to remove a single controller, use the `preFX.remove(fx)` or `postFX.remove(fx)` methods instead.
|
||||
*
|
||||
* If you wish to clear a single controller, use the `preFX.clear()` or `postFX.clear()` methods instead.
|
||||
*/
|
||||
clearFX(): this;
|
||||
|
||||
/**
|
||||
* A property indicating that a Game Object has this component.
|
||||
*/
|
||||
|
@ -23407,6 +23476,15 @@ declare namespace Phaser {
|
|||
*/
|
||||
removePostPipeline(pipeline: string | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline): this;
|
||||
|
||||
/**
|
||||
* Removes all Pre and Post FX Controllers from this Game Object.
|
||||
*
|
||||
* If you wish to remove a single controller, use the `preFX.remove(fx)` or `postFX.remove(fx)` methods instead.
|
||||
*
|
||||
* If you wish to clear a single controller, use the `preFX.clear()` or `postFX.clear()` methods instead.
|
||||
*/
|
||||
clearFX(): this;
|
||||
|
||||
/**
|
||||
* The horizontal scroll factor of this Game Object.
|
||||
*
|
||||
|
@ -24646,6 +24724,15 @@ declare namespace Phaser {
|
|||
*/
|
||||
removePostPipeline(pipeline: string | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline): this;
|
||||
|
||||
/**
|
||||
* Removes all Pre and Post FX Controllers from this Game Object.
|
||||
*
|
||||
* If you wish to remove a single controller, use the `preFX.remove(fx)` or `postFX.remove(fx)` methods instead.
|
||||
*
|
||||
* If you wish to clear a single controller, use the `preFX.clear()` or `postFX.clear()` methods instead.
|
||||
*/
|
||||
clearFX(): this;
|
||||
|
||||
/**
|
||||
* The visible state of the Game Object.
|
||||
*
|
||||
|
@ -26217,6 +26304,15 @@ declare namespace Phaser {
|
|||
*/
|
||||
removePostPipeline(pipeline: string | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline): this;
|
||||
|
||||
/**
|
||||
* Removes all Pre and Post FX Controllers from this Game Object.
|
||||
*
|
||||
* If you wish to remove a single controller, use the `preFX.remove(fx)` or `postFX.remove(fx)` methods instead.
|
||||
*
|
||||
* If you wish to clear a single controller, use the `preFX.clear()` or `postFX.clear()` methods instead.
|
||||
*/
|
||||
clearFX(): this;
|
||||
|
||||
/**
|
||||
* The horizontal scroll factor of this Game Object.
|
||||
*
|
||||
|
@ -27438,6 +27534,15 @@ declare namespace Phaser {
|
|||
*/
|
||||
removePostPipeline(pipeline: string | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline): this;
|
||||
|
||||
/**
|
||||
* Removes all Pre and Post FX Controllers from this Game Object.
|
||||
*
|
||||
* If you wish to remove a single controller, use the `preFX.remove(fx)` or `postFX.remove(fx)` methods instead.
|
||||
*
|
||||
* If you wish to clear a single controller, use the `preFX.clear()` or `postFX.clear()` methods instead.
|
||||
*/
|
||||
clearFX(): this;
|
||||
|
||||
/**
|
||||
* The horizontal scroll factor of this Game Object.
|
||||
*
|
||||
|
@ -30223,6 +30328,15 @@ declare namespace Phaser {
|
|||
*/
|
||||
removePostPipeline(pipeline: string | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline): this;
|
||||
|
||||
/**
|
||||
* Removes all Pre and Post FX Controllers from this Game Object.
|
||||
*
|
||||
* If you wish to remove a single controller, use the `preFX.remove(fx)` or `postFX.remove(fx)` methods instead.
|
||||
*
|
||||
* If you wish to clear a single controller, use the `preFX.clear()` or `postFX.clear()` methods instead.
|
||||
*/
|
||||
clearFX(): this;
|
||||
|
||||
/**
|
||||
* The horizontal scroll factor of this Game Object.
|
||||
*
|
||||
|
@ -31406,6 +31520,15 @@ declare namespace Phaser {
|
|||
*/
|
||||
removePostPipeline(pipeline: string | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline): this;
|
||||
|
||||
/**
|
||||
* Removes all Pre and Post FX Controllers from this Game Object.
|
||||
*
|
||||
* If you wish to remove a single controller, use the `preFX.remove(fx)` or `postFX.remove(fx)` methods instead.
|
||||
*
|
||||
* If you wish to clear a single controller, use the `preFX.clear()` or `postFX.clear()` methods instead.
|
||||
*/
|
||||
clearFX(): this;
|
||||
|
||||
/**
|
||||
* The horizontal scroll factor of this Game Object.
|
||||
*
|
||||
|
@ -32657,6 +32780,15 @@ declare namespace Phaser {
|
|||
*/
|
||||
removePostPipeline(pipeline: string | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline): this;
|
||||
|
||||
/**
|
||||
* Removes all Pre and Post FX Controllers from this Game Object.
|
||||
*
|
||||
* If you wish to remove a single controller, use the `preFX.remove(fx)` or `postFX.remove(fx)` methods instead.
|
||||
*
|
||||
* If you wish to clear a single controller, use the `preFX.clear()` or `postFX.clear()` methods instead.
|
||||
*/
|
||||
clearFX(): this;
|
||||
|
||||
/**
|
||||
* The horizontal scroll factor of this Game Object.
|
||||
*
|
||||
|
@ -33528,6 +33660,15 @@ declare namespace Phaser {
|
|||
*/
|
||||
removePostPipeline(pipeline: string | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline): this;
|
||||
|
||||
/**
|
||||
* Removes all Pre and Post FX Controllers from this Game Object.
|
||||
*
|
||||
* If you wish to remove a single controller, use the `preFX.remove(fx)` or `postFX.remove(fx)` methods instead.
|
||||
*
|
||||
* If you wish to clear a single controller, use the `preFX.clear()` or `postFX.clear()` methods instead.
|
||||
*/
|
||||
clearFX(): this;
|
||||
|
||||
/**
|
||||
* The horizontal scroll factor of this Game Object.
|
||||
*
|
||||
|
@ -34949,6 +35090,15 @@ declare namespace Phaser {
|
|||
*/
|
||||
removePostPipeline(pipeline: string | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline): this;
|
||||
|
||||
/**
|
||||
* Removes all Pre and Post FX Controllers from this Game Object.
|
||||
*
|
||||
* If you wish to remove a single controller, use the `preFX.remove(fx)` or `postFX.remove(fx)` methods instead.
|
||||
*
|
||||
* If you wish to clear a single controller, use the `preFX.clear()` or `postFX.clear()` methods instead.
|
||||
*/
|
||||
clearFX(): this;
|
||||
|
||||
/**
|
||||
* The horizontal scroll factor of this Game Object.
|
||||
*
|
||||
|
@ -36178,6 +36328,15 @@ declare namespace Phaser {
|
|||
*/
|
||||
removePostPipeline(pipeline: string | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline): this;
|
||||
|
||||
/**
|
||||
* Removes all Pre and Post FX Controllers from this Game Object.
|
||||
*
|
||||
* If you wish to remove a single controller, use the `preFX.remove(fx)` or `postFX.remove(fx)` methods instead.
|
||||
*
|
||||
* If you wish to clear a single controller, use the `preFX.clear()` or `postFX.clear()` methods instead.
|
||||
*/
|
||||
clearFX(): this;
|
||||
|
||||
/**
|
||||
* The native (un-scaled) width of this Game Object.
|
||||
*
|
||||
|
@ -38058,6 +38217,15 @@ declare namespace Phaser {
|
|||
*/
|
||||
removePostPipeline(pipeline: string | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline): this;
|
||||
|
||||
/**
|
||||
* Removes all Pre and Post FX Controllers from this Game Object.
|
||||
*
|
||||
* If you wish to remove a single controller, use the `preFX.remove(fx)` or `postFX.remove(fx)` methods instead.
|
||||
*
|
||||
* If you wish to clear a single controller, use the `preFX.clear()` or `postFX.clear()` methods instead.
|
||||
*/
|
||||
clearFX(): this;
|
||||
|
||||
/**
|
||||
* The horizontal scroll factor of this Game Object.
|
||||
*
|
||||
|
@ -38861,6 +39029,15 @@ declare namespace Phaser {
|
|||
*/
|
||||
removePostPipeline(pipeline: string | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline): this;
|
||||
|
||||
/**
|
||||
* Removes all Pre and Post FX Controllers from this Game Object.
|
||||
*
|
||||
* If you wish to remove a single controller, use the `preFX.remove(fx)` or `postFX.remove(fx)` methods instead.
|
||||
*
|
||||
* If you wish to clear a single controller, use the `preFX.clear()` or `postFX.clear()` methods instead.
|
||||
*/
|
||||
clearFX(): this;
|
||||
|
||||
/**
|
||||
* The horizontal scroll factor of this Game Object.
|
||||
*
|
||||
|
@ -39674,6 +39851,15 @@ declare namespace Phaser {
|
|||
*/
|
||||
removePostPipeline(pipeline: string | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline): this;
|
||||
|
||||
/**
|
||||
* Removes all Pre and Post FX Controllers from this Game Object.
|
||||
*
|
||||
* If you wish to remove a single controller, use the `preFX.remove(fx)` or `postFX.remove(fx)` methods instead.
|
||||
*
|
||||
* If you wish to clear a single controller, use the `preFX.clear()` or `postFX.clear()` methods instead.
|
||||
*/
|
||||
clearFX(): this;
|
||||
|
||||
/**
|
||||
* The horizontal scroll factor of this Game Object.
|
||||
*
|
||||
|
@ -40557,6 +40743,15 @@ declare namespace Phaser {
|
|||
*/
|
||||
removePostPipeline(pipeline: string | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline): this;
|
||||
|
||||
/**
|
||||
* Removes all Pre and Post FX Controllers from this Game Object.
|
||||
*
|
||||
* If you wish to remove a single controller, use the `preFX.remove(fx)` or `postFX.remove(fx)` methods instead.
|
||||
*
|
||||
* If you wish to clear a single controller, use the `preFX.clear()` or `postFX.clear()` methods instead.
|
||||
*/
|
||||
clearFX(): this;
|
||||
|
||||
/**
|
||||
* The horizontal scroll factor of this Game Object.
|
||||
*
|
||||
|
@ -41407,6 +41602,15 @@ declare namespace Phaser {
|
|||
*/
|
||||
removePostPipeline(pipeline: string | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline): this;
|
||||
|
||||
/**
|
||||
* Removes all Pre and Post FX Controllers from this Game Object.
|
||||
*
|
||||
* If you wish to remove a single controller, use the `preFX.remove(fx)` or `postFX.remove(fx)` methods instead.
|
||||
*
|
||||
* If you wish to clear a single controller, use the `preFX.clear()` or `postFX.clear()` methods instead.
|
||||
*/
|
||||
clearFX(): this;
|
||||
|
||||
/**
|
||||
* The horizontal scroll factor of this Game Object.
|
||||
*
|
||||
|
@ -42271,6 +42475,15 @@ declare namespace Phaser {
|
|||
*/
|
||||
removePostPipeline(pipeline: string | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline): this;
|
||||
|
||||
/**
|
||||
* Removes all Pre and Post FX Controllers from this Game Object.
|
||||
*
|
||||
* If you wish to remove a single controller, use the `preFX.remove(fx)` or `postFX.remove(fx)` methods instead.
|
||||
*
|
||||
* If you wish to clear a single controller, use the `preFX.clear()` or `postFX.clear()` methods instead.
|
||||
*/
|
||||
clearFX(): this;
|
||||
|
||||
/**
|
||||
* The horizontal scroll factor of this Game Object.
|
||||
*
|
||||
|
@ -43091,6 +43304,15 @@ declare namespace Phaser {
|
|||
*/
|
||||
removePostPipeline(pipeline: string | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline): this;
|
||||
|
||||
/**
|
||||
* Removes all Pre and Post FX Controllers from this Game Object.
|
||||
*
|
||||
* If you wish to remove a single controller, use the `preFX.remove(fx)` or `postFX.remove(fx)` methods instead.
|
||||
*
|
||||
* If you wish to clear a single controller, use the `preFX.clear()` or `postFX.clear()` methods instead.
|
||||
*/
|
||||
clearFX(): this;
|
||||
|
||||
/**
|
||||
* The horizontal scroll factor of this Game Object.
|
||||
*
|
||||
|
@ -43911,6 +44133,15 @@ declare namespace Phaser {
|
|||
*/
|
||||
removePostPipeline(pipeline: string | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline): this;
|
||||
|
||||
/**
|
||||
* Removes all Pre and Post FX Controllers from this Game Object.
|
||||
*
|
||||
* If you wish to remove a single controller, use the `preFX.remove(fx)` or `postFX.remove(fx)` methods instead.
|
||||
*
|
||||
* If you wish to clear a single controller, use the `preFX.clear()` or `postFX.clear()` methods instead.
|
||||
*/
|
||||
clearFX(): this;
|
||||
|
||||
/**
|
||||
* The horizontal scroll factor of this Game Object.
|
||||
*
|
||||
|
@ -44705,6 +44936,15 @@ declare namespace Phaser {
|
|||
*/
|
||||
removePostPipeline(pipeline: string | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline): this;
|
||||
|
||||
/**
|
||||
* Removes all Pre and Post FX Controllers from this Game Object.
|
||||
*
|
||||
* If you wish to remove a single controller, use the `preFX.remove(fx)` or `postFX.remove(fx)` methods instead.
|
||||
*
|
||||
* If you wish to clear a single controller, use the `preFX.clear()` or `postFX.clear()` methods instead.
|
||||
*/
|
||||
clearFX(): this;
|
||||
|
||||
/**
|
||||
* The horizontal scroll factor of this Game Object.
|
||||
*
|
||||
|
@ -45624,6 +45864,15 @@ declare namespace Phaser {
|
|||
*/
|
||||
removePostPipeline(pipeline: string | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline): this;
|
||||
|
||||
/**
|
||||
* Removes all Pre and Post FX Controllers from this Game Object.
|
||||
*
|
||||
* If you wish to remove a single controller, use the `preFX.remove(fx)` or `postFX.remove(fx)` methods instead.
|
||||
*
|
||||
* If you wish to clear a single controller, use the `preFX.clear()` or `postFX.clear()` methods instead.
|
||||
*/
|
||||
clearFX(): this;
|
||||
|
||||
/**
|
||||
* The horizontal scroll factor of this Game Object.
|
||||
*
|
||||
|
@ -46451,6 +46700,15 @@ declare namespace Phaser {
|
|||
*/
|
||||
removePostPipeline(pipeline: string | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline): this;
|
||||
|
||||
/**
|
||||
* Removes all Pre and Post FX Controllers from this Game Object.
|
||||
*
|
||||
* If you wish to remove a single controller, use the `preFX.remove(fx)` or `postFX.remove(fx)` methods instead.
|
||||
*
|
||||
* If you wish to clear a single controller, use the `preFX.clear()` or `postFX.clear()` methods instead.
|
||||
*/
|
||||
clearFX(): this;
|
||||
|
||||
/**
|
||||
* The horizontal scroll factor of this Game Object.
|
||||
*
|
||||
|
@ -47252,6 +47510,15 @@ declare namespace Phaser {
|
|||
*/
|
||||
removePostPipeline(pipeline: string | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline): this;
|
||||
|
||||
/**
|
||||
* Removes all Pre and Post FX Controllers from this Game Object.
|
||||
*
|
||||
* If you wish to remove a single controller, use the `preFX.remove(fx)` or `postFX.remove(fx)` methods instead.
|
||||
*
|
||||
* If you wish to clear a single controller, use the `preFX.clear()` or `postFX.clear()` methods instead.
|
||||
*/
|
||||
clearFX(): this;
|
||||
|
||||
/**
|
||||
* The horizontal scroll factor of this Game Object.
|
||||
*
|
||||
|
@ -48369,6 +48636,15 @@ declare namespace Phaser {
|
|||
*/
|
||||
removePostPipeline(pipeline: string | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline): this;
|
||||
|
||||
/**
|
||||
* Removes all Pre and Post FX Controllers from this Game Object.
|
||||
*
|
||||
* If you wish to remove a single controller, use the `preFX.remove(fx)` or `postFX.remove(fx)` methods instead.
|
||||
*
|
||||
* If you wish to clear a single controller, use the `preFX.clear()` or `postFX.clear()` methods instead.
|
||||
*/
|
||||
clearFX(): this;
|
||||
|
||||
/**
|
||||
* The horizontal scroll factor of this Game Object.
|
||||
*
|
||||
|
@ -49983,6 +50259,15 @@ declare namespace Phaser {
|
|||
*/
|
||||
removePostPipeline(pipeline: string | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline): this;
|
||||
|
||||
/**
|
||||
* Removes all Pre and Post FX Controllers from this Game Object.
|
||||
*
|
||||
* If you wish to remove a single controller, use the `preFX.remove(fx)` or `postFX.remove(fx)` methods instead.
|
||||
*
|
||||
* If you wish to clear a single controller, use the `preFX.clear()` or `postFX.clear()` methods instead.
|
||||
*/
|
||||
clearFX(): this;
|
||||
|
||||
/**
|
||||
* The horizontal scroll factor of this Game Object.
|
||||
*
|
||||
|
@ -51576,6 +51861,15 @@ declare namespace Phaser {
|
|||
*/
|
||||
removePostPipeline(pipeline: string | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline): this;
|
||||
|
||||
/**
|
||||
* Removes all Pre and Post FX Controllers from this Game Object.
|
||||
*
|
||||
* If you wish to remove a single controller, use the `preFX.remove(fx)` or `postFX.remove(fx)` methods instead.
|
||||
*
|
||||
* If you wish to clear a single controller, use the `preFX.clear()` or `postFX.clear()` methods instead.
|
||||
*/
|
||||
clearFX(): this;
|
||||
|
||||
/**
|
||||
* The horizontal scroll factor of this Game Object.
|
||||
*
|
||||
|
@ -53094,6 +53388,15 @@ declare namespace Phaser {
|
|||
*/
|
||||
removePostPipeline(pipeline: string | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline): this;
|
||||
|
||||
/**
|
||||
* Removes all Pre and Post FX Controllers from this Game Object.
|
||||
*
|
||||
* If you wish to remove a single controller, use the `preFX.remove(fx)` or `postFX.remove(fx)` methods instead.
|
||||
*
|
||||
* If you wish to clear a single controller, use the `preFX.clear()` or `postFX.clear()` methods instead.
|
||||
*/
|
||||
clearFX(): this;
|
||||
|
||||
/**
|
||||
* The horizontal scroll factor of this Game Object.
|
||||
*
|
||||
|
@ -66332,7 +66635,7 @@ declare namespace Phaser {
|
|||
/**
|
||||
* The value of PI * 0.5.
|
||||
*
|
||||
* Yes, we undertstand that this should actually be PI * 2, but
|
||||
* Yes, we understand that this should actually be PI * 2, but
|
||||
* it has been like this for so long we can't change it now.
|
||||
* If you need PI * 2, use the PI2 constant instead.
|
||||
*/
|
||||
|
@ -75814,7 +76117,7 @@ declare namespace Phaser {
|
|||
/**
|
||||
* An optional Camera configuration object.
|
||||
*/
|
||||
cameras?: Phaser.Types.Cameras.Scene2D.JSONCamera | Phaser.Types.Cameras.Scene2D.JSONCamera[] | null;
|
||||
cameras?: Phaser.Types.Cameras.Scene2D.CameraConfig | Phaser.Types.Cameras.Scene2D.CameraConfig[] | null;
|
||||
/**
|
||||
* Overwrites the default injection map for a scene.
|
||||
*/
|
||||
|
@ -75885,7 +76188,7 @@ declare namespace Phaser {
|
|||
/**
|
||||
* The Camera configuration object.
|
||||
*/
|
||||
cameras: Phaser.Types.Cameras.Scene2D.JSONCamera | Phaser.Types.Cameras.Scene2D.JSONCamera[] | null;
|
||||
cameras: Phaser.Types.Cameras.Scene2D.CameraConfig | Phaser.Types.Cameras.Scene2D.CameraConfig[] | null;
|
||||
/**
|
||||
* The Scene's Injection Map.
|
||||
*/
|
||||
|
@ -77105,7 +77408,7 @@ declare namespace Phaser {
|
|||
grid?: number[];
|
||||
};
|
||||
|
||||
type TweenBuilderConfig = {
|
||||
type TweenBuilderConfig = object & {
|
||||
/**
|
||||
* The object, or an array of objects, to run the tween on.
|
||||
*/
|
||||
|
@ -77309,7 +77612,7 @@ declare namespace Phaser {
|
|||
|
||||
type TweenCallbackTypes = 'onActive' | 'onComplete' | 'onLoop' | 'onPause' | 'onRepeat' | 'onResume' | 'onStart' | 'onStop' | 'onUpdate' | 'onYoyo';
|
||||
|
||||
type TweenChainBuilderConfig = {
|
||||
type TweenChainBuilderConfig = object & {
|
||||
/**
|
||||
* The object, or an array of objects, to run the tween on.
|
||||
*/
|
||||
|
@ -77724,7 +78027,7 @@ declare namespace Phaser {
|
|||
*
|
||||
* The main difference between an Arcade Image and an Arcade Sprite is that you cannot animate an Arcade Image.
|
||||
*/
|
||||
class Image extends Phaser.GameObjects.Image implements Phaser.Physics.Arcade.Components.Acceleration, Phaser.Physics.Arcade.Components.Angular, Phaser.Physics.Arcade.Components.Bounce, Phaser.Physics.Arcade.Components.Debug, Phaser.Physics.Arcade.Components.Drag, Phaser.Physics.Arcade.Components.Enable, Phaser.Physics.Arcade.Components.Friction, Phaser.Physics.Arcade.Components.Gravity, Phaser.Physics.Arcade.Components.Immovable, Phaser.Physics.Arcade.Components.Mass, Phaser.Physics.Arcade.Components.Pushable, Phaser.Physics.Arcade.Components.Size, Phaser.Physics.Arcade.Components.Velocity, Phaser.GameObjects.Components.Alpha, Phaser.GameObjects.Components.BlendMode, Phaser.GameObjects.Components.Depth, Phaser.GameObjects.Components.Flip, Phaser.GameObjects.Components.GetBounds, Phaser.GameObjects.Components.Origin, Phaser.GameObjects.Components.Pipeline, Phaser.GameObjects.Components.ScrollFactor, Phaser.GameObjects.Components.Size, Phaser.GameObjects.Components.Texture, Phaser.GameObjects.Components.Tint, Phaser.GameObjects.Components.Transform, Phaser.GameObjects.Components.Visible {
|
||||
class Image extends Phaser.GameObjects.Image implements Phaser.Physics.Arcade.Components.Acceleration, Phaser.Physics.Arcade.Components.Angular, Phaser.Physics.Arcade.Components.Bounce, Phaser.Physics.Arcade.Components.Debug, Phaser.Physics.Arcade.Components.Drag, Phaser.Physics.Arcade.Components.Enable, Phaser.Physics.Arcade.Components.Friction, Phaser.Physics.Arcade.Components.Gravity, Phaser.Physics.Arcade.Components.Immovable, Phaser.Physics.Arcade.Components.Mass, Phaser.Physics.Arcade.Components.Pushable, Phaser.Physics.Arcade.Components.Size, Phaser.Physics.Arcade.Components.Velocity, Phaser.GameObjects.Components.Alpha, Phaser.GameObjects.Components.BlendMode, Phaser.GameObjects.Components.Depth, Phaser.GameObjects.Components.Flip, Phaser.GameObjects.Components.GetBounds, Phaser.GameObjects.Components.Mask, Phaser.GameObjects.Components.Origin, Phaser.GameObjects.Components.Pipeline, Phaser.GameObjects.Components.PostPipeline, Phaser.GameObjects.Components.ScrollFactor, Phaser.GameObjects.Components.Size, Phaser.GameObjects.Components.Texture, Phaser.GameObjects.Components.Tint, Phaser.GameObjects.Components.Transform, Phaser.GameObjects.Components.Visible {
|
||||
/**
|
||||
*
|
||||
* @param scene The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time.
|
||||
|
@ -78340,6 +78643,15 @@ declare namespace Phaser {
|
|||
*/
|
||||
removePostPipeline(pipeline: string | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline): this;
|
||||
|
||||
/**
|
||||
* Removes all Pre and Post FX Controllers from this Game Object.
|
||||
*
|
||||
* If you wish to remove a single controller, use the `preFX.remove(fx)` or `postFX.remove(fx)` methods instead.
|
||||
*
|
||||
* If you wish to clear a single controller, use the `preFX.clear()` or `postFX.clear()` methods instead.
|
||||
*/
|
||||
clearFX(): this;
|
||||
|
||||
/**
|
||||
* The horizontal scroll factor of this Game Object.
|
||||
*
|
||||
|
@ -79491,7 +79803,7 @@ declare namespace Phaser {
|
|||
* The main difference between an Arcade Sprite and an Arcade Image is that you cannot animate an Arcade Image.
|
||||
* If you do not require animation then you can safely use Arcade Images instead of Arcade Sprites.
|
||||
*/
|
||||
class Sprite extends Phaser.GameObjects.Sprite implements Phaser.Physics.Arcade.Components.Acceleration, Phaser.Physics.Arcade.Components.Angular, Phaser.Physics.Arcade.Components.Bounce, Phaser.Physics.Arcade.Components.Debug, Phaser.Physics.Arcade.Components.Drag, Phaser.Physics.Arcade.Components.Enable, Phaser.Physics.Arcade.Components.Friction, Phaser.Physics.Arcade.Components.Gravity, Phaser.Physics.Arcade.Components.Immovable, Phaser.Physics.Arcade.Components.Mass, Phaser.Physics.Arcade.Components.Pushable, Phaser.Physics.Arcade.Components.Size, Phaser.Physics.Arcade.Components.Velocity, Phaser.GameObjects.Components.Alpha, Phaser.GameObjects.Components.BlendMode, Phaser.GameObjects.Components.Depth, Phaser.GameObjects.Components.Flip, Phaser.GameObjects.Components.GetBounds, Phaser.GameObjects.Components.Origin, Phaser.GameObjects.Components.Pipeline, Phaser.GameObjects.Components.ScrollFactor, Phaser.GameObjects.Components.Size, Phaser.GameObjects.Components.Texture, Phaser.GameObjects.Components.Tint, Phaser.GameObjects.Components.Transform, Phaser.GameObjects.Components.Visible {
|
||||
class Sprite extends Phaser.GameObjects.Sprite implements Phaser.Physics.Arcade.Components.Acceleration, Phaser.Physics.Arcade.Components.Angular, Phaser.Physics.Arcade.Components.Bounce, Phaser.Physics.Arcade.Components.Debug, Phaser.Physics.Arcade.Components.Drag, Phaser.Physics.Arcade.Components.Enable, Phaser.Physics.Arcade.Components.Friction, Phaser.Physics.Arcade.Components.Gravity, Phaser.Physics.Arcade.Components.Immovable, Phaser.Physics.Arcade.Components.Mass, Phaser.Physics.Arcade.Components.Pushable, Phaser.Physics.Arcade.Components.Size, Phaser.Physics.Arcade.Components.Velocity, Phaser.GameObjects.Components.Alpha, Phaser.GameObjects.Components.BlendMode, Phaser.GameObjects.Components.Depth, Phaser.GameObjects.Components.Flip, Phaser.GameObjects.Components.GetBounds, Phaser.GameObjects.Components.Mask, Phaser.GameObjects.Components.Origin, Phaser.GameObjects.Components.Pipeline, Phaser.GameObjects.Components.PostPipeline, Phaser.GameObjects.Components.ScrollFactor, Phaser.GameObjects.Components.Size, Phaser.GameObjects.Components.Texture, Phaser.GameObjects.Components.Tint, Phaser.GameObjects.Components.Transform, Phaser.GameObjects.Components.Visible {
|
||||
/**
|
||||
*
|
||||
* @param scene The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time.
|
||||
|
@ -80107,6 +80419,15 @@ declare namespace Phaser {
|
|||
*/
|
||||
removePostPipeline(pipeline: string | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline): this;
|
||||
|
||||
/**
|
||||
* Removes all Pre and Post FX Controllers from this Game Object.
|
||||
*
|
||||
* If you wish to remove a single controller, use the `preFX.remove(fx)` or `postFX.remove(fx)` methods instead.
|
||||
*
|
||||
* If you wish to clear a single controller, use the `preFX.clear()` or `postFX.clear()` methods instead.
|
||||
*/
|
||||
clearFX(): this;
|
||||
|
||||
/**
|
||||
* The horizontal scroll factor of this Game Object.
|
||||
*
|
||||
|
@ -84371,12 +84692,6 @@ declare namespace Phaser {
|
|||
* Contains methods for changing the velocity of a Matter Body. Should be used as a mixin and not called directly.
|
||||
*/
|
||||
interface Velocity {
|
||||
/**
|
||||
* Sets the angular velocity of the body instantly.
|
||||
* Position, angle, force etc. are unchanged.
|
||||
* @param value The angular velocity.
|
||||
*/
|
||||
setAngularVelocity(value: number): this;
|
||||
/**
|
||||
* Sets the horizontal velocity of the physics body.
|
||||
* @param x The horizontal velocity value.
|
||||
|
@ -84393,6 +84708,31 @@ declare namespace Phaser {
|
|||
* @param y The vertical velocity value, it can be either positive or negative. If not given, it will be the same as the `x` value. Default x.
|
||||
*/
|
||||
setVelocity(x: number, y?: number): this;
|
||||
/**
|
||||
* Gets the current linear velocity of the physics body.
|
||||
*/
|
||||
getVelocity(): Phaser.Types.Math.Vector2Like;
|
||||
/**
|
||||
* Sets the angular velocity of the body instantly.
|
||||
* Position, angle, force etc. are unchanged.
|
||||
* @param velocity The angular velocity.
|
||||
*/
|
||||
setAngularVelocity(velocity: number): this;
|
||||
/**
|
||||
* Gets the current rotational velocity of the body.
|
||||
*/
|
||||
getAngularVelocity(): number;
|
||||
/**
|
||||
* Sets the current rotational speed of the body.
|
||||
* Direction is maintained. Affects body angular velocity.
|
||||
* @param speed The angular speed.
|
||||
*/
|
||||
setAngularSpeed(speed: number): this;
|
||||
/**
|
||||
* Gets the current rotational speed of the body.
|
||||
* Equivalent to the magnitude of its angular velocity.
|
||||
*/
|
||||
getAngularSpeed(): number;
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -85225,7 +85565,7 @@ declare namespace Phaser {
|
|||
* events and physics bodies, or be tweened, tinted or scrolled. The main difference between an
|
||||
* Image and a Sprite is that you cannot animate an Image as they do not have the Animation component.
|
||||
*/
|
||||
class Image extends Phaser.GameObjects.Image implements Phaser.Physics.Matter.Components.Bounce, Phaser.Physics.Matter.Components.Collision, Phaser.Physics.Matter.Components.Force, Phaser.Physics.Matter.Components.Friction, Phaser.Physics.Matter.Components.Gravity, Phaser.Physics.Matter.Components.Mass, Phaser.Physics.Matter.Components.Sensor, Phaser.Physics.Matter.Components.SetBody, Phaser.Physics.Matter.Components.Sleep, Phaser.Physics.Matter.Components.Static, Phaser.Physics.Matter.Components.Transform, Phaser.Physics.Matter.Components.Velocity, Phaser.GameObjects.Components.Alpha, Phaser.GameObjects.Components.BlendMode, Phaser.GameObjects.Components.Depth, Phaser.GameObjects.Components.Flip, Phaser.GameObjects.Components.GetBounds, Phaser.GameObjects.Components.Origin, Phaser.GameObjects.Components.Pipeline, Phaser.GameObjects.Components.ScrollFactor, Phaser.GameObjects.Components.Size, Phaser.GameObjects.Components.Texture, Phaser.GameObjects.Components.Tint, Phaser.GameObjects.Components.Transform, Phaser.GameObjects.Components.Visible {
|
||||
class Image extends Phaser.GameObjects.Image implements Phaser.Physics.Matter.Components.Bounce, Phaser.Physics.Matter.Components.Collision, Phaser.Physics.Matter.Components.Force, Phaser.Physics.Matter.Components.Friction, Phaser.Physics.Matter.Components.Gravity, Phaser.Physics.Matter.Components.Mass, Phaser.Physics.Matter.Components.Sensor, Phaser.Physics.Matter.Components.SetBody, Phaser.Physics.Matter.Components.Sleep, Phaser.Physics.Matter.Components.Static, Phaser.Physics.Matter.Components.Transform, Phaser.Physics.Matter.Components.Velocity, Phaser.GameObjects.Components.Alpha, Phaser.GameObjects.Components.BlendMode, Phaser.GameObjects.Components.Depth, Phaser.GameObjects.Components.Flip, Phaser.GameObjects.Components.GetBounds, Phaser.GameObjects.Components.Mask, Phaser.GameObjects.Components.Origin, Phaser.GameObjects.Components.Pipeline, Phaser.GameObjects.Components.PostPipeline, Phaser.GameObjects.Components.ScrollFactor, Phaser.GameObjects.Components.Size, Phaser.GameObjects.Components.Texture, Phaser.GameObjects.Components.Tint, Phaser.GameObjects.Components.Transform, Phaser.GameObjects.Components.Visible {
|
||||
/**
|
||||
*
|
||||
* @param world A reference to the Matter.World instance that this body belongs to.
|
||||
|
@ -85842,6 +86182,15 @@ declare namespace Phaser {
|
|||
*/
|
||||
removePostPipeline(pipeline: string | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline): this;
|
||||
|
||||
/**
|
||||
* Removes all Pre and Post FX Controllers from this Game Object.
|
||||
*
|
||||
* If you wish to remove a single controller, use the `preFX.remove(fx)` or `postFX.remove(fx)` methods instead.
|
||||
*
|
||||
* If you wish to clear a single controller, use the `preFX.clear()` or `postFX.clear()` methods instead.
|
||||
*/
|
||||
clearFX(): this;
|
||||
|
||||
/**
|
||||
* The horizontal scroll factor of this Game Object.
|
||||
*
|
||||
|
@ -86640,13 +86989,6 @@ declare namespace Phaser {
|
|||
*/
|
||||
setFixedRotation(): this;
|
||||
|
||||
/**
|
||||
* Sets the angular velocity of the body instantly.
|
||||
* Position, angle, force etc. are unchanged.
|
||||
* @param value The angular velocity.
|
||||
*/
|
||||
setAngularVelocity(value: number): this;
|
||||
|
||||
/**
|
||||
* Sets the horizontal velocity of the physics body.
|
||||
* @param x The horizontal velocity value.
|
||||
|
@ -86666,6 +87008,36 @@ declare namespace Phaser {
|
|||
*/
|
||||
setVelocity(x: number, y?: number): this;
|
||||
|
||||
/**
|
||||
* Gets the current linear velocity of the physics body.
|
||||
*/
|
||||
getVelocity(): Phaser.Types.Math.Vector2Like;
|
||||
|
||||
/**
|
||||
* Sets the angular velocity of the body instantly.
|
||||
* Position, angle, force etc. are unchanged.
|
||||
* @param velocity The angular velocity.
|
||||
*/
|
||||
setAngularVelocity(velocity: number): this;
|
||||
|
||||
/**
|
||||
* Gets the current rotational velocity of the body.
|
||||
*/
|
||||
getAngularVelocity(): number;
|
||||
|
||||
/**
|
||||
* Sets the current rotational speed of the body.
|
||||
* Direction is maintained. Affects body angular velocity.
|
||||
* @param speed The angular speed.
|
||||
*/
|
||||
setAngularSpeed(speed: number): this;
|
||||
|
||||
/**
|
||||
* Gets the current rotational speed of the body.
|
||||
* Equivalent to the magnitude of its angular velocity.
|
||||
*/
|
||||
getAngularSpeed(): number;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -87257,7 +87629,7 @@ declare namespace Phaser {
|
|||
* As such, Sprites take a fraction longer to process and have a larger API footprint due to the Animation
|
||||
* Component. If you do not require animation then you can safely use Images to replace Sprites in all cases.
|
||||
*/
|
||||
class Sprite extends Phaser.GameObjects.Sprite implements Phaser.Physics.Matter.Components.Bounce, Phaser.Physics.Matter.Components.Collision, Phaser.Physics.Matter.Components.Force, Phaser.Physics.Matter.Components.Friction, Phaser.Physics.Matter.Components.Gravity, Phaser.Physics.Matter.Components.Mass, Phaser.Physics.Matter.Components.Sensor, Phaser.Physics.Matter.Components.SetBody, Phaser.Physics.Matter.Components.Sleep, Phaser.Physics.Matter.Components.Static, Phaser.Physics.Matter.Components.Transform, Phaser.Physics.Matter.Components.Velocity, Phaser.GameObjects.Components.Alpha, Phaser.GameObjects.Components.BlendMode, Phaser.GameObjects.Components.Depth, Phaser.GameObjects.Components.Flip, Phaser.GameObjects.Components.GetBounds, Phaser.GameObjects.Components.Origin, Phaser.GameObjects.Components.Pipeline, Phaser.GameObjects.Components.ScrollFactor, Phaser.GameObjects.Components.Size, Phaser.GameObjects.Components.Texture, Phaser.GameObjects.Components.Tint, Phaser.GameObjects.Components.Transform, Phaser.GameObjects.Components.Visible {
|
||||
class Sprite extends Phaser.GameObjects.Sprite implements Phaser.Physics.Matter.Components.Bounce, Phaser.Physics.Matter.Components.Collision, Phaser.Physics.Matter.Components.Force, Phaser.Physics.Matter.Components.Friction, Phaser.Physics.Matter.Components.Gravity, Phaser.Physics.Matter.Components.Mass, Phaser.Physics.Matter.Components.Sensor, Phaser.Physics.Matter.Components.SetBody, Phaser.Physics.Matter.Components.Sleep, Phaser.Physics.Matter.Components.Static, Phaser.Physics.Matter.Components.Transform, Phaser.Physics.Matter.Components.Velocity, Phaser.GameObjects.Components.Alpha, Phaser.GameObjects.Components.BlendMode, Phaser.GameObjects.Components.Depth, Phaser.GameObjects.Components.Flip, Phaser.GameObjects.Components.GetBounds, Phaser.GameObjects.Components.Mask, Phaser.GameObjects.Components.Origin, Phaser.GameObjects.Components.Pipeline, Phaser.GameObjects.Components.PostPipeline, Phaser.GameObjects.Components.ScrollFactor, Phaser.GameObjects.Components.Size, Phaser.GameObjects.Components.Texture, Phaser.GameObjects.Components.Tint, Phaser.GameObjects.Components.Transform, Phaser.GameObjects.Components.Visible {
|
||||
/**
|
||||
*
|
||||
* @param world A reference to the Matter.World instance that this body belongs to.
|
||||
|
@ -87874,6 +88246,15 @@ declare namespace Phaser {
|
|||
*/
|
||||
removePostPipeline(pipeline: string | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline): this;
|
||||
|
||||
/**
|
||||
* Removes all Pre and Post FX Controllers from this Game Object.
|
||||
*
|
||||
* If you wish to remove a single controller, use the `preFX.remove(fx)` or `postFX.remove(fx)` methods instead.
|
||||
*
|
||||
* If you wish to clear a single controller, use the `preFX.clear()` or `postFX.clear()` methods instead.
|
||||
*/
|
||||
clearFX(): this;
|
||||
|
||||
/**
|
||||
* The horizontal scroll factor of this Game Object.
|
||||
*
|
||||
|
@ -88672,13 +89053,6 @@ declare namespace Phaser {
|
|||
*/
|
||||
setFixedRotation(): this;
|
||||
|
||||
/**
|
||||
* Sets the angular velocity of the body instantly.
|
||||
* Position, angle, force etc. are unchanged.
|
||||
* @param value The angular velocity.
|
||||
*/
|
||||
setAngularVelocity(value: number): this;
|
||||
|
||||
/**
|
||||
* Sets the horizontal velocity of the physics body.
|
||||
* @param x The horizontal velocity value.
|
||||
|
@ -88698,6 +89072,36 @@ declare namespace Phaser {
|
|||
*/
|
||||
setVelocity(x: number, y?: number): this;
|
||||
|
||||
/**
|
||||
* Gets the current linear velocity of the physics body.
|
||||
*/
|
||||
getVelocity(): Phaser.Types.Math.Vector2Like;
|
||||
|
||||
/**
|
||||
* Sets the angular velocity of the body instantly.
|
||||
* Position, angle, force etc. are unchanged.
|
||||
* @param velocity The angular velocity.
|
||||
*/
|
||||
setAngularVelocity(velocity: number): this;
|
||||
|
||||
/**
|
||||
* Gets the current rotational velocity of the body.
|
||||
*/
|
||||
getAngularVelocity(): number;
|
||||
|
||||
/**
|
||||
* Sets the current rotational speed of the body.
|
||||
* Direction is maintained. Affects body angular velocity.
|
||||
* @param speed The angular speed.
|
||||
*/
|
||||
setAngularSpeed(speed: number): this;
|
||||
|
||||
/**
|
||||
* Gets the current rotational speed of the body.
|
||||
* Equivalent to the magnitude of its angular velocity.
|
||||
*/
|
||||
getAngularSpeed(): number;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -89201,15 +89605,6 @@ declare namespace Phaser {
|
|||
*/
|
||||
enabled: boolean;
|
||||
|
||||
/**
|
||||
* The correction argument is an optional Number that specifies the time correction factor to apply to the update.
|
||||
* This can help improve the accuracy of the simulation in cases where delta is changing between updates.
|
||||
* The value of correction is defined as delta / lastDelta, i.e. the percentage change of delta over the last step.
|
||||
* Therefore the value is always 1 (no correction) when delta is constant (or when no correction is desired, which is the default).
|
||||
* See the paper on Time Corrected Verlet for more information.
|
||||
*/
|
||||
correction: number;
|
||||
|
||||
/**
|
||||
* This function is called every time the core game loop steps, which is bound to the
|
||||
* Request Animation Frame frequency unless otherwise modified.
|
||||
|
@ -89510,9 +89905,8 @@ declare namespace Phaser {
|
|||
* Adjusting these values can help performance in certain situations, depending on the physics requirements
|
||||
* of your game.
|
||||
* @param delta The delta value. Default 16.666.
|
||||
* @param correction Optional delta correction value. Default 1.
|
||||
*/
|
||||
step(delta?: number, correction?: number): void;
|
||||
step(delta?: number): void;
|
||||
|
||||
/**
|
||||
* Runs the Matter Engine.update at a fixed timestep of 60Hz.
|
||||
|
@ -105852,6 +106246,10 @@ declare namespace Phaser {
|
|||
* group name prepended with a '/'. For example, consider a group called 'ParentGroup' with a
|
||||
* child called 'Layer 1'. In the Tilemap object, 'Layer 1' will have the name
|
||||
* 'ParentGroup/Layer 1'.
|
||||
*
|
||||
* The Phaser Tiled Parser does **not** support the 'Collection of Images' feature for a Tileset.
|
||||
* You must ensure all of your tiles are contained in a single tileset image file (per layer)
|
||||
* and have this 'embedded' in the exported Tiled JSON map data.
|
||||
*/
|
||||
class Tilemap {
|
||||
/**
|
||||
|
@ -108278,6 +108676,15 @@ declare namespace Phaser {
|
|||
*/
|
||||
removePostPipeline(pipeline: string | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline): this;
|
||||
|
||||
/**
|
||||
* Removes all Pre and Post FX Controllers from this Game Object.
|
||||
*
|
||||
* If you wish to remove a single controller, use the `preFX.remove(fx)` or `postFX.remove(fx)` methods instead.
|
||||
*
|
||||
* If you wish to clear a single controller, use the `preFX.clear()` or `postFX.clear()` methods instead.
|
||||
*/
|
||||
clearFX(): this;
|
||||
|
||||
/**
|
||||
* The horizontal scroll factor of this Game Object.
|
||||
*
|
||||
|
@ -108534,7 +108941,7 @@ declare namespace Phaser {
|
|||
}
|
||||
|
||||
/**
|
||||
* A Tileset is a combination of an image containing the tiles and a container for data about
|
||||
* A Tileset is a combination of a single image containing the tiles and a container for data about
|
||||
* each tile.
|
||||
*/
|
||||
class Tileset {
|
||||
|
@ -109043,6 +109450,17 @@ declare namespace Phaser {
|
|||
|
||||
/**
|
||||
* Adds one or more events to this Timeline.
|
||||
*
|
||||
* You can pass in a single configuration object, or an array of them:
|
||||
*
|
||||
* ```js
|
||||
* const timeline = this.add.timeline({
|
||||
* at: 1000,
|
||||
* run: () => {
|
||||
* this.add.sprite(400, 300, 'logo');
|
||||
* }
|
||||
* });
|
||||
* ```
|
||||
* @param config The configuration object for this Timeline Event, or an array of them.
|
||||
*/
|
||||
add(config: Phaser.Types.Time.TimelineEventConfig | Phaser.Types.Time.TimelineEventConfig[]): this;
|
||||
|
|
Loading…
Reference in a new issue