Defs build

This commit is contained in:
Richard Davey 2024-09-03 14:37:23 +01:00
parent 531bc4475b
commit c1f645e5d2
2 changed files with 23756 additions and 20136 deletions

261
types/phaser.d.ts vendored
View file

@ -5825,7 +5825,7 @@ declare namespace Phaser {
readonly audio: Phaser.Types.Core.AudioConfig;
/**
* Don't write the banner line to the console.log.
* Don't write the banner line to the console.log. See `Phaser.Types.Core.BannerConfig` for details of this object.
*/
readonly hideBanner: boolean;
@ -5862,7 +5862,7 @@ declare namespace Phaser {
/**
* An object mapping WebGL names to WebGLPipeline classes. These should be class constructors, not instances.
*/
readonly pipeline: Phaser.Types.Core.PipelineConfig | Phaser.Renderer.WebGL.WebGLPipeline[];
readonly pipeline: Phaser.Types.Core.PipelineConfig;
/**
* Automatically enable the Mobile Pipeline if iOS or Android detected?
@ -6019,6 +6019,11 @@ declare namespace Phaser {
*/
readonly loaderTimeout: number;
/**
* The number of times to retry a file load if it fails.
*/
readonly loaderMaxRetries: number;
/**
* Optional XHR withCredentials value.
*/
@ -16961,6 +16966,7 @@ declare namespace Phaser {
/**
* Moves a Game Object above another one within this Container.
* If the Game Object is already above the other, it isn't moved.
*
* These 2 Game Objects must already be children of this Container.
* @param child1 The Game Object to move above base Game Object.
@ -16970,6 +16976,7 @@ declare namespace Phaser {
/**
* Moves a Game Object below another one within this Container.
* If the Game Object is already below the other, it isn't moved.
*
* These 2 Game Objects must already be children of this Container.
* @param child1 The Game Object to move below base Game Object.
@ -19948,8 +19955,9 @@ declare namespace Phaser {
* `setInteractive()` with no arguments provided.
*
* If want to completely remove interaction from this Game Object then use `removeInteractive` instead.
* @param resetCursor Should the currently active Input cursor, if any, be reset to the default cursor? Default false.
*/
disableInteractive(): this;
disableInteractive(resetCursor?: boolean): this;
/**
* If this Game Object has previously been enabled for input, this will queue it
@ -19970,8 +19978,9 @@ declare namespace Phaser {
* interactive. Instead, access the hitarea object directly and resize the shape
* being used. I.e.: `sprite.input.hitArea.setSize(width, height)` (assuming the
* shape is a Rectangle, which it is by default.)
* @param resetCursor Should the currently active Input cursor, if any, be reset to the default cursor? Default false.
*/
removeInteractive(): this;
removeInteractive(resetCursor?: boolean): this;
/**
* This callback is invoked when this Game Object is added to a Scene.
@ -24485,7 +24494,7 @@ declare namespace Phaser {
* However, you can set the Alpha, Blend Mode, Depth, Mask and Visible state of a Layer. These settings
* will impact all children being rendered by the Layer.
*/
class Layer extends Phaser.Structs.List<Phaser.GameObjects.GameObject> implements Phaser.GameObjects.Components.AlphaSingle, Phaser.GameObjects.Components.BlendMode, Phaser.GameObjects.Components.Depth, Phaser.GameObjects.Components.Mask, Phaser.GameObjects.Components.PostPipeline, Phaser.GameObjects.Components.Visible {
class Layer extends Phaser.Events.EventEmitter implements Phaser.GameObjects.Components.AlphaSingle, Phaser.GameObjects.Components.BlendMode, Phaser.GameObjects.Components.Depth, Phaser.GameObjects.Components.Mask, Phaser.GameObjects.Components.PostPipeline, 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.
@ -53574,6 +53583,15 @@ declare namespace Phaser {
*/
play(loop?: boolean, markerIn?: number, markerOut?: number): this;
/**
* Attempts to get the first frame of the video by running the `requestVideoFrame` callback once,
* then stopping. This is useful if you need to grab the first frame of the video to display behind
* a 'play' button, without actually calling the 'play' method.
*
* If the video is already playing, or has been queued to play with `changeSource` then this method just returns.
*/
getFirstFrame(): this;
/**
* Adds the loading specific event handlers to the video element.
*/
@ -60530,10 +60548,27 @@ declare namespace Phaser {
dragTimeThreshold: number;
/**
* Checks to see if both this plugin and the Scene to which it belongs is active.
* Checks to see if the Input Manager, this plugin and the Scene to which it belongs are all active and input enabled.
*/
isActive(): boolean;
/**
* Sets a custom cursor on the parent canvas element of the game, based on the `cursor`
* setting of the given Interactive Object (i.e. a Sprite).
*
* See the CSS property `cursor` for more information on MDN:
*
* https://developer.mozilla.org/en-US/docs/Web/CSS/cursor
* @param interactiveObject The Interactive Object that will set the cursor on the canvas.
*/
setCursor(interactiveObject: Phaser.Types.Input.InteractiveObject): void;
/**
* Forces the Input Manager to clear the custom or hand cursor, regardless of the
* interactive state of any Game Objects.
*/
resetCursor(): void;
/**
* This is called automatically by the Input Manager.
* It emits events for plugins to listen to and also handles polling updates, if enabled.
@ -60556,8 +60591,9 @@ declare namespace Phaser {
* An input disabled Game Object still retains its Interactive Object component and can be re-enabled
* at any time, by passing it to `InputPlugin.enable`.
* @param gameObject The Game Object to have its input system disabled.
* @param resetCursor Reset the cursor to the default? Default false.
*/
disable(gameObject: Phaser.GameObjects.GameObject): this;
disable(gameObject: Phaser.GameObjects.GameObject, resetCursor?: boolean): this;
/**
* Enable a Game Object for interaction.
@ -60623,6 +60659,72 @@ declare namespace Phaser {
*/
setDragState(pointer: Phaser.Input.Pointer, state: number): void;
/**
* This method will force the given Game Object into the 'down' input state.
*
* This will check to see if the Game Object is enabled for input, and if so,
* it will emit the `GAMEOBJECT_POINTER_DOWN` event for it. If that doesn't change
* the input state, it will then emit the `GAMEOBJECT_DOWN` event.
*
* The Game Object is not checked against the Pointer to see if it can enter this state,
* that is up to you to do before calling this method.
* @param pointer The pointer to use when setting the state.
* @param gameObject The Game Object to have its state set.
*/
forceDownState(pointer: Phaser.Input.Pointer, gameObject: Phaser.GameObjects.GameObject): void;
/**
* This method will force the given Game Object into the 'up' input state.
*
* This will check to see if the Game Object is enabled for input, and if so,
* it will emit the `GAMEOBJECT_POINTER_UP` event for it. If that doesn't change
* the input state, it will then emit the `GAMEOBJECT_UP` event.
*
* The Game Object is not checked against the Pointer to see if it can enter this state,
* that is up to you to do before calling this method.
* @param pointer The pointer to use when setting the state.
* @param gameObject The Game Object to have its state set.
*/
forceUpState(pointer: Phaser.Input.Pointer, gameObject: Phaser.GameObjects.GameObject): void;
/**
* This method will force the given Game Object into the 'over' input state.
*
* This will check to see if the Game Object is enabled for input, and if so,
* it will emit the `GAMEOBJECT_POINTER_OVER` event for it. If that doesn't change
* the input state, it will then emit the `GAMEOBJECT_OVER` event.
*
* The Game Object is not checked against the Pointer to see if it can enter this state,
* that is up to you to do before calling this method.
* @param pointer The pointer to use when setting the state.
* @param gameObject The Game Object to have its state set.
*/
forceOverState(pointer: Phaser.Input.Pointer, gameObject: Phaser.GameObjects.GameObject): void;
/**
* This method will force the given Game Object into the 'out' input state.
*
* This will check to see if the Game Object is enabled for input, and if so,
* it will emit the `GAMEOBJECT_POINTER_OUT` event for it. If that doesn't change
* the input state, it will then emit the `GAMEOBJECT_OUT` event.
*
* The Game Object is not checked against the Pointer to see if it can enter this state,
* that is up to you to do before calling this method.
* @param pointer The pointer to use when setting the state.
* @param gameObject The Game Object to have its state set.
*/
forceOutState(pointer: Phaser.Input.Pointer, gameObject: Phaser.GameObjects.GameObject): void;
/**
* This method will force the given Game Object into the given input state.
* @param pointer The pointer to use when setting the state.
* @param gameObject The Game Object to have its state set.
* @param gameObjectEvent The event to emit on the Game Object.
* @param inputPluginEvent The event to emit on the Input Plugin.
* @param setCursor Should the cursor be set to the Game Object's cursor? Default false.
*/
forceState(pointer: Phaser.Input.Pointer, gameObject: Phaser.GameObjects.GameObject, gameObjectEvent: string, inputPluginEvent: string, setCursor?: boolean): void;
/**
* Sets the draggable state of the given array of Game Objects.
*
@ -62933,27 +63035,27 @@ declare namespace Phaser {
forwardButtonDown(): boolean;
/**
* Checks to see if the left button was just released on this Pointer.
* Checks to see if the release of the left button was the most recent activity on this Pointer.
*/
leftButtonReleased(): boolean;
/**
* Checks to see if the right button was just released on this Pointer.
* Checks to see if the release of the right button was the most recent activity on this Pointer.
*/
rightButtonReleased(): boolean;
/**
* Checks to see if the middle button was just released on this Pointer.
* Checks to see if the release of the middle button was the most recent activity on this Pointer.
*/
middleButtonReleased(): boolean;
/**
* Checks to see if the back button was just released on this Pointer.
* Checks to see if the release of the back button was the most recent activity on this Pointer.
*/
backButtonReleased(): boolean;
/**
* Checks to see if the forward button was just released on this Pointer.
* Checks to see if the release of the forward button was the most recent activity on this Pointer.
*/
forwardButtonReleased(): boolean;
@ -63524,6 +63626,20 @@ declare namespace Phaser {
*/
base64: boolean;
/**
* The counter for the number of times to retry loading this file before it fails.
*
* You can set this property value in the FileConfig object. If not present,
* this property is read from the `LoaderPlugin.maxRetries` property when
* this File instance is created.
*
* You can set this value via the Game Config, or you can adjust the `LoaderPlugin` property
* at any point after the Loader has started. However, it will not apply to files
* that have already been added to the Loader, only those added after this value
* is changed.
*/
retryAttempts: number;
/**
* Links this File with another, so they depend upon each other for loading and processing.
* @param fileB The file to link to this one.
@ -67363,6 +67479,19 @@ declare namespace Phaser {
*/
readonly state: number;
/**
* The number of times to retry loading a single file before it fails.
*
* This property is read by the `File` object when it is created and set to
* the internal property of the same name. It's not used by the Loader itself.
*
* You can set this value via the Game Config, or you can adjust this property
* at any point after the Loader has started. However, it will not apply to files
* that have already been added to the Loader, only those added after this value
* is changed.
*/
maxRetries: number;
/**
* If you want to append a URL before the path of any asset you can set this here.
*
@ -67501,7 +67630,7 @@ declare namespace Phaser {
update(): void;
/**
* An internal method called automatically by the XHRLoader belong to a File.
* An internal method called automatically by the XHRLoader belonging to a File.
*
* This method will remove the given file from the inflight Set and update the load progress.
* If the file was successful its `onProcess` method is called, otherwise it is added to the delete queue.
@ -70738,7 +70867,7 @@ declare namespace Phaser {
*/
rotation: number;
/**
* The round pixels st status of camera
* The round pixels indicate the status of the camera
*/
roundPixels: boolean;
/**
@ -71098,7 +71227,7 @@ declare namespace Phaser {
*/
audio?: Phaser.Types.Core.AudioConfig;
/**
* A WebGL Pipeline configuration object. Can also be part of the `RenderConfig`.
* The WebGL Pipeline configuration object. Can also be part of the `RenderConfig`.
*/
pipeline?: Phaser.Types.Core.PipelineConfig;
/**
@ -71328,6 +71457,10 @@ declare namespace Phaser {
* Optional load type for image, `XHR` is default, or `HTMLImageElement` for a lightweight way.
*/
imageLoadType?: string;
/**
* The number of times to retry the file load if it fails.
*/
maxRetries?: number;
};
type MouseInputConfig = {
@ -71373,20 +71506,7 @@ declare namespace Phaser {
matter?: Phaser.Types.Physics.Matter.MatterWorldConfig;
};
type PipelineConfig = {
/**
* The name of the pipeline. Must be unique within the Pipeline Manager.
*/
name: string;
/**
* The pipeline class. This should be a constructable object, **not** an instance of a class.
*/
pipeline: Phaser.Renderer.WebGL.WebGLPipeline;
/**
* Sets the `PipelineManager.frameInc` value to control the dimension increase in the Render Targets.
*/
frameInc?: number;
};
type PipelineConfig = Phaser.Renderer.WebGL.WebGLPipeline[] | {[key: string]: typeof Phaser.Renderer.WebGL.WebGLPipeline};
type PluginObject = {
/**
@ -71502,7 +71622,7 @@ declare namespace Phaser {
/**
* The WebGL Pipeline configuration object.
*/
pipeline?: Phaser.Types.Core.PipelineConfig | Phaser.Renderer.WebGL.WebGLPipeline[];
pipeline?: Phaser.Types.Core.PipelineConfig;
/**
* Automatically enable the Mobile Pipeline if iOS or Android detected?
*/
@ -73727,7 +73847,7 @@ declare namespace Phaser {
*/
fontSize?: number | string;
/**
* Any addition font styles, such as 'strong'.
* Any addition font styles, such as 'bold'.
*/
fontStyle?: string;
/**
@ -75638,6 +75758,10 @@ declare namespace Phaser {
* The svg size configuration object.
*/
svgConfig?: Phaser.Types.Loader.FileTypes.SVGSizeConfig;
/**
* The number of times to retry the file load if it fails.
*/
maxRetries?: number;
};
type XHRSettingsObject = {
@ -75823,9 +75947,9 @@ declare namespace Phaser {
/**
* An Arcade Physics Collider Type.
*/
type ArcadeColliderType = Phaser.GameObjects.GameObject | Phaser.GameObjects.Group | Phaser.Physics.Arcade.Sprite | Phaser.Physics.Arcade.Image | Phaser.Physics.Arcade.StaticGroup | Phaser.Physics.Arcade.Group | Phaser.Tilemaps.TilemapLayer | Phaser.GameObjects.GameObject[] | Phaser.Physics.Arcade.Sprite[] | Phaser.Physics.Arcade.Image[] | Phaser.Physics.Arcade.StaticGroup[] | Phaser.Physics.Arcade.Group[] | Phaser.Tilemaps.TilemapLayer[];
type ArcadeColliderType = Phaser.Physics.Arcade.Body | Phaser.GameObjects.GameObject | Phaser.GameObjects.Group | Phaser.Physics.Arcade.Sprite | Phaser.Physics.Arcade.Image | Phaser.Physics.Arcade.StaticGroup | Phaser.Physics.Arcade.Group | Phaser.Tilemaps.TilemapLayer | Phaser.Physics.Arcade.Body[] | Phaser.GameObjects.GameObject[] | Phaser.Physics.Arcade.Sprite[] | Phaser.Physics.Arcade.Image[] | Phaser.Physics.Arcade.StaticGroup[] | Phaser.Physics.Arcade.Group[] | Phaser.Tilemaps.TilemapLayer[];
type ArcadePhysicsCallback = (object1: Phaser.Types.Physics.Arcade.GameObjectWithBody | Phaser.Tilemaps.Tile, object2: Phaser.Types.Physics.Arcade.GameObjectWithBody | Phaser.Tilemaps.Tile)=>void;
type ArcadePhysicsCallback = (object1: Phaser.Types.Physics.Arcade.GameObjectWithBody | Phaser.Physics.Arcade.Body | Phaser.Tilemaps.Tile, object2: Phaser.Types.Physics.Arcade.GameObjectWithBody | Phaser.Physics.Arcade.Body | Phaser.Tilemaps.Tile)=>void;
type ArcadeWorldConfig = {
/**
@ -93219,6 +93343,23 @@ declare namespace Phaser {
*/
const POST_RENDER: string;
/**
* The Pre-Render Clear Event.
*
* This event is dispatched by the Phaser Renderer. It happens at the start of the render step, before
* the WebGL gl.clear function has been called. This allows you to toggle the `config.clearBeforeRender` property
* as required, to have fine-grained control over when the canvas is cleared during rendering.
*
* Listen to it from within a Scene using: `this.renderer.events.on('prerenderclear', listener)`.
*
* It's very important to understand that this event is called _before_ the scissor and mask stacks are cleared.
* This means you should not use this event to modify the scissor or mask. Instead, use the `prerender` event for that.
*
* If using the Canvas Renderer, this event is dispatched before the canvas is cleared, but after the context globalAlpha
* and transform have been reset.
*/
const PRE_RENDER_CLEAR: string;
/**
* The Pre-Render Event.
*
@ -96613,12 +96754,16 @@ declare namespace Phaser {
setAutoResize(autoResize: boolean): this;
/**
* Resizes this Render Target.
* Resizes this Render Target as long as the given width and height are different
* to the current width and height.
*
* Deletes both the frame buffer and texture, if they exist and then re-creates
* them using the new sizes.
*
* This method is called automatically by the pipeline during its resize handler.
*
* Previous to Phaser v3.85 this method would only run if `autoResize` was `true`,
* it will now run regardless.
* @param width The new width of this Render Target.
* @param height The new height of this Render Target.
*/
@ -100556,6 +100701,11 @@ declare namespace Phaser {
*/
stopFullscreen(): void;
/**
* The browser has successfully left fullscreen mode.
*/
leaveFullScreenSuccessHandler(): void;
/**
* Toggles the fullscreen mode. If already in fullscreen, calling this will cancel it.
* If not in fullscreen, this will request the browser to enter fullscreen mode.
@ -101283,7 +101433,7 @@ declare namespace Phaser {
* its currently within the Scene Manager, or not.
* @param key The key of the Scene to retrieve.
*/
getScene<T extends Phaser.Scene>(key: (T|string)): T;
getScene<T extends Phaser.Scene>(key: (T|string)): Phaser.Scene | null;
/**
* Determines whether a Scene is running.
@ -101370,8 +101520,9 @@ declare namespace Phaser {
* Sleeps one one Scene and starts the other.
* @param from The Scene to sleep.
* @param to The Scene to start.
* @param data Optional data object to pass to `Scene.Settings` and `Scene.init`, and `Scene.create`. It is only passed when the scene starts for the first time.
*/
switch<T extends Phaser.Scene>(from: (T|string), to: (T|string)): this;
switch<T extends Phaser.Scene>(from: (T|string), to: (T|string), data?: object): this;
/**
* Retrieves a Scene by numeric index.
@ -101415,6 +101566,7 @@ declare namespace Phaser {
/**
* Moves a Scene so it is immediately above another Scene in the Scenes list.
* If the Scene is already above the other, it isn't moved.
*
* This means it will render over the top of the other Scene.
* @param keyA The Scene that Scene B will be moved above.
@ -101424,6 +101576,7 @@ declare namespace Phaser {
/**
* Moves a Scene so it is immediately below another Scene in the Scenes list.
* If the Scene is already below the other, it isn't moved.
*
* This means it will render behind the other Scene.
* @param keyA The Scene that Scene B will be moved below.
@ -101629,8 +101782,9 @@ declare namespace Phaser {
*
* This will happen at the next Scene Manager update, not immediately.
* @param key The Scene to start.
* @param data Optional data object to pass to either the Scene `wake` or `start` method.
*/
switch<T extends Phaser.Scene>(key: (T|string)): this;
switch<T extends Phaser.Scene>(key: (T|string), data?: any): this;
/**
* Shutdown the Scene, clearing display list, timers, etc.
@ -101690,18 +101844,20 @@ declare namespace Phaser {
swapPosition<T extends Phaser.Scene>(keyA: (T|string), keyB?: (T|string)): this;
/**
* Swaps the position of two scenes in the Scenes list, so that Scene B is directly above Scene A.
* Moves a Scene so it is immediately above another Scene in the Scenes list.
* If the Scene is already above the other, it isn't moved.
*
* This controls the order in which they are rendered and updated.
* This means it will render over the top of the other Scene.
* @param keyA The Scene that Scene B will be moved to be above.
* @param keyB The Scene to be moved. If none is given it defaults to this Scene.
*/
moveAbove<T extends Phaser.Scene>(keyA: (T|string), keyB?: (T|string)): this;
/**
* Swaps the position of two scenes in the Scenes list, so that Scene B is directly below Scene A.
* Moves a Scene so it is immediately below another Scene in the Scenes list.
* If the Scene is already below the other, it isn't moved.
*
* This controls the order in which they are rendered and updated.
* This means it will render behind the other Scene.
* @param keyA The Scene that Scene B will be moved to be below.
* @param keyB The Scene to be moved. If none is given it defaults to this Scene.
*/
@ -101748,10 +101904,13 @@ declare namespace Phaser {
sendToBack<T extends Phaser.Scene>(key?: (T|string)): this;
/**
* Retrieve a Scene.
* Retrieves a Scene based on the given key.
*
* If an actual Scene is passed to this method, it can be used to check if
* its currently within the Scene Manager, or not.
* @param key The Scene to retrieve.
*/
get<T extends Phaser.Scene>(key: (T|string)): T;
get<T extends Phaser.Scene>(key: (T|string)): Phaser.Scene;
/**
* Return the status of the Scene.
@ -104387,14 +104546,18 @@ declare namespace Phaser {
moveTo(child: T, index: number): T;
/**
* Moves the given array element above another one in the array.
* Moves an item above another one in the List.
* If the given item is already above the other, it isn't moved.
* Above means toward the end of the List.
* @param child1 The element to move above base element.
* @param child2 The base element.
*/
moveAbove(child1: T, child2: T): void;
/**
* Moves the given array element below another one in the array.
* Moves an item below another one in the List.
* If the given item is already below the other, it isn't moved.
* Below means toward the start of the List.
* @param child1 The element to move below base element.
* @param child2 The base element.
*/
@ -113532,9 +113695,7 @@ declare namespace Phaser {
* or they will retain references you may no longer require and waste memory.
*
* By default, `Tweens` are set to _not_ persist, so they are automatically cleaned-up by
* the Tween Manager. But `TweenChains` _do_ persist by default, unless overridden in their
* config. This is because the type of situations you use a chain for is far more likely to
* need to be replayed again in the future, rather than disposed of.
* the Tween Manager.
*/
persist: boolean;
@ -115616,6 +115777,8 @@ declare namespace Phaser {
/**
* Moves the given array element above another one in the array.
* If the given element is already above the other, it isn't moved.
* Above means toward the end of the array.
* The array is modified in-place.
* @param array The input array.
* @param item1 The element to move above base element.
@ -115625,6 +115788,8 @@ declare namespace Phaser {
/**
* Moves the given array element below another one in the array.
* If the given element is already below the other, it isn't moved.
* Below means toward the start of the array.
* The array is modified in-place.
* @param array The input array.
* @param item1 The element to move below base element.

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