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https://github.com/photonstorm/phaser
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Few updates
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01d911a2f9
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1 changed files with 9 additions and 4 deletions
13
build/phaser.d.ts
vendored
13
build/phaser.d.ts
vendored
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@ -1117,6 +1117,7 @@ declare module Phaser {
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canvas: HTMLCanvasElement;
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context: CanvasRenderingContext2D;
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ctx: CanvasRenderingContext2D;
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dirty: boolean;
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game: Phaser.Game;
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height: number;
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imageData: any[];
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@ -2703,6 +2704,7 @@ declare module Phaser {
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bounds: Phaser.Rectangle;
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checkCollision: { up?: boolean; down?: boolean; left?: boolean; right?: boolean; };
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forceX: boolean;
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game: Phaser.Game;
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gravity: Phaser.Point;
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quadTree: Phaser.QuadTree;
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@ -2723,6 +2725,7 @@ declare module Phaser {
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distanceToXY(displayObject: any, x: number, y: number): number;
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enable(object: Object, children?: Boolean): void;
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enableBody(object: Object): void;
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intersects(body1: Phaser.Physics.Arcade.Body, body2: Phaser.Physics.Arcade.Body): boolean;
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moveToObject(displayObject: any, destination: any, speed?: number, maxTime?: number): number;
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moveToPointer(displayObject: any, speed?: number, pointer?: Phaser.Pointer, maxTime?: number): number;
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moveToXY(displayObject: any, x: number, y: number, speed?: number, maxTime?: number): number;
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@ -3052,7 +3055,7 @@ declare module Phaser {
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createLockConstraint(bodyA: any, bodyB: any, offset: Float32Array, angle?: number, maxForce?: number): Phaser.Physics.P2.LockConstraint;
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createMaterial(name?: string, body?: Phaser.Physics.P2.Body): Phaser.Physics.P2.Material;
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createParticle(x: number, y: number, mass: number, addToWorld?: Boolean, options?: Object, data?: Object): Phaser.Physics.P2.Body;
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createPrismaticConstraint(body: any, bodyB: any, lock?: boolean, anchorA?: Float32Array, anchorB?: Float32Array, axis?: Float32Array, maxForce?: number): Phaser.Physics.P2.PrismaticConstraint;
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createPrismaticConstraint(body: any, bodyB: any, lockRotation?: boolean, anchorA?: Float32Array, anchorB?: Float32Array, axis?: Float32Array, maxForce?: number): Phaser.Physics.P2.PrismaticConstraint;
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createRevoluteConstraint(bodyA: any, pivotA: Float32Array, bodyB: any, pivotB: Float32Array, maxForce?: number): Phaser.Physics.P2.RevoluteContraint;
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createSpring(bodyA: any, bodyB: any, restLength?: number, stiffness?: number, damping?: number, worldA?: Float32Array, worldB?: Float32Array, localA?: Float32Array, localB?: Float32Array): Phaser.Physics.P2.Spring;
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destroy(): void;
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@ -3268,7 +3271,7 @@ declare module Phaser {
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class PrismaticConstraint {
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constructor(world: Phaser.Physics.P2, bodyA?: Phaser.Physics.P2.Body, bodyB?: Phaser.Physics.P2.Body, lock?: boolean, anchorA?: Float32Array, anchorB?: Float32Array, axis?: Float32Array, maxForce?: number);
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constructor(world: Phaser.Physics.P2, bodyA?: Phaser.Physics.P2.Body, bodyB?: Phaser.Physics.P2.Body, lockRotation?: boolean, anchorA?: Float32Array, anchorB?: Float32Array, axis?: Float32Array, maxForce?: number);
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game: Phaser.Game;
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world: Phaser.Physics.P2;
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@ -4119,7 +4122,7 @@ declare module Phaser {
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width: number;
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widthInPixels: number;
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addTilesetImage(tileset: string, key?: string, tileWidth?: number, tileHeight?: number, tileMargin?: number, tileSpacing?: number, gid?: number): void;
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addTilesetImage(tileset: string, key?: string, tileWidth?: number, tileHeight?: number, tileMargin?: number, tileSpacing?: number, gid?: number): Phaser.Tileset;
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calculateFaces(layer: number): void;
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copy(x: number, y: number, width: number, height: number, layer?: any): Phaser.Tile[];
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create(name: string, width: number, height: number, tileWidth:number, tileHeight:number): Phaser.Tilemap;
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@ -4144,7 +4147,7 @@ declare module Phaser {
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getTileWorldXY(x: number, y: number, tileWidth?: number, tileHeight?: number, layer?: any): Phaser.Tile;
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hasTile(x: number, y: number, layer: Phaser.TilemapLayer): boolean;
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paste(x: number, y: number, tileblock: Phaser.Tile[], layer?: any): void;
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putTile(tile: any, x: number, y: number, layer?: any): void;
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putTile(tile: any, x: number, y: number, layer?: any): Phaser.Tile;
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putTileWorldXY(tile: any, x: number, y: number, tileWidth: number, tileHeight: number, layer?: any): void;
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random(x: number, y: number, width: number, height: number, layer?: any): void;
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removeAllLayers(): void;
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@ -4245,8 +4248,10 @@ declare module Phaser {
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angle: number;
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animations: Phaser.AnimationManager;
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autoCull: boolean;
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body: any;
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cameraOffset: Phaser.Point;
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checkWorldBounds: boolean;
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events: Phaser.Events;
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exists: boolean;
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fixedToCamera: boolean;
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