Few updates

This commit is contained in:
clark-stevenson 2014-03-21 23:59:44 +00:00
parent 01d911a2f9
commit daaa99216f

13
build/phaser.d.ts vendored
View file

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