Added minifed build.

This commit is contained in:
Richard Davey 2013-04-18 16:52:20 +01:00
parent a90606a28a
commit e869591410
5 changed files with 932 additions and 1174 deletions

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@ -1,4 +1,5 @@
/// <reference path="Game.ts" />
/// <reference path="system/Sound.ts" />
/**
* Phaser - SoundManager

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@ -1,16 +1,17 @@
/**
* Phaser
* Phaser
*
* v0.9 - April 18th 2013
* v0.9 - April 18th 2013
*
* A small and feature-packed 2D canvas game framework born from the firey pits of Flixel and Kiwi.
* A small and feature-packed 2D canvas game framework born from the firey pits of Flixel and Kiwi.
*
* Richard Davey (@photonstorm)
* Adam Saltsman (@ADAMATOMIC) (original Flixel code)
* Richard Davey (@photonstorm)
*
* "If you want your children to be intelligent, read them fairy tales."
* "If you want them to be more intelligent, read them more fairy tales."
* -- Albert Einstein
* Many thanks to Adam Saltsman (@ADAMATOMIC) for the original Flixel AS3 code on which Phaser is based.
*
* "If you want your children to be intelligent, read them fairy tales."
* "If you want them to be more intelligent, read them more fairy tales."
* -- Albert Einstein
*/
var Phaser;
(function (Phaser) {

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@ -80,21 +80,13 @@ var Phaser;
Phaser.Basic = Basic;
})(Phaser || (Phaser = {}));
/// <reference path="Signal.ts" />
/*
* SignalBinding
*
* @desc An object that represents a binding between a Signal and a listener function.
* Released under the MIT license
* http://millermedeiros.github.com/js-signals/
*
* @version 1. - 7th March 2013
*
* @author Richard Davey, TypeScript conversion
* @author Miller Medeiros, JS Signals
*
*/
/**
* Phaser
* Phaser - SignalBinding
*
* An object that represents a binding between a Signal and a listener function.
* Based on JS Signals by Miller Medeiros. Converted by TypeScript by Richard Davey.
* Released under the MIT license
* http://millermedeiros.github.com/js-signals/
*/
var Phaser;
(function (Phaser) {
@ -201,28 +193,13 @@ var Phaser;
Phaser.SignalBinding = SignalBinding;
})(Phaser || (Phaser = {}));
/// <reference path="SignalBinding.ts" />
/*
* Signal
*
* @desc A TypeScript conversion of JS Signals by Miller Medeiros
* Released under the MIT license
* http://millermedeiros.github.com/js-signals/
*
* @version 1. - 7th March 2013
*
* @author Richard Davey, TypeScript conversion
* @author Miller Medeiros, JS Signals
*
*/
/**
* Custom event broadcaster
* <br />- inspired by Robert Penner's AS3 Signals.
* @name Signal
* @author Miller Medeiros
* @constructor
*/
/**
* Phaser
* Phaser - Signal
*
* A Signal is used for object communication via a custom broadcaster instead of Events.
* Based on JS Signals by Miller Medeiros. Converted by TypeScript by Richard Davey.
* Released under the MIT license
* http://millermedeiros.github.com/js-signals/
*/
var Phaser;
(function (Phaser) {
@ -473,7 +450,10 @@ var __extends = this.__extends || function (d, b) {
/// <reference path="../Basic.ts" />
/// <reference path="../Signal.ts" />
/**
* Phaser
* Phaser - GameObject
*
* This is the base GameObject on which all other game objects are derived. It contains all the logic required for position,
* motion, size, collision and input.
*/
var Phaser;
(function (Phaser) {
@ -870,7 +850,10 @@ var Phaser;
/// <reference path="../AnimationManager.ts" />
/// <reference path="GameObject.ts" />
/**
* Phaser
* Phaser - Sprite
*
* The Sprite GameObject is an extension of the core GameObject that includes support for animation and dynamic textures.
* It's probably the most used GameObject of all.
*/
var Phaser;
(function (Phaser) {
@ -1073,15 +1056,9 @@ var Phaser;
})(Phaser || (Phaser = {}));
/// <reference path="../../Game.ts" />
/**
* Animation
* Phaser - Animation
*
* @desc Loads Sprite Sheets and Texture Atlas formats into a unified FrameData object
*
* @version 1.0 - 22nd March 2013
* @author Richard Davey
*/
/**
* Phaser
* An Animation is a single animation. It is created by the AnimationManager and belongs to Sprite objects.
*/
var Phaser;
(function (Phaser) {
@ -1176,7 +1153,9 @@ var Phaser;
})(Phaser || (Phaser = {}));
/// <reference path="../../Game.ts" />
/**
* Phaser
* Phaser - AnimationLoader
*
* Responsible for parsing sprite sheet and JSON data into the internal FrameData format that Phaser uses for animations.
*/
var Phaser;
(function (Phaser) {
@ -1232,7 +1211,9 @@ var Phaser;
})(Phaser || (Phaser = {}));
/// <reference path="../../Game.ts" />
/**
* Phaser
* Phaser - Frame
*
* A Frame is a single frame of an animation and is part of a FrameData collection.
*/
var Phaser;
(function (Phaser) {
@ -1270,7 +1251,9 @@ var Phaser;
})(Phaser || (Phaser = {}));
/// <reference path="../../Game.ts" />
/**
* Phaser
* Phaser - FrameData
*
* FrameData is a container for Frame objects, the internal representation of animation data in Phaser.
*/
var Phaser;
(function (Phaser) {
@ -1610,7 +1593,11 @@ var Phaser;
/// <reference path="../gameobjects/Sprite.ts" />
/// <reference path="../Game.ts" />
/**
* Phaser
* Phaser - Camera
*
* A Camera is your view into the game world. It has a position, size, scale and rotation and renders only those objects
* within its field of view. The game automatically creates a single Stage sized camera on boot, but it can be changed and
* additional cameras created via the CameraManager.
*/
var Phaser;
(function (Phaser) {
@ -2184,16 +2171,9 @@ var Phaser;
})(Phaser || (Phaser = {}));
/// <reference path="../Game.ts" />
/**
* Point
* Phaser - Point
*
* @desc The Point object represents a location in a two-dimensional coordinate system, where x represents the horizontal axis and y represents the vertical axis.
*
* @version 1.2 - 27th February 2013
* @author Richard Davey
* @todo polar, interpolate
*/
/**
* Phaser
* The Point object represents a location in a two-dimensional coordinate system, where x represents the horizontal axis and y represents the vertical axis.
*/
var Phaser;
(function (Phaser) {
@ -2448,15 +2428,9 @@ var Phaser;
})(Phaser || (Phaser = {}));
/// <reference path="../Game.ts" />
/**
* Rectangle
* Phaser - Rectangle
*
* @desc A Rectangle object is an area defined by its position, as indicated by its top-left corner (x,y) and width and height.
*
* @version 1.2 - 15th October 2012
* @author Richard Davey
*/
/**
* Phaser
* A Rectangle object is an area defined by its position, as indicated by its top-left corner (x,y) and width and height.
*/
var Phaser;
(function (Phaser) {
@ -2937,12 +2911,9 @@ var Phaser;
})(Phaser || (Phaser = {}));
/// <reference path="../Game.ts" />
/**
* Phaser - Geom - Circle
* Phaser - Circle
*
* @desc A Circle object is an area defined by its position, as indicated by its center point (x,y) and diameter.
*
* @version 1.1 - 11th October 2012
* @author Richard Davey
* A Circle object is an area defined by its position, as indicated by its center point (x,y) and diameter.
*/
var Phaser;
(function (Phaser) {
@ -3351,13 +3322,9 @@ var Phaser;
})(Phaser || (Phaser = {}));
/// <reference path="../Game.ts" />
/**
* Phaser - Geom - Line
* Phaser - Line
*
* @desc A Line object is an infinte line through space. The two sets of x/y coordinates define the Line Segment.
*
* @version 1.0 - 11th October 2012
* @author Ross Kettle
* @author Richard Davey
* A Line object is an infinte line through space. The two sets of x/y coordinates define the Line Segment.
*/
var Phaser;
(function (Phaser) {
@ -3625,12 +3592,9 @@ var Phaser;
})(Phaser || (Phaser = {}));
/// <reference path="../Game.ts" />
/**
* Phaser - Geom - IntersectResult
* Phaser - IntersectResult
*
* @desc A light-weight result object to hold the results of an intersection
*
* @version 1.0 - 15th October 2012
* @author Richard Davey
* A light-weight result object to hold the results of an intersection. For when you need more than just true/false.
*/
var Phaser;
(function (Phaser) {
@ -3673,12 +3637,9 @@ var Phaser;
})(Phaser || (Phaser = {}));
/// <reference path="../Game.ts" />
/**
* A miniature linked list class.
* Useful for optimizing time-critical or highly repetitive tasks!
* See <code>QuadTree</code> for how to use it, IF YOU DARE.
*/
/**
* Phaser
* Phaser - LinkedList
*
* A miniature linked list class. Useful for optimizing time-critical or highly repetitive tasks!
*/
var Phaser;
(function (Phaser) {
@ -3707,15 +3668,12 @@ var Phaser;
/// <reference path="../Game.ts" />
/// <reference path="LinkedList.ts" />
/**
* A fairly generic quad tree structure for rapid overlap checks.
* QuadTree is also configured for single or dual list operation.
* You can add items either to its A list or its B list.
* When you do an overlap check, you can compare the A list to itself,
* Phaser - QuadTree
*
* A fairly generic quad tree structure for rapid overlap checks. QuadTree is also configured for single or dual list operation.
* You can add items either to its A list or its B list. When you do an overlap check, you can compare the A list to itself,
* or the A list against the B list. Handy for different things!
*/
/**
* Phaser
*/
var Phaser;
(function (Phaser) {
var QuadTree = (function (_super) {
@ -6297,7 +6255,10 @@ var Phaser;
})(Phaser || (Phaser = {}));
/// <reference path="Game.ts" />
/**
* Phaser
* Phaser - Loader
*
* The Loader handles loading all external content such as Images, Sounds, Texture Atlases and data files.
* It uses a combination of Image() loading and xhr and provides for progress and completion callbacks.
*/
var Phaser;
(function (Phaser) {
@ -6597,6 +6558,8 @@ var Phaser;
/// <reference path="gameobjects/GameObject.ts" />
/**
* Phaser - Motion
*
* The Motion class contains lots of useful functions for moving game objects around in world space.
*/
var Phaser;
(function (Phaser) {
@ -6903,6 +6866,7 @@ var Phaser;
Phaser.Motion = Motion;
})(Phaser || (Phaser = {}));
/// <reference path="Game.ts" />
/// <reference path="system/Sound.ts" />
/**
* Phaser - SoundManager
*
@ -6988,35 +6952,31 @@ var Phaser;
Phaser.SoundManager = SoundManager;
})(Phaser || (Phaser = {}));
/**
* Phaser
* Phaser
*
* v0.9 - April 18th 2013
* v0.9 - April 18th 2013
*
* A small and feature-packed 2D canvas game framework born from the firey pits of Flixel and Kiwi.
* A small and feature-packed 2D canvas game framework born from the firey pits of Flixel and Kiwi.
*
* Richard Davey (@photonstorm)
* Richard Davey (@photonstorm)
*
* Many thanks to Adam Saltsman (@ADAMATOMIC) for the original Flixel AS3 code on which Phaser is based.
* Many thanks to Adam Saltsman (@ADAMATOMIC) for the original Flixel AS3 code on which Phaser is based.
*
* "If you want your children to be intelligent, read them fairy tales."
* "If you want them to be more intelligent, read them more fairy tales."
* -- Albert Einstein
* "If you want your children to be intelligent, read them fairy tales."
* "If you want them to be more intelligent, read them more fairy tales."
* -- Albert Einstein
*/
var Phaser;
(function (Phaser) {
Phaser.VERSION = 'Phaser version 0.9';
})(Phaser || (Phaser = {}));
/// <reference path="../Game.ts" />
/*
* Based on code from Viewporter v2.0
* http://github.com/zynga/viewporter
*
* Copyright 2011, Zynga Inc.
* Licensed under the MIT License.
* https://raw.github.com/zynga/viewporter/master/MIT-LICENSE.txt
*/
/**
* Phaser
* Phaser - StageScaleMode
*
* This class controls the scaling of your game. On mobile devices it will also remove the URL bar and allow
* you to maintain proportion and aspect ratio.
* It is based on a technique taken from Viewporter v2.0 by Zynga Inc. http://github.com/zynga/viewporter
*/
var Phaser;
(function (Phaser) {
@ -7426,13 +7386,9 @@ var Phaser;
(function (Phaser) {
/// <reference path="../../Game.ts" />
/**
* Phaser - Easing
* Phaser - Easing - Back
*
* @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js)
*
* @version 1.0 - 11th January 2013
*
* @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list
* For use with Phaser.Tween
*/
(function (Easing) {
var Back = (function () {
@ -7462,13 +7418,9 @@ var Phaser;
(function (Phaser) {
/// <reference path="../../Game.ts" />
/**
* Phaser - Easing
* Phaser - Easing - Bounce
*
* @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js)
*
* @version 1.0 - 11th January 2013
*
* @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list
* For use with Phaser.Tween
*/
(function (Easing) {
var Bounce = (function () {
@ -7503,13 +7455,9 @@ var Phaser;
(function (Phaser) {
/// <reference path="../../Game.ts" />
/**
* Phaser - Easing
* Phaser - Easing - Circular
*
* @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js)
*
* @version 1.0 - 11th January 2013
*
* @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list
* For use with Phaser.Tween
*/
(function (Easing) {
var Circular = (function () {
@ -7536,13 +7484,9 @@ var Phaser;
(function (Phaser) {
/// <reference path="../../Game.ts" />
/**
* Phaser - Easing
* Phaser - Easing - Cubic
*
* @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js)
*
* @version 1.0 - 11th January 2013
*
* @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list
* For use with Phaser.Tween
*/
(function (Easing) {
var Cubic = (function () {
@ -7569,13 +7513,9 @@ var Phaser;
(function (Phaser) {
/// <reference path="../../Game.ts" />
/**
* Phaser - Easing
* Phaser - Easing - Elastic
*
* @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js)
*
* @version 1.0 - 11th January 2013
*
* @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list
* For use with Phaser.Tween
*/
(function (Easing) {
var Elastic = (function () {
@ -7641,13 +7581,9 @@ var Phaser;
(function (Phaser) {
/// <reference path="../../Game.ts" />
/**
* Phaser - Easing
* Phaser - Easing - Exponential
*
* @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js)
*
* @version 1.0 - 11th January 2013
*
* @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list
* For use with Phaser.Tween
*/
(function (Easing) {
var Exponential = (function () {
@ -7680,13 +7616,9 @@ var Phaser;
(function (Phaser) {
/// <reference path="../../Game.ts" />
/**
* Phaser - Easing
* Phaser - Easing - Linear
*
* @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js)
*
* @version 1.0 - 11th January 2013
*
* @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list
* For use with Phaser.Tween
*/
(function (Easing) {
var Linear = (function () {
@ -7704,13 +7636,9 @@ var Phaser;
(function (Phaser) {
/// <reference path="../../Game.ts" />
/**
* Phaser - Easing
* Phaser - Easing - Quadratic
*
* @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js)
*
* @version 1.0 - 11th January 2013
*
* @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list
* For use with Phaser.Tween
*/
(function (Easing) {
var Quadratic = (function () {
@ -7737,13 +7665,9 @@ var Phaser;
(function (Phaser) {
/// <reference path="../../Game.ts" />
/**
* Phaser - Easing
* Phaser - Easing - Quartic
*
* @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js)
*
* @version 1.0 - 11th January 2013
*
* @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list
* For use with Phaser.Tween
*/
(function (Easing) {
var Quartic = (function () {
@ -7770,13 +7694,9 @@ var Phaser;
(function (Phaser) {
/// <reference path="../../Game.ts" />
/**
* Phaser - Easing
* Phaser - Easing - Quintic
*
* @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js)
*
* @version 1.0 - 11th January 2013
*
* @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list
* For use with Phaser.Tween
*/
(function (Easing) {
var Quintic = (function () {
@ -7803,13 +7723,9 @@ var Phaser;
(function (Phaser) {
/// <reference path="../../Game.ts" />
/**
* Phaser - Easing
* Phaser - Easing - Sinusoidal
*
* @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js)
*
* @version 1.0 - 11th January 2013
*
* @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list
* For use with Phaser.Tween
*/
(function (Easing) {
var Sinusoidal = (function () {
@ -7842,13 +7758,9 @@ var Phaser;
/// <reference path="easing/Quintic.ts" />
/// <reference path="easing/Sinusoidal.ts" />
/**
* Phaser - Tween
* Phaser - Tween
*
* @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js) converted to TypeScript and integrated into Phaser
*
* @version 1.0 - 11th January 2013
*
* @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list
* Based heavily on tween.js by sole (https://github.com/sole/tween.js) converted to TypeScript and integrated into Phaser
*/
var Phaser;
(function (Phaser) {
@ -8205,18 +8117,10 @@ var Phaser;
})(Phaser || (Phaser = {}));
/// <reference path="../Game.ts" />
/**
* Device
* Phaser - Device
*
* @desc Detects device support capabilities. Using some elements from System.js by MrDoob and Modernizr
* https://github.com/Modernizr/Modernizr/blob/master/feature-detects/audio.js
*
* @version 1.0 - March 5th 2013
* @author Richard Davey
* @author mrdoob
* @author Modernizr team
*/
/**
* Phaser
* Detects device support capabilities. Using some elements from System.js by MrDoob and Modernizr
* https://github.com/Modernizr/Modernizr/blob/master/feature-detects/audio.js
*/
var Phaser;
(function (Phaser) {
@ -8645,18 +8549,11 @@ var Phaser;
})(Phaser || (Phaser = {}));
/// <reference path="../Game.ts" />
/**
* Repeatable Random Data Generator
* Phaser - RandomDataGenerator
*
* @desc Manages the creation of unique internal game IDs
* Based on Nonsense by Josh Faul https://github.com/jocafa/Nonsense
* Random number generator from http://baagoe.org/en/wiki/Better_random_numbers_for_javascript
*
* @version 1.1 - 1st March 2013
* @author Josh Faul
* @author Richard Davey, TypeScript conversion and additional methods
*/
/**
* Phaser
* An extremely useful repeatable random data generator. Access it via Game.rnd
* Based on Nonsense by Josh Faul https://github.com/jocafa/Nonsense
* Random number generator from http://baagoe.org/en/wiki/Better_random_numbers_for_javascript
*/
var Phaser;
(function (Phaser) {
@ -8879,15 +8776,9 @@ var Phaser;
})(Phaser || (Phaser = {}));
/// <reference path="../Game.ts" />
/**
* RequestAnimationFrame
* Phaser - RequestAnimationFrame
*
* @desc Abstracts away the use of RAF or setTimeOut for the core game update loop. The callback can be re-mapped on the fly.
*
* @version 0.3 - 15th October 2012
* @author Richard Davey
*/
/**
* Phaser
* Abstracts away the use of RAF or setTimeOut for the core game update loop. The callback can be re-mapped on the fly.
*/
var Phaser;
(function (Phaser) {
@ -9038,7 +8929,9 @@ var Phaser;
/// <reference path="../../Game.ts" />
/// <reference path="../../Signal.ts" />
/**
* Phaser
* Phaser - Input
*
* A game specific Input manager that looks after the mouse, keyboard and touch objects. This is updated by the core game loop.
*/
var Phaser;
(function (Phaser) {
@ -9090,7 +8983,11 @@ var Phaser;
})(Phaser || (Phaser = {}));
/// <reference path="../../Game.ts" />
/**
* Phaser
* Phaser - Keyboard
*
* The Keyboard class handles keyboard interactions with the game and the resulting events.
* The avoid stealing all browser input we don't use event.preventDefault. If you would like to trap a specific key however
* then use the addKeyCapture() method.
*/
var Phaser;
(function (Phaser) {
@ -9284,7 +9181,9 @@ var Phaser;
})(Phaser || (Phaser = {}));
/// <reference path="../../Game.ts" />
/**
* Phaser
* Phaser - Mouse
*
* The Mouse class handles mouse interactions with the game and the resulting events.
*/
var Phaser;
(function (Phaser) {
@ -9360,17 +9259,9 @@ var Phaser;
})(Phaser || (Phaser = {}));
/// <reference path="../../Game.ts" />
/**
* Input - Finger
* Phaser - Finger
*
* @desc A Finger object used by the Touch manager
*
* @version 1.1 - 27th February 2013
* @author Richard Davey
*
* @todo Lots
*/
/**
* Phaser
* A Finger object is used by the Touch manager and represents a single finger on the touch screen.
*/
var Phaser;
(function (Phaser) {
@ -9600,15 +9491,13 @@ var Phaser;
/// <reference path="../../Game.ts" />
/// <reference path="Finger.ts" />
/**
* Input - Touch
* Phaser - Touch
*
* @desc http://www.w3.org/TR/touch-events/
* https://developer.mozilla.org/en-US/docs/DOM/TouchList
* http://www.html5rocks.com/en/mobile/touchandmouse/
* Android 2.x only supports 1 touch event at once, no multi-touch
*
* @version 1.1 - 27th February 2013
* @author Richard Davey
* The Touch class handles touch interactions with the game and the resulting Finger objects.
* http://www.w3.org/TR/touch-events/
* https://developer.mozilla.org/en-US/docs/DOM/TouchList
* http://www.html5rocks.com/en/mobile/touchandmouse/
* Note: Android 2.x only supports 1 touch event at once, no multi-touch
*
* @todo Try and resolve update lag in Chrome/Android
* Gestures (pinch, zoom, swipe)
@ -9616,9 +9505,6 @@ var Phaser;
* Touch point within GameObject
* Input Zones (mouse and touch) - lock entities within them + axis aligned drags
*/
/**
* Phaser
*/
var Phaser;
(function (Phaser) {
var Touch = (function () {
@ -9906,20 +9792,11 @@ var Phaser;
/// <reference path="../Game.ts" />
/// <reference path="../Group.ts" />
/**
* <code>Emitter</code> is a lightweight particle emitter.
* It can be used for one-time explosions or for
* continuous fx like rain and fire. <code>Emitter</code>
* is not optimized or anything; all it does is launch
* <code>Particle</code> objects out at set intervals
* by setting their positions and velocities accordingly.
* It is easy to use and relatively efficient,
* relying on <code>Group</code>'s RECYCLE POWERS.
* Phaser - Emitter
*
* @author Adam Atomic
* @author Richard Davey
*/
/**
* Phaser
* Emitter is a lightweight particle emitter. It can be used for one-time explosions or for
* continuous effects like rain and fire. All it really does is launch Particle objects out
* at set intervals, and fixes their positions and velocities accorindgly.
*/
var Phaser;
(function (Phaser) {
@ -10195,7 +10072,11 @@ var Phaser;
})(Phaser || (Phaser = {}));
/// <reference path="../Game.ts" />
/**
* Phaser
* Phaser - GeomSprite
*
* A GeomSprite is a special kind of GameObject that contains a base geometry class (Circle, Line, Point, Rectangle).
* They can be rendered in the game and used for collision just like any other game object. Display of them is controlled
* via the lineWidth / lineColor / fillColor and renderOutline / renderFill properties.
*/
var Phaser;
(function (Phaser) {
@ -10486,18 +10367,10 @@ var Phaser;
/// <reference path="../Game.ts" />
/// <reference path="Sprite.ts" />
/**
* This is a simple particle class that extends the default behavior
* of <code>Sprite</code> to have slightly more specialized behavior
* common to many game scenarios. You can override and extend this class
* just like you would <code>Sprite</code>. While <code>Emitter</code>
* used to work with just any old sprite, it now requires a
* <code>Particle</code> based class.
* Phaser - Particle
*
* @author Adam Atomic
* @author Richard Davey
*/
/**
* Phaser
* This is a simple particle class that extends a Sprite to have a slightly more
* specialised behaviour. It is used exclusively by the Emitter class and can be extended as required.
*/
var Phaser;
(function (Phaser) {
@ -10562,15 +10435,9 @@ var Phaser;
})(Phaser || (Phaser = {}));
/// <reference path="../Game.ts" />
/**
* A simple helper object for <code>Tilemap</code> that helps expand collision opportunities and control.
* You can use <code>Tilemap.setTileProperties()</code> to alter the collision properties and
* callback functions and filters for this object to do things like one-way tiles or whatever.
* Phaser - Tile
*
* @author Adam Atomic
* @author Richard Davey
*/
/**
* Phaser
* A simple helper object for <code>Tilemap</code> that helps expand collision opportunities and control.
*/
var Phaser;
(function (Phaser) {
@ -10612,9 +10479,9 @@ var Phaser;
})(Phaser || (Phaser = {}));
/// <reference path="../Game.ts" />
/**
* A Tilemap Buffer
* Phaser - TilemapBuffer
*
* @author Richard Davey
* Responsible for rendering a portion of a tilemap to the given Camera.
*/
var Phaser;
(function (Phaser) {
@ -10735,7 +10602,10 @@ var Phaser;
/// <reference path="../system/Tile.ts" />
/// <reference path="../system/TilemapBuffer.ts" />
/**
* Phaser
* Phaser - Tilemap
*
* This GameObject allows for the display of a tilemap within the game world. Tile maps consist of an image, tile data and a size.
* Internally it creates a TilemapBuffer for each camera in the world.
*/
var Phaser;
(function (Phaser) {