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https://github.com/photonstorm/phaser
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changed return value of Plugin.Weapon's fire, fireAtXY, fireAtPointer, fireAtSprite to Phaser.Bullet
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2 changed files with 10 additions and 10 deletions
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@ -699,7 +699,7 @@ Phaser.Weapon.prototype.trackPointer = function (pointer, offsetX, offsetY) {
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* @param {Phaser.Sprite|Phaser.Point|Object} [from] - Optionally fires the bullet **from** the `x` and `y` properties of this object. If set this overrides `Weapon.trackedSprite` or `trackedPointer`. Pass `null` to ignore it.
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* @param {number} [x] - The x coordinate, in world space, to fire the bullet **towards**. If left as `undefined` the bullet direction is based on its angle.
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* @param {number} [y] - The y coordinate, in world space, to fire the bullet **towards**. If left as `undefined` the bullet direction is based on its angle.
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* @return {boolean} True if a bullet was successfully fired, otherwise false.
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* @return {Phaser.Bullet} The fired bullet if successful, null otherwise.
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*/
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Phaser.Weapon.prototype.fire = function (from, x, y) {
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@ -880,7 +880,7 @@ Phaser.Weapon.prototype.fire = function (from, x, y) {
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this.onFireLimit.dispatch(this, this.fireLimit);
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}
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}
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return bullet;
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};
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/**
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@ -889,7 +889,7 @@ Phaser.Weapon.prototype.fire = function (from, x, y) {
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*
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* @method Phaser.Weapon#fireAtPointer
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* @param {Phaser.Pointer} [pointer] - The Pointer to fire the bullet towards.
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* @return {boolean} True if a bullet was successfully fired, otherwise false.
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* @return {Phaser.Bullet} The fired bullet if successful, null otherwise.
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*/
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Phaser.Weapon.prototype.fireAtPointer = function (pointer) {
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@ -905,7 +905,7 @@ Phaser.Weapon.prototype.fireAtPointer = function (pointer) {
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*
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* @method Phaser.Weapon#fireAtSprite
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* @param {Phaser.Sprite} [sprite] - The Sprite to fire the bullet towards.
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* @return {boolean} True if a bullet was successfully fired, otherwise false.
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* @return {Phaser.Bullet} The fired bullet if successful, null otherwise.
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*/
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Phaser.Weapon.prototype.fireAtSprite = function (sprite) {
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@ -920,7 +920,7 @@ Phaser.Weapon.prototype.fireAtSprite = function (sprite) {
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* @method Phaser.Weapon#fireAtXY
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* @param {number} [x] - The x coordinate, in world space, to fire the bullet towards.
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* @param {number} [y] - The y coordinate, in world space, to fire the bullet towards.
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* @return {boolean} True if a bullet was successfully fired, otherwise false.
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* @return {Phaser.Bullet} The fired bullet if successful, null otherwise.
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*/
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Phaser.Weapon.prototype.fireAtXY = function (x, y) {
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10
typescript/phaser.d.ts
vendored
10
typescript/phaser.d.ts
vendored
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@ -809,7 +809,7 @@ declare module Phaser {
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l: number;
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color: number;
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color32: number;
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rgba: string;
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rgba: string;
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}
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class Create {
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@ -5651,10 +5651,10 @@ declare module Phaser {
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createBullets(quantity?: number, key?: any, frame?: any, group?: Phaser.Group): Phaser.Weapon;
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debug(x?: number, y?: number, debugBodies?: boolean): void;
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destroy(): void;
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fire(from?: any, x?: number, y?: number): boolean;
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fireAtPointer(pointer: Phaser.Pointer): boolean;
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fireAtSprite(sprite: Phaser.Sprite): boolean;
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fireAtXY(x: number, y: number): boolean;
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fire(from?: any, x?: number, y?: number): Phaser.Bullet;
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fireAtPointer(pointer: Phaser.Pointer): Phaser.Bullet;
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fireAtSprite(sprite: Phaser.Sprite): Phaser.Bullet;
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fireAtXY(x: number, y: number): Phaser.Bullet;
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forEach(callback: any, callbackContext: any): Phaser.Weapon;
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killAll(): Phaser.Weapon;
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pauseAll(): Phaser.Weapon;
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