changed return value of Plugin.Weapon's fire, fireAtXY, fireAtPointer, fireAtSprite to Phaser.Bullet

This commit is contained in:
James 2016-08-17 18:24:24 -05:00
parent bfb12d9dba
commit e90619b40e
2 changed files with 10 additions and 10 deletions

View file

@ -699,7 +699,7 @@ Phaser.Weapon.prototype.trackPointer = function (pointer, offsetX, offsetY) {
* @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.
* @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.
* @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.
* @return {boolean} True if a bullet was successfully fired, otherwise false.
* @return {Phaser.Bullet} The fired bullet if successful, null otherwise.
*/
Phaser.Weapon.prototype.fire = function (from, x, y) {
@ -880,7 +880,7 @@ Phaser.Weapon.prototype.fire = function (from, x, y) {
this.onFireLimit.dispatch(this, this.fireLimit);
}
}
return bullet;
};
/**
@ -889,7 +889,7 @@ Phaser.Weapon.prototype.fire = function (from, x, y) {
*
* @method Phaser.Weapon#fireAtPointer
* @param {Phaser.Pointer} [pointer] - The Pointer to fire the bullet towards.
* @return {boolean} True if a bullet was successfully fired, otherwise false.
* @return {Phaser.Bullet} The fired bullet if successful, null otherwise.
*/
Phaser.Weapon.prototype.fireAtPointer = function (pointer) {
@ -905,7 +905,7 @@ Phaser.Weapon.prototype.fireAtPointer = function (pointer) {
*
* @method Phaser.Weapon#fireAtSprite
* @param {Phaser.Sprite} [sprite] - The Sprite to fire the bullet towards.
* @return {boolean} True if a bullet was successfully fired, otherwise false.
* @return {Phaser.Bullet} The fired bullet if successful, null otherwise.
*/
Phaser.Weapon.prototype.fireAtSprite = function (sprite) {
@ -920,7 +920,7 @@ Phaser.Weapon.prototype.fireAtSprite = function (sprite) {
* @method Phaser.Weapon#fireAtXY
* @param {number} [x] - The x coordinate, in world space, to fire the bullet towards.
* @param {number} [y] - The y coordinate, in world space, to fire the bullet towards.
* @return {boolean} True if a bullet was successfully fired, otherwise false.
* @return {Phaser.Bullet} The fired bullet if successful, null otherwise.
*/
Phaser.Weapon.prototype.fireAtXY = function (x, y) {

View file

@ -5651,10 +5651,10 @@ declare module Phaser {
createBullets(quantity?: number, key?: any, frame?: any, group?: Phaser.Group): Phaser.Weapon;
debug(x?: number, y?: number, debugBodies?: boolean): void;
destroy(): void;
fire(from?: any, x?: number, y?: number): boolean;
fireAtPointer(pointer: Phaser.Pointer): boolean;
fireAtSprite(sprite: Phaser.Sprite): boolean;
fireAtXY(x: number, y: number): boolean;
fire(from?: any, x?: number, y?: number): Phaser.Bullet;
fireAtPointer(pointer: Phaser.Pointer): Phaser.Bullet;
fireAtSprite(sprite: Phaser.Sprite): Phaser.Bullet;
fireAtXY(x: number, y: number): Phaser.Bullet;
forEach(callback: any, callbackContext: any): Phaser.Weapon;
killAll(): Phaser.Weapon;
pauseAll(): Phaser.Weapon;