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https://github.com/photonstorm/phaser
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v3.60 Beta 22 Release
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9 changed files with 4571 additions and 325 deletions
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dist/phaser-arcade-physics.js
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dist/phaser.js
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types/phaser.d.ts
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types/phaser.d.ts
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|
@ -8525,7 +8525,7 @@ declare namespace Phaser {
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|||
/**
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* Returns the unrotated bounds of the Game Object as a rectangle.
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* @param gameObject The Game Object to get the bounds value from.
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* @param output An object to store the values in.
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* @param output An object to store the values in. If not provided a new Rectangle will be created.
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*/
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function GetBounds(gameObject: Phaser.GameObjects.GameObject, output?: Phaser.Geom.Rectangle | object): Phaser.Geom.Rectangle | object;
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@ -9972,7 +9972,7 @@ declare namespace Phaser {
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/**
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*
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* @param gameObject A reference to the Game Object that has this fx.
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* @param color The color of the Bloom, as a hex value.
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* @param color The color of the Bloom, as a hex value. Default 0xffffff.
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* @param offsetX The horizontal offset of the bloom effect. Default 1.
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* @param offsetY The vertical offset of the bloom effect. Default 1.
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* @param blurStrength The strength of the blur process of the bloom effect. Default 1.
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|
@ -10425,6 +10425,14 @@ declare namespace Phaser {
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*/
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active: boolean;
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/**
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* Sets the active state of this FX Controller.
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*
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* A disabled FX Controller will not be updated.
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* @param value `true` to enable this FX Controller, or `false` to disable it.
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*/
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setActive(value: boolean): this;
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/**
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* Destroys this FX Controller.
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*/
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@ -14802,17 +14810,19 @@ declare namespace Phaser {
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*/
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enable(padding?: number): void;
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/**
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* Destroys and removes all FX Controllers that are part of this FX Component,
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* Destroys and removes all Pre and Post FX Controllers that are part of this FX Component,
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* then disables it.
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* @param removePre Should the Pre FX Controllers be removed? Default true.
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* @param removePost Should the Post FX Controllers be removed? Default true.
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*/
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clear(): void;
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clear(removePre?: boolean, removePost?: boolean): this;
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/**
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* Searches for the given FX Controler within this FX Component.
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* Searches for the given FX Controller within this FX Component.
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*
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* If found, the controller is removed from this compoent and then destroyed.
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* @param fx The FX Controller to remove from this FX Component.
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*/
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remove(fx: Phaser.FX.Controller): void;
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remove(fx: Phaser.FX.Controller): this;
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/**
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* Disables this FX Component.
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*
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@ -14821,10 +14831,10 @@ declare namespace Phaser {
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*
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* You can re-enable it again by calling `enable`.
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*
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* Optionally, set `clear` to destroy all current FX Controllers.
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* @param clear Destroy and remove all FX Controllers that are part of this FX Component. Default false.
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* Optionally, set `clear` to destroy all current Per and Post FX Controllers.
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* @param clear Destroy and remove all Pre and Post FX Controllers that are part of this FX Component. Default false.
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*/
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disable(clear?: boolean): void;
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disable(clear?: boolean): this;
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/**
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* Adds the given FX Controler to this FX Component.
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*
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@ -20952,6 +20962,77 @@ declare namespace Phaser {
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*/
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tilemap(key?: string, tileWidth?: number, tileHeight?: number, width?: number, height?: number, data?: number[][], insertNull?: boolean): Phaser.Tilemaps.Tilemap;
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/**
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* A Timeline is a way to schedule events to happen at specific times in the future.
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*
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* You can think of it as an event sequencer for your game, allowing you to schedule the
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* running of callbacks, events and other actions at specific times in the future.
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*
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* A Timeline is a Scene level system, meaning you can have as many Timelines as you like, each
|
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* belonging to a different Scene. You can also have multiple Timelines running at the same time.
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*
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* If the Scene is paused, the Timeline will also pause. If the Scene is destroyed, the Timeline
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* will be automatically destroyed. However, you can control the Timeline directly, pausing,
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* resuming and stopping it at any time.
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*
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* Create an instance of a Timeline via the Game Object Factory:
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*
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* ```js
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* const timeline = this.add.timeline();
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* ```
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*
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* The Timeline always starts paused. You must call `play` on it to start it running.
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*
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* You can also pass in a configuration object on creation, or an array of them:
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*
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* ```js
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* const timeline = this.add.timeline({
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* at: 1000,
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* run: () => {
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* this.add.sprite(400, 300, 'logo');
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* }
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* });
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*
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* timeline.play();
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* ```
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*
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* In this example we sequence a few different events:
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*
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* ```js
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* const timeline = this.add.timeline([
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* {
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* at: 1000,
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* run: () => { this.logo = this.add.sprite(400, 300, 'logo'); },
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* sound: 'TitleMusic'
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* },
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* {
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* at: 2500,
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* tween: {
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* targets: this.logo,
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* y: 600,
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* yoyo: true
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* },
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* sound: 'Explode'
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* },
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* {
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* at: 8000,
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* event: 'HURRY_PLAYER',
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* target: this.background,
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* set: {
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* tint: 0xff0000
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* }
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* }
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* ]);
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*
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* timeline.play();
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* ```
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*
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* There are lots of options available to you via the configuration object. See the
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* {@link Phaser.Types.Time.TimelineEventConfig} typedef for more details.
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* @param config The configuration object for this Timeline Event, or an array of them.
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*/
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timeline(config: Phaser.Types.Time.TimelineEventConfig | Phaser.Types.Time.TimelineEventConfig[]): Phaser.Time.Timeline;
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/**
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* Creates a new Tween object.
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*
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@ -76632,6 +76713,92 @@ declare namespace Phaser {
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}
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namespace Time {
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type TimelineEvent = {
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/**
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* Has this event completed yet?
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*/
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complete: boolean;
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/**
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* Is this a once only event?
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*/
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once: boolean;
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/**
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* The time (in elapsed ms) at which this event will fire.
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*/
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time: number;
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/**
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* User-land callback which will be called when the Event fires if set.
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*/
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run?: Function;
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/**
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* Tween configuration object which will be used to create a Tween when the Event fires if set.
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*/
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tween?: Phaser.Types.Tweens.TweenBuilderConfig | Phaser.Types.Tweens.TweenChainBuilderConfig | Phaser.Tweens.Tween | Phaser.Tweens.TweenChain;
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/**
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* Object containing properties to set on the `target` when the Event fires if set.
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*/
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set?: object;
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/**
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* Sound configuration object which will be used to create a Sound when the Event fires if set.
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*/
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sound?: string | object;
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/**
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* The scope (`this` object) with which to invoke the run `callback`.
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*/
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target?: any;
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/**
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* Optional event name to emit when the Event fires.
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*/
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event?: string;
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};
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type TimelineEventConfig = {
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/**
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* The time (in ms) at which the Event will fire. The Timeline starts at 0.
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*/
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at?: number;
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/**
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* If the Timeline is already running, this is the time (in ms) at which the Event will fire based on its current elapsed value. If set, overrides the `at` property.
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*/
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in?: number;
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/**
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* Fire this event 'from' milliseconds after the previous event in the Timeline. If set it overrides the `at` and `in` properties.
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*/
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from?: number;
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/**
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* A function which will be called when the Event fires.
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*/
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run?: Function;
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/**
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* Optional string-based event name to emit when the Event fires. The event is emitted from the Timeline instance.
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*/
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event?: string;
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/**
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* The scope (`this` object) with which to invoke the run `callback`, if set.
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*/
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target?: any;
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/**
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* If set, the Event will be removed from the Timeline when it fires.
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*/
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once?: boolean;
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/**
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* If set, the Timeline will stop and enter a complete state when this Event fires, even if there are other events after it.
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*/
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stop?: boolean;
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/**
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* A Tween or TweenChain configuration object or instance. If set, the Event will create this Tween when it fires.
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*/
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tween?: Phaser.Types.Tweens.TweenBuilderConfig | Phaser.Types.Tweens.TweenChainBuilderConfig | Phaser.Tweens.Tween | Phaser.Tweens.TweenChain;
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/**
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||||
* A key-value object of properties to set on the `target` when the Event fires. Ignored if no `target` is given.
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||||
*/
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set?: object;
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/**
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* A key from the Sound Manager to play, or a config object for a sound to play when the Event fires. If a config object it must provide two properties: `key` and `config`. The `key` is the key of the sound to play, and the `config` is the config is a Phaser.Types.Sound.SoundConfig object.
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*/
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sound?: string | object;
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};
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type TimerEventConfig = {
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/**
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* The delay after which the Timer Event should fire, in milliseconds.
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@ -93713,8 +93880,10 @@ declare namespace Phaser {
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* @param minFilter The minFilter mode of the texture when created. 0 is `LINEAR`, 1 is `NEAREST`. Default 0.
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* @param autoClear Automatically clear this framebuffer when bound? Default true.
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* @param autoResize Automatically resize this Render Target if the WebGL Renderer resizes? Default false.
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* @param addDepthBuffer Add a DEPTH_STENCIL and attachment to this Render Target? Default true.
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* @param forceClamp Force the texture to use the CLAMP_TO_EDGE wrap mode, even if a power of two? Default true.
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*/
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constructor(renderer: Phaser.Renderer.WebGL.WebGLRenderer, width: number, height: number, scale?: number, minFilter?: number, autoClear?: boolean, autoResize?: boolean);
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constructor(renderer: Phaser.Renderer.WebGL.WebGLRenderer, width: number, height: number, scale?: number, minFilter?: number, autoClear?: boolean, autoResize?: boolean, addDepthBuffer?: boolean, forceClamp?: boolean);
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/**
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* A reference to the WebGLRenderer instance.
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@ -93778,6 +93947,14 @@ declare namespace Phaser {
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*/
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readonly hasDepthBuffer: boolean;
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/**
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* Force the WebGL Texture to use the CLAMP_TO_EDGE wrap mode, even if a power of two?
|
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*
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* If `false` it will use `gl.REPEAT` instead, which may be required for some effects, such
|
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* as using this Render Target as a texture for a Shader.
|
||||
*/
|
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forceClamp: boolean;
|
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|
||||
/**
|
||||
* Sets if this Render Target should automatically resize when the WebGL Renderer
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* emits a resize event.
|
||||
|
@ -104656,6 +104833,22 @@ declare namespace Phaser {
|
|||
*/
|
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hexSideLength: number;
|
||||
|
||||
/**
|
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* The Stagger Axis as defined in Tiled.
|
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*
|
||||
* Only used for hexagonal orientation Tilemaps.
|
||||
*/
|
||||
staggerAxis: string;
|
||||
|
||||
/**
|
||||
* The Stagger Index as defined in Tiled.
|
||||
*
|
||||
* Either 'odd' or 'even'.
|
||||
*
|
||||
* Only used for hexagonal orientation Tilemaps.
|
||||
*/
|
||||
staggerIndex: string;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -105751,6 +105944,11 @@ declare namespace Phaser {
|
|||
*/
|
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layers: Phaser.Tilemaps.LayerData[];
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||||
|
||||
/**
|
||||
* Master list of tiles -> x, y, index in tileset.
|
||||
*/
|
||||
tiles: any[];
|
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|
||||
/**
|
||||
* An array of Tilesets used in the map.
|
||||
*/
|
||||
|
@ -105816,8 +106014,10 @@ declare namespace Phaser {
|
|||
* If not specified, it will default to 0 or the value specified in the Tiled JSON file.
|
||||
* @param gid If adding multiple tilesets to a blank map, specify the starting
|
||||
* GID this set will use here. Default 0.
|
||||
* @param tileOffset Tile texture drawing offset.
|
||||
* If not specified, it will default to {0, 0} Default {x: 0, y: 0}.
|
||||
*/
|
||||
addTilesetImage(tilesetName: string, key?: string, tileWidth?: number, tileHeight?: number, tileMargin?: number, tileSpacing?: number, gid?: number): Phaser.Tilemaps.Tileset | null;
|
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addTilesetImage(tilesetName: string, key?: string, tileWidth?: number, tileHeight?: number, tileMargin?: number, tileSpacing?: number, gid?: number, tileOffset?: object): Phaser.Tilemaps.Tileset | null;
|
||||
|
||||
/**
|
||||
* Copies the tiles in the source rectangular area to a new destination (all specified in tile
|
||||
|
@ -108629,6 +108829,264 @@ declare namespace Phaser {
|
|||
|
||||
}
|
||||
|
||||
/**
|
||||
* A Timeline is a way to schedule events to happen at specific times in the future.
|
||||
*
|
||||
* You can think of it as an event sequencer for your game, allowing you to schedule the
|
||||
* running of callbacks, events and other actions at specific times in the future.
|
||||
*
|
||||
* A Timeline is a Scene level system, meaning you can have as many Timelines as you like, each
|
||||
* belonging to a different Scene. You can also have multiple Timelines running at the same time.
|
||||
*
|
||||
* If the Scene is paused, the Timeline will also pause. If the Scene is destroyed, the Timeline
|
||||
* will be automatically destroyed. However, you can control the Timeline directly, pausing,
|
||||
* resuming and stopping it at any time.
|
||||
*
|
||||
* Create an instance of a Timeline via the Game Object Factory:
|
||||
*
|
||||
* ```js
|
||||
* const timeline = this.add.timeline();
|
||||
* ```
|
||||
*
|
||||
* The Timeline always starts paused. You must call `play` on it to start it running.
|
||||
*
|
||||
* You can also pass in a configuration object on creation, or an array of them:
|
||||
*
|
||||
* ```js
|
||||
* const timeline = this.add.timeline({
|
||||
* at: 1000,
|
||||
* run: () => {
|
||||
* this.add.sprite(400, 300, 'logo');
|
||||
* }
|
||||
* });
|
||||
*
|
||||
* timeline.play();
|
||||
* ```
|
||||
*
|
||||
* In this example we sequence a few different events:
|
||||
*
|
||||
* ```js
|
||||
* const timeline = this.add.timeline([
|
||||
* {
|
||||
* at: 1000,
|
||||
* run: () => { this.logo = this.add.sprite(400, 300, 'logo'); },
|
||||
* sound: 'TitleMusic'
|
||||
* },
|
||||
* {
|
||||
* at: 2500,
|
||||
* tween: {
|
||||
* targets: this.logo,
|
||||
* y: 600,
|
||||
* yoyo: true
|
||||
* },
|
||||
* sound: 'Explode'
|
||||
* },
|
||||
* {
|
||||
* at: 8000,
|
||||
* event: 'HURRY_PLAYER',
|
||||
* target: this.background,
|
||||
* set: {
|
||||
* tint: 0xff0000
|
||||
* }
|
||||
* }
|
||||
* ]);
|
||||
*
|
||||
* timeline.play();
|
||||
* ```
|
||||
*
|
||||
* There are lots of options available to you via the configuration object. See the
|
||||
* {@link Phaser.Types.Time.TimelineEventConfig} typedef for more details.
|
||||
*/
|
||||
class Timeline {
|
||||
/**
|
||||
*
|
||||
* @param scene The Scene which owns this Timeline.
|
||||
* @param config The configuration object for this Timeline Event, or an array of them.
|
||||
*/
|
||||
constructor(scene: Phaser.Scene, config: Phaser.Types.Time.TimelineEventConfig | Phaser.Types.Time.TimelineEventConfig[]);
|
||||
|
||||
/**
|
||||
* The Scene to which this Timeline belongs.
|
||||
*/
|
||||
scene: Phaser.Scene;
|
||||
|
||||
/**
|
||||
* A reference to the Scene Systems.
|
||||
*/
|
||||
systems: Phaser.Scenes.Systems;
|
||||
|
||||
/**
|
||||
* The elapsed time counter.
|
||||
*
|
||||
* Treat this as read-only.
|
||||
*/
|
||||
elapsed: number;
|
||||
|
||||
/**
|
||||
* Whether the Timeline is running (`true`) or active (`false`).
|
||||
*
|
||||
* When paused, the Timeline will not run any of its actions.
|
||||
*
|
||||
* By default a Timeline is always paused and should be started by
|
||||
* calling the `Timeline.play` method.
|
||||
*
|
||||
* You can use the `Timeline.pause` and `Timeline.resume` methods to control
|
||||
* this value in a chainable way.
|
||||
*/
|
||||
paused: boolean;
|
||||
|
||||
/**
|
||||
* Whether the Timeline is complete (`true`) or not (`false`).
|
||||
*
|
||||
* A Timeline is considered complete when all of its events have been run.
|
||||
*
|
||||
* If you wish to restart a Timeline after it has completed, you can do so
|
||||
* by calling the `Timeline.restart` method.
|
||||
*
|
||||
* You can also use the `Timeline.stop` method to stop a running Timeline,
|
||||
* at any point, without resetting it.
|
||||
*/
|
||||
complete: boolean;
|
||||
|
||||
/**
|
||||
* The total number of events that have been run.
|
||||
*
|
||||
* This value is reset to zero if the Timeline is restarted.
|
||||
*
|
||||
* Treat this as read-only.
|
||||
*/
|
||||
totalComplete: number;
|
||||
|
||||
/**
|
||||
* An array of all the Timeline Events.
|
||||
*/
|
||||
events: Phaser.Types.Time.TimelineEvent[];
|
||||
|
||||
/**
|
||||
* Updates the elapsed time counter, if this Timeline is not paused.
|
||||
* @param time The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.
|
||||
* @param delta The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.
|
||||
*/
|
||||
preUpdate(time: number, delta: number): void;
|
||||
|
||||
/**
|
||||
* Called automatically by the Scene update step.
|
||||
*
|
||||
* Iterates through all of the Timeline Events and checks to see if they should be run.
|
||||
*
|
||||
* If they should be run, then the `TimelineEvent.action` callback is invoked.
|
||||
*
|
||||
* If the `TimelineEvent.once` property is `true` then the event is removed from the Timeline.
|
||||
*
|
||||
* If the `TimelineEvent.event` property is set then the Timeline emits that event.
|
||||
*
|
||||
* If the `TimelineEvent.run` property is set then the Timeline invokes that method.
|
||||
*
|
||||
* If the `TimelineEvent.target` property is set then the Timeline invokes the `run` method on that target.
|
||||
* @param time The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.
|
||||
* @param delta The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.
|
||||
*/
|
||||
update(time: number, delta: number): void;
|
||||
|
||||
/**
|
||||
* Starts this Timeline running.
|
||||
*
|
||||
* If the Timeline is already running and the `fromStart` parameter is `true`,
|
||||
* then calling this method will reset the Timeline events as incomplete.
|
||||
*
|
||||
* If you wish to resume a paused Timeline, then use the `Timeline.resume` method instead.
|
||||
* @param fromStart Reset this Timeline back to the start before playing. Default true.
|
||||
*/
|
||||
play(fromStart?: boolean): this;
|
||||
|
||||
/**
|
||||
* Pauses this Timeline.
|
||||
*
|
||||
* To resume it again, call the `Timeline.resume` method or set the `Timeline.paused` property to `false`.
|
||||
*
|
||||
* If the Timeline is paused while processing the current game step, then it
|
||||
* will carry on with all events that are due to run during that step and pause
|
||||
* from the next game step.
|
||||
*/
|
||||
pause(): this;
|
||||
|
||||
/**
|
||||
* Resumes this Timeline from a paused state.
|
||||
*
|
||||
* The Timeline will carry on from where it left off.
|
||||
*
|
||||
* If you need to reset the Timeline to the start, then call the `Timeline.reset` method.
|
||||
*/
|
||||
resume(): this;
|
||||
|
||||
/**
|
||||
* Stops this Timeline.
|
||||
*
|
||||
* This will set the `paused` and `complete` properties to `true`.
|
||||
*
|
||||
* If you wish to reset the Timeline to the start, then call the `Timeline.reset` method.
|
||||
*/
|
||||
stop(): this;
|
||||
|
||||
/**
|
||||
* Resets this Timeline back to the start.
|
||||
*
|
||||
* This will set the elapsed time to zero and set all events to be incomplete.
|
||||
*
|
||||
* If the Timeline had any events that were set to `once` that have already
|
||||
* been removed, they will **not** be present again after calling this method.
|
||||
*
|
||||
* If the Timeline isn't currently running (i.e. it's paused or complete) then
|
||||
* calling this method resets those states, the same as calling `Timeline.play(true)`.
|
||||
*/
|
||||
reset(): this;
|
||||
|
||||
/**
|
||||
* Adds one or more events to this Timeline.
|
||||
* @param config The configuration object for this Timeline Event, or an array of them.
|
||||
*/
|
||||
add(config: Phaser.Types.Time.TimelineEventConfig | Phaser.Types.Time.TimelineEventConfig[]): this;
|
||||
|
||||
/**
|
||||
* Removes all events from this Timeline, resets the elapsed time to zero
|
||||
* and pauses the Timeline.
|
||||
*/
|
||||
clear(): this;
|
||||
|
||||
/**
|
||||
* Returns `true` if this Timeline is currently playing.
|
||||
*
|
||||
* A Timeline is playing if it is not paused or not complete.
|
||||
*/
|
||||
isPlaying(): boolean;
|
||||
|
||||
/**
|
||||
* Returns a number between 0 and 1 representing the progress of this Timeline.
|
||||
*
|
||||
* A value of 0 means the Timeline has just started, 0.5 means it's half way through,
|
||||
* and 1 means it's complete.
|
||||
*
|
||||
* If the Timeline has no events, or all events have been removed, this will return 1.
|
||||
*
|
||||
* If the Timeline is paused, this will return the progress value at the time it was paused.
|
||||
*
|
||||
* Note that the value returned is based on the number of events that have been completed,
|
||||
* not the 'duration' of the events (as this is unknown to the Timeline).
|
||||
*/
|
||||
getProgress(): number;
|
||||
|
||||
/**
|
||||
* Destroys this Timeline.
|
||||
*
|
||||
* This will remove all events from the Timeline and stop it from processing.
|
||||
*
|
||||
* This method is called automatically when the Scene shuts down, but you may
|
||||
* also call it directly should you need to destroy the Timeline earlier.
|
||||
*/
|
||||
destroy(): void;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* A Timer Event represents a delayed function call. It's managed by a Scene's {@link Clock} and will call its function after a set amount of time has passed. The Timer Event can optionally repeat - i.e. call its function multiple times before finishing, or loop indefinitely.
|
||||
*
|
||||
|
@ -110671,9 +111129,9 @@ declare namespace Phaser {
|
|||
* otherwise it will linger in memory forever.
|
||||
*
|
||||
* If you wish to chain Tweens together for sequential playback, see the `TweenManager.chain` method.
|
||||
* @param config A Tween Configuration object.
|
||||
* @param config A Tween Configuration object, or a Tween or TweenChain instance.
|
||||
*/
|
||||
add(config: Phaser.Types.Tweens.TweenBuilderConfig | object): Phaser.Tweens.Tween;
|
||||
add(config: Phaser.Types.Tweens.TweenBuilderConfig | Phaser.Types.Tweens.TweenChainBuilderConfig | Phaser.Tweens.Tween | Phaser.Tweens.TweenChain): Phaser.Tweens.Tween;
|
||||
|
||||
/**
|
||||
* Create multiple Tweens and add them all to this Tween Manager, by passing an array of Tween Configuration objects.
|
||||
|
|
Loading…
Reference in a new issue