Commit graph

186 commits

Author SHA1 Message Date
photonstorm
5b5bdc80d9 Loader.pack will allow you to load in a new Phaser Asset Pack JSON file. An Asset Pack is a specially structured file that allows you to define all assets for your game in an external file. The file can be split into sections, allowing you to control loading a specific set of files from it. An example JSON file can be found in the resources folder and examples of use in the Phaser Examples repository.
Loader.totalQueuedPacks returns the number of Asset Packs in the queue.
Loader.totalLoadedPacks returns the number of Asset Packs already loaded.
2014-05-29 17:05:13 +01:00
clark-stevenson
cb3dedd485 Update phaser.d.ts
Updated from last week

Also I think #843 is solved and supports this for example. I do not really see a problem with Casting as I do it fairly frequently. 

`var filter: Phaser.Filter.Marble = new Phaser.Filter.Marble(this.game, 800, 600, 4, 1);`
`var filter: Phaser.Filter.Marble = <Phaser.Filter.Marble>this.game.add.filter("Marble", 800, 600, 4, 1);`
`var filter: Phaser.Filter = this.game.add.filter("Marble", 800, 600, 4, 1);` <-- looses intellisense
2014-05-27 23:47:29 +01:00
clark-stevenson
4a377767f9 Update phaser.d.ts
Handful of changes from Last week of Dev and fixed optional loader script callbacks/context.
2014-05-25 12:15:43 +01:00
photonstorm
bcddfc83c0 Sprite.alive property now explicitly defined on the Sprite prototype (thanks @lewster32, #841) 2014-05-21 21:48:29 +01:00
photonstorm
a8256f4ef7 defs typo fix 2014-05-20 00:08:39 +01:00
clark-stevenson
4e2e6f9128 Update phaser.d.ts 2014-05-19 22:33:36 +01:00
photonstorm
7b876d5fc4 ScaleManager.bounds is a Rectangle object that holds the exact size of the game canvas, taking DOM offset and game scale into account.
Pointer.withinGame is now accurate based on game scale and updated as the Pointer moves.
Stage.bounds is now updated if the game canvas offset changes position. Note that it gives the un-scaled game dimensions.
2014-05-19 18:49:59 +01:00
Will Huxtable
6291f6de2c getText returns a string, not an Object. 2014-05-19 18:01:37 +01:00
photonstorm
1a7305b0ad New movement data added for a Pointer Locked mouse (Pointer.movementX/Y) (thanks @woutercommandeur, #831) 2014-05-19 11:51:25 +01:00
photonstorm
da75a22e82 Cache.checkKey added - allows you to pass in a Cache type and a key and return a boolean.
Cache.checkCanvasKey(key) - Check if a Canvas key exists in the cache (thanks to @delta11 for the proposal)
Cache.checkTextureKey(key) - Check if a Texture key exists in the cache (thanks to @delta11 for the proposal)
Cache.checkSoundKey(key) - Check if a Sound key exists in the cache (thanks to @delta11 for the proposal)
Cache.checkTextKey(key) - Check if a Text key exists in the cache (thanks to @delta11 for the proposal)
Cache.checkPhysicsKey(key) - Check if a Physics key exists in the cache (thanks to @delta11 for the proposal)
Cache.checkTilemapKey(key) - Check if a Tilemap key exists in the cache (thanks to @delta11 for the proposal)
Cache.checkBinaryKey(key) - Check if a Binary key exists in the cache (thanks to @delta11 for the proposal)
Cache.checkBitmapDataKey(key) - Check if a BitmapData key exists in the cache (thanks to @delta11 for the proposal)
Cache.checkBitmapFontKey(key) - Check if a BitmapFont key exists in the cache (thanks to @delta11 for the proposal)
Cache.checkJSONKey(key) - Check if a JSON key exists in the cache (thanks to @delta11 for the proposal)
2014-05-19 11:34:14 +01:00
clark-stevenson
566b870785 Update phaser.d.ts
Updates from past week
2014-05-14 15:54:40 +01:00
clark-stevenson
30b2b40810 Update IPixiRenderer Interface
Thanks @natelong

Solves
http://www.html5gamedevs.com/topic/1638-changing-game-size-to-fit-page/?p=36922
2014-05-08 13:36:51 +01:00
Maxime Fabre
8d88e08115 Fix type of Tilemap.foreach callback 2014-05-08 01:57:19 +02:00
clark-stevenson
266417e735 Update phaser.d.ts
Past week of updates on dev. 
Note also includes #799
2014-05-04 16:36:58 +01:00
Luis Fonseca
d49a8f1159 Update TypeScript definitions
Made the "index" parameter optional to reflect the JS version.
2014-04-30 15:00:53 +01:00
Franky Lau
4a31db6a64 Update phaser.d.ts
Fix imcompatible override Phaser.Point.clone
2014-04-28 22:12:25 +08:00
clark-stevenson
53da55d6a8 Fixed Emitter.makeParticles optional parameters 2014-04-28 14:23:44 +01:00
clark-stevenson
8b01abfbec BitmapData + Color updates mostly. 2014-04-26 01:34:19 +01:00
photonstorm
0f1e0a3d4e Updated the Device little / big endianess check. 2014-04-23 23:35:36 +01:00
photonstorm
b6cc150a15 Game.scratch is a single handy BitmapData instance that can be used as a visual scratch-pad, for off-screen bitmap manipulation (and is used as such by BitmapData itself).
Updated TS defs.
2014-04-23 22:14:47 +01:00
clark-stevenson
4e2afcc270 Update phaser.d.ts
Fixed typo. I must have been having fun without knowing it.
2014-04-23 10:47:00 +01:00
clark-stevenson
b00e60a996 Update phaser.d.ts
Couple of updates for last week of dev.
2014-04-23 08:26:26 +01:00
photonstorm
4ec5665148 Fixed #750 - Invalid typescript mapping for TileSprite.autoScroll function in TS defs.
Game checks if window.console exists before using it (should fix IE9 issues when dev tools are closed), however it is still used deeper in Pixi.
Body.loadData flagged as deprecated.
2014-04-22 23:31:07 +01:00
photonstorm
e4887c8177 If Tween.yoyo was true but repeat was 0 then it wouldn't yoyo. Now if yoyo is set, but not repeat, the repeat count gets set to 1 (thanks @hilts-vaughan, fix #744) 2014-04-22 02:12:21 +01:00
Dmytrii Shchadei
d8e158ba87 fix wrong definition for Phaser.Point.rotate 2014-04-20 22:42:37 +02:00
qdrj
c8f1a15be2 Fix phaser.d.ts
Add missing semicolons from d.ts file. Now it's working with WebStorm 8.
2014-04-19 12:11:26 +04:00
qdrj
52a2c2612b Revert "Add missing semicolons. Now working with WebStorm 8."
This reverts commit 01b7a5957a.
2014-04-19 12:05:43 +04:00
qdrj
01b7a5957a Add missing semicolons. Now working with WebStorm 8. 2014-04-19 11:53:42 +04:00
clark-stevenson
0063c85c86 Update phaser.d.ts
Recent additions.
2014-04-15 20:11:24 +01:00
photonstorm
5f455791d4 TypeScript defs update (thanks @cheshirepuss42, ping to @clark-stevenson to ensure merge with his master version :) 2014-04-15 03:24:54 +01:00
clark-stevenson
af42813a36 Update phaser.d.ts
#715

Added OnFileStart signal to loader
2014-04-14 11:44:32 +01:00
clark-stevenson
4167e9ab00 Update phaser.d.ts
#95b0532
#770ced8
#780fb48
#a01cc2e
#b7b1e74  <-- Not sure how to handle src/utils/Utils.js Array.prototype.forEach
2014-04-13 19:43:13 +01:00
photonstorm
fab18dd80d Modified Phaser.Animation.generateFrameNames to make it a static function (fix #701) 2014-04-10 04:31:27 +01:00
clark-stevenson
5137834886 generateFrameNames returns string[]
#697
2014-04-09 21:05:07 +01:00
clark-stevenson
d319cd8cb3 Update phaser.d.ts
Updated for last week of dev.
2014-04-03 20:13:35 +01:00
clark-stevenson
6041c137af Small additions from the past week. 2014-03-28 16:58:23 +00:00
photonstorm
953ae83350 Updated TS defs (fix #650) 2014-03-26 13:24:11 +00:00
photonstorm
75cc6a7365 Added World.setBounds to the TypeScript defs (fix #649) 2014-03-26 11:00:15 +00:00
keyle
163d8fa964 Fixed typo in typescript defs 2014-03-26 19:05:36 +10:00
clark-stevenson
daaa99216f Few updates 2014-03-21 23:59:44 +00:00
clark-stevenson
1f37a4e1f5 Update phaser.d.ts
Final one, I went through the source code this time so I know its 99% matching your latest commit brining it upto par with 2 completely.

Congratulations on reaching 2! Phaser is amazing, and without the well documented code, I would be stumped.
2014-03-20 11:07:37 +00:00
photonstorm
634b1d1093 Emitter.friction property removed and replaced with Emitter.particleDrag, which is now correctly applied.
ArcadePhysics.Body.reset incorrectly set the Body.rotation to Sprite.rotation instead of angle.
Emitter.emitParticle resets the rotation on the particle to zero before emitting it.
Lots of fixes to the TypeScript definitions file (thanks as always to clark-stevenson for his tireless work on these)
Emitters now bring the particle they are about to emit to the top of the Group before doing so. Avoids particles hidden behind others.
ArcadePhysics.Body.setSize corrected to take the parameters as positive, not negative values.
ArcadePhysics.Body now checks the Sprite scale automatically and adjusts the body size accordingly (fix #608)
Emitter.particleClass can now be set to any object that extends Phaser.Sprite, which will be emitted instead of a regular Sprite.
2014-03-20 03:48:54 +00:00
clark-stevenson
7ab37a82f4 Update phaser.d.ts
SAT removed
Physics modules should all be updated correctly #599 
Misc updates from the last week of dev. 

So the TS is upto date and it should be easy to maintain with the latest changes. 

The only thing that bothers me is the historic references to <2.0 and the pre-pixi "any". That kind of thing will be my next update.

My final questions though are these!

1) displayObject: any  can this now be considered PIXI.DisplayObject or should I keep "any"?

2) When an argument can either be a string or a number. Are you stuck with "any" or is there a concept I am missing in TypeScript? It is the same with stuff like "p2.Constraint". In this situation, is it wise to create an IConstraint which all constraints implement, rather than having "any" or is that just even more confusing?

I would like my next pass through to be as acceptable as possible.
2014-03-19 15:09:44 +00:00
photonstorm
eec9f70c1c Math.removeRandom allows you to remove (and return) a random object from an array.
Updated TypeScript defs to fix getRandom (fix #583)
2014-03-18 16:51:58 +00:00
clark-stevenson
868f128978 Basic p2 added
Will maybe be sketchy (a few Any's - p2.Shape or p2.Constraint etc). Also I may have messed up a couple of types (Phaser.Physics.p2.Body vs p2.Body).

Also fixed #585
2014-03-17 12:35:14 +00:00
clark-stevenson
1152fe6ee2 Ninja Physics Added 2014-03-16 15:21:22 +00:00
qdrj
33215dce6c fixed lots of "nummber" typos 2014-03-12 14:48:49 +04:00
qdrj
0c3ad8acf4 tiny fix 2014-03-12 13:49:18 +04:00
qdrj
709c4a8111 fix Phaser.Utils.Debug definitions 2014-03-12 13:10:42 +04:00
photonstorm
6ef9e30753 Added z property to remaining game objects and updated TypeScript defs. 2014-03-10 23:16:49 +00:00