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
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.
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)
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.
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.
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.
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.
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