Commit graph

52 commits

Author SHA1 Message Date
Richard Davey
2aeafada98 Merge pull request #1558 from vulvulune/ts
Update typescript definitions
2015-02-03 20:50:46 +00:00
Richard Davey
9a4af85156 Merge pull request #1544 from belohlavek/master
Fixed some properties and parameterers in phaser.d.ts
2015-02-03 20:49:11 +00:00
Richard Davey
6d05752ce5 Merge pull request #1569 from Bilge/patch-2
Correct PluginManager.add first parameter.
2015-02-03 20:46:11 +00:00
Richard Davey
c141e8ff01 Merge pull request #1579 from Phaiax/phaserdts-bitmapdata-update
phaser.d.ts: BitmapData.update
2015-02-03 20:44:26 +00:00
Richard Davey
8f3f759c18 Merge pull request #1570 from Bilge/patch-3
Compact overloaded constructor using union syntax.
2015-02-03 20:40:59 +00:00
Richard Davey
ad9b8ae8e1 Merge pull request #1568 from Bilge/patch-1
Added missing plugins member in Phaser.Game class.
2015-02-03 20:31:26 +00:00
Phaiax
b1e3edcbcc phaser.d.ts: BitmapData.update 2015-01-28 18:34:27 +01:00
vulvulune
c4f78340b9 Update TypeScript definitions
Remove x, y on the Phaser.Group class (inheriting)
2015-01-27 16:05:58 +01:00
vulvulune
c1822f208a Update TypeScript definitions
Improve Phaser.Physics.Ninja
2015-01-27 15:46:20 +01:00
vulvulune
85dd149085 Update Typescript definitions
Add the plugin Juicy
2015-01-27 15:14:18 +01:00
vulvulune
1d99a94453 Update typescript definitions
Correct Phaser.Stage.checkVisiblity => checkVisibility
2015-01-27 14:09:26 +01:00
vulvulune
33dd8d883e Update typescript definitions
Add a lot of functions and members and fix some errors
2015-01-27 13:14:06 +01:00
Bilge
ea9fd08718 Compact overloaded constructor using union syntax. 2015-01-25 01:22:01 +00:00
Bilge
07f35b9614 Correct PluginManager.add first parameter. 2015-01-24 23:00:05 +00:00
Bilge
340d5710b6 Correct PluginManager.add first parameter.
`PluginManager.add` accepts both plugin instances and plugin prototypes. The next version of TypeScript will support unions, at which time the type should be updated to `Phaser.Plugin|typeof Phaser.Plugin`. Until then we have to settle for `any` type.
2015-01-24 22:44:35 +00:00
Bilge
6f6395f2c6 Added missing plugins member in Phaser.Game class. 2015-01-24 14:29:56 +00:00
vulvulune
45f4f9a0d4 Update typescript definitions
-Remove Phaser.DOMSprite
-Remove Phaser.Anim.currentAnim
-Correct RevoluteContraint => RevoluteConStraint
-Transform StateCycle as an interface called IStateCycle
2015-01-22 13:28:31 +01:00
Daniel Belohlavek
1b73315760 Removed parameter 'parent' from PluginManager class in phaser.d.ts
Removed parameter 'parent' from PluginManager class in phaser.d.ts since such parameter is not specified in the Phaser documentation: http://docs.phaser.io/Phaser.PluginManager.html
2015-01-17 15:42:25 -03:00
Daniel Belohlavek
ddcb2b8843 Added missing moveCallback property to phaser.d.ts
Added missing *moveCallback* property as seen on the docs: http://docs.phaser.io/Phaser.Input.html#moveCallback
2015-01-16 16:06:01 -03:00
Richard Davey
a79f11b262 Merge pull request #1536 from belohlavek/master
Fixed wheelDelta type on Typescript definition file
2015-01-16 17:53:24 +00:00
Clark Stevenson
43537b47e9 Removed any from Game constructor
Fixes #1537
2015-01-12 23:58:47 +00:00
Daniel Belohlavek
114288b9f6 Fixed wheelDelta type on Typescript definition file
Changed type *WheelEventProxy* to *number* for property *wheelDelta* in *phaser.d.ts* as specified in the Phaser Documentation: http://docs.phaser.io/Phaser.Mouse.html#wheelDelta
2015-01-12 14:46:55 -03:00
Tim van den Eijnden
9a4779ac6e updated typescript definitions 2015-01-07 15:08:00 +01:00
photonstorm
9feea685ab Updated defs for drawGroup. 2015-01-05 14:34:06 +00:00
Richard Davey
481ca7e222 Merge pull request #1516 from clark-stevenson/patch-2
Update phaser.d.ts
2015-01-05 11:02:50 +00:00
photonstorm
1c9306f41f Added the new Line methods/props to the TypeScript defs. 2015-01-05 11:02:25 +00:00
Clark Stevenson
a511379e06 Update phaser.d.ts
A BitmapData alphaMask has an optional mask parameter.
2015-01-05 10:25:06 +00:00
Richard Davey
c48eb706fb Merge pull request #1507 from Schmavery/master
Fix small typescript definition issue with Emitter.setAlpha()
2015-01-03 00:30:44 +00:00
Avery Morin
dac4372072 Fix small typescript issue with Emitter.setAlpha() 2015-01-02 18:12:50 -05:00
Clark Stevenson
428dae564f Fixes #1497 and Minor Updates. 2015-01-02 18:22:11 +00:00
Clark Stevenson
dfc44c5286 Micro Update
BitmapData methods should take a number as a blendMode not a string..  GameObjectFactory and GameObjectCreator image methods parameter key is optional.
2014-12-19 16:01:46 +00:00
Clark Stevenson
ba71f3400e Removed static from properties #1435 2014-12-09 11:02:46 +00:00
Clark Stevenson
ce8a7c544a Fixed TypeScript: Device class definition #1435 2014-12-09 10:30:09 +00:00
Clark Stevenson
c43f26cfc7 Minor Updates 2014-12-02 14:11:43 +00:00
photonstorm
35e2893db4 Game.lockRender is a new property. If false Phaser will automatically render the display list every update. If true the render loop will be skipped. You can toggle this value at run-time to gain exact control over when Phaser renders. This can be useful in certain types of game or application. Please note that if you don't render the display list then none of the game object transforms will be updated, so use this value carefully. 2014-12-02 09:03:55 +00:00
photonstorm
1ca260562a Small TS defs update. 2014-12-02 09:03:55 +00:00
photonstorm
0744dddbc0 Small defs fix. 2014-11-29 19:40:50 +00:00
Clark Stevenson
977f576c11 Small Updates 2014-11-27 16:01:02 +00:00
Clark Stevenson
e0270fdbb9 Fixed #1368 2014-11-25 17:30:33 +00:00
Clark Stevenson
3c860a4ad5 Definition Updates 2014-11-24 15:53:47 +00:00
photonstorm
1928427bcb Phaser TypeScript defs fixes. 2014-11-23 11:32:13 +00:00
photonstorm
2589000435 Tweens have been completely rewritten. They're now much more flexible and efficient than before:
When specifying the ease in `Tween.to` or `Tween.from` you can now use a string instead of the Function. This makes your code less verbose. For example instead of `Phaser.Easing.Sinusoidal.Out` and you can now just use the string "Sine".The string names match those used by TweenMax and includes: "Linear", "Quad", "Cubic", "Quart", "Quint", "Sine", "Expo", "Circ", "Elastic", "Back", "Bounce", "Power0", "Power1", "Power2", "Power3" and "Power4". You can append ".easeIn", ".easeOut" and "easeInOut" variants. All are supported for each ease types.
Tweens now create a TweenData object. The Tween object itself acts like more of a timeline, managing multiple TweenData objects. You can now call `Tween.to` and each call will create a new child tween that is added to the timeline, which are played through in sequence.
Tweens are now bound to the new Time.desiredFps value and update based on the new Game core loop, rather than being bound to time calculations. This means that tweens are now running with the same update logic as physics and the core loop.
Tween.timeScale allows you to scale the duration of a tween (and any child tweens it may have). A value of 1.0 means it should play at the desiredFps rate. A value of 0.5 will run at half the frame rate, 2 at double and so on. You can even tween the timeScale value for interesting effects!
Tween.reverse allows you to instantly reverse an active tween. If the Tween has children then it will smoothly reverse through all child tweens as well.
Tween.repeatAll allows you to control how many times all child tweens will repeat before firing the Tween.onComplete event. You can set the value to -1 to repeat forever.
Tween.loop now controls the looping of all child tweens.
Tween.onRepeat is a new signal that is dispatched whenever a Tween repeats. If a Tween has many child tweens its dispatched once the sequence has repeated.
Tween.onChildComplete is a new signal that is dispatched whenever any child tweens have completed. If a Tween consists of 4 sections you will get 3 onChildComplete events followed by 1 onComplete event as the final tween finishes.
Chained tweens are now more intelligently handled. Because you can easily create child tweens (by simply calling Tween.to multiple times) chained tweens are now used to kick-off longer sequences. You can pass as many Tween objects to `Tween.chain` as you like as they'll all be played in sequence. As one Tween completes it passes on to the next until the entire chain is finished.
Tween.stop has a new `complete` parameter that if set will still fire the onComplete event and start the next chained tween, if there is one.
Tween.delay, Tween.repeat, Tween.yoyo, Tween.easing and Tween.interpolation all have a new `index` parameter. This allows you to target specific child tweens, or if set to -1 it will update all children at once.
Tween.totalDuration reports the total duration of all child tweens in ms.
There are new easing aliases:
* Phaser.Easing.Power0 = Phaser.Easing.Linear.None
* Phaser.Easing.Power1 = Phaser.Easing.Quadratic.Out
* Phaser.Easing.Power2 = Phaser.Easing.Cubic.Out
* Phaser.Easing.Power3 = Phaser.Easing.Quartic.Out
* Phaser.Easing.Power4 = Phaser.Easing.Quintic.Out
2014-11-20 06:06:26 +00:00
Richard Davey
babb8687c8 Merge pull request #1345 from clark-stevenson/dev
Definition Updates
2014-11-19 10:29:17 +00:00
Clark Stevenson
1f39f7e3ec Definition Updates 2014-11-18 12:54:07 +00:00
photonstorm
21479acd8e Sprite.autoCull now properly works if the camera moves around the world.
Sprite.inCamera uses a much faster check if auto culling or world bounds checks are enabled and properly adjusts for camera position.
2014-11-18 12:29:55 +00:00
Clark Stevenson
e0b8af7bdd Definition Updates 2014-11-18 11:41:50 +00:00
Clark Stevenson
0b399bb1e4 Definition Updates. 2014-11-14 20:16:46 +00:00
photonstorm
527934d909 Key.justPressed has bee renamed to Key.downDuration which is a much clearer name for what the method actually does. See Key.justDown for a nice clean alternative.
Key.justReleased has bee renamed to Key.upDuration which is a much clearer name for what the method actually does. See Key.justUp for a nice clean alternative.
Key.justDown allows you to test if a Key has just been pressed down or not. You can only call justDown once per key press. It will only return `true` once, until the Key is released and pressed down again. This allows you to use it in situations where you want to check if this key is down without using a Signal, such as in a core game loop (thanks @pjbaron #1321)
Key.justUp allows you to test if a Key has just been released or not. You can only call justUp once per key press. It will only return `true` once, until the Key is pressed down and released again. This allows you to use it in situations where you want to check if this key is up without using a Signal, such as in a core game loop (thanks @pjbaron #1321)
2014-11-13 13:01:58 +00:00
Clark Stevenson
1ba17ae086 Pixi updates now includes Spine. Phaser updates. 2014-11-10 21:15:52 +00:00
Clark Stevenson
c3d2b7a90d Split pixi.d.ts and phaser.d.ts 2014-11-05 18:19:45 +00:00