/** * Phaser - FX - Camera - Flash * * The camera is filled with the given color and returns to normal at the given duration. */ module Phaser.FX.Camera { class Flash { constructor(game: Game); private _game; private _fxFlashColor; private _fxFlashComplete; private _fxFlashDuration; private _fxFlashAlpha; /** * The camera is filled with this color and returns to normal at the given duration. * * @param Color The color you want to use in 0xRRGGBB format, i.e. 0xffffff for white. * @param Duration How long it takes for the flash to fade. * @param OnComplete An optional function you want to run when the flash finishes. Set to null for no callback. * @param Force Force an already running flash effect to reset. */ public start(color?: number, duration?: number, onComplete?, force?: bool): void; public postUpdate(): void; public postRender(camera: Camera, cameraX: number, cameraY: number, cameraWidth: number, cameraHeight: number): void; } } /** * Phaser - FX - Camera - Template * * A Template FX file you can use to create your own Camera FX. * If you don't use any of the methods below (i.e. preUpdate, render, etc) then DELETE THEM to avoid un-necessary calls by the FXManager. */ module Phaser.FX.Camera { class Template { constructor(game: Game, parent: Camera); private _game; private _parent; /** * You can name the function that starts the effect whatever you like, but we used 'start' in our effects. */ public start(): void; /** * Pre-update is called at the start of the objects update cycle, before any other updates have taken place. */ public preUpdate(): void; /** * Post-update is called at the end of the objects update cycle, after other update logic has taken place. */ public postUpdate(): void; /** * Pre-render is called at the start of the object render cycle, before any transforms have taken place. * It happens directly AFTER a canvas context.save has happened if added to a Camera. */ public preRender(camera: Camera, cameraX: number, cameraY: number, cameraWidth: number, cameraHeight: number): void; /** * render is called during the objects render cycle, right after all transforms have finished, but before any children/image data is rendered. */ public render(camera: Camera, cameraX: number, cameraY: number, cameraWidth: number, cameraHeight: number): void; /** * Post-render is called during the objects render cycle, after the children/image data has been rendered. * It happens directly BEFORE a canvas context.restore has happened if added to a Camera. */ public postRender(camera: Camera, cameraX: number, cameraY: number, cameraWidth: number, cameraHeight: number): void; } } /** * Phaser - FX - Camera - Mirror * * Creates a mirror effect for a camera. * Can mirror the camera image horizontally, vertically or both with an optional fill color overlay. */ module Phaser.FX.Camera { class Mirror { constructor(game: Game, parent: Camera); private _game; private _parent; private _canvas; private _context; private _sx; private _sy; private _mirrorX; private _mirrorY; private _mirrorWidth; private _mirrorHeight; private _mirrorColor; public flipX: bool; public flipY: bool; public x: number; public y: number; public cls: bool; /** * This is the rectangular region to grab from the Camera used in the Mirror effect * It is rendered to the Stage at Mirror.x/y (note the use of Stage coordinates, not World coordinates) */ public start(x: number, y: number, region: Quad, fillColor?: string): void; /** * Post-render is called during the objects render cycle, after the children/image data has been rendered. * It happens directly BEFORE a canvas context.restore has happened if added to a Camera. */ public postRender(camera: Camera, cameraX: number, cameraY: number, cameraWidth: number, cameraHeight: number): void; } } /** * Phaser - FX - Camera - Scanlines * * Give your game that classic retro feel! */ module Phaser.FX.Camera { class Scanlines { constructor(game: Game, parent: Camera); private _game; private _parent; public spacing: number; public color: string; public postRender(camera: Camera, cameraX: number, cameraY: number, cameraWidth: number, cameraHeight: number): void; } } /** * Phaser - FX - Camera - Shake * * A simple camera shake effect. */ module Phaser.FX.Camera { class Shake { constructor(game: Game, camera: Camera); private _game; private _parent; private _fxShakeIntensity; private _fxShakeDuration; private _fxShakeComplete; private _fxShakeOffset; private _fxShakeDirection; private _fxShakePrevX; private _fxShakePrevY; static SHAKE_BOTH_AXES: number; static SHAKE_HORIZONTAL_ONLY: number; static SHAKE_VERTICAL_ONLY: number; /** * A simple camera shake effect. * * @param Intensity Percentage of screen size representing the maximum distance that the screen can move while shaking. * @param Duration The length in seconds that the shaking effect should last. * @param OnComplete A function you want to run when the shake effect finishes. * @param Force Force the effect to reset (default = true, unlike flash() and fade()!). * @param Direction Whether to shake on both axes, just up and down, or just side to side (use class constants SHAKE_BOTH_AXES, SHAKE_VERTICAL_ONLY, or SHAKE_HORIZONTAL_ONLY). */ public start(intensity?: number, duration?: number, onComplete?, force?: bool, direction?: number): void; public postUpdate(): void; public preRender(camera: Camera, cameraX: number, cameraY: number, cameraWidth: number, cameraHeight: number): void; } } /** * Phaser - FX - Camera - Fade * * The camera is filled with the given color and returns to normal at the given duration. */ module Phaser.FX.Camera { class Fade { constructor(game: Game); private _game; private _fxFadeColor; private _fxFadeComplete; private _fxFadeDuration; private _fxFadeAlpha; /** * The camera is gradually filled with this color. * * @param Color The color you want to use in 0xRRGGBB format, i.e. 0xffffff for white. * @param Duration How long it takes for the flash to fade. * @param OnComplete An optional function you want to run when the flash finishes. Set to null for no callback. * @param Force Force an already running flash effect to reset. */ public start(color?: number, duration?: number, onComplete?, force?: bool): void; public postUpdate(): void; public postRender(camera: Camera, cameraX: number, cameraY: number, cameraWidth: number, cameraHeight: number): void; } }