mirror of
https://github.com/photonstorm/phaser
synced 2024-11-26 14:40:38 +00:00
177 lines
7.2 KiB
TypeScript
177 lines
7.2 KiB
TypeScript
/**
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* Phaser - FX - Camera - Flash
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*
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* The camera is filled with the given color and returns to normal at the given duration.
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*/
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module Phaser.FX.Camera {
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class Flash {
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constructor(game: Game);
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private _game;
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private _fxFlashColor;
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private _fxFlashComplete;
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private _fxFlashDuration;
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private _fxFlashAlpha;
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/**
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* The camera is filled with this color and returns to normal at the given duration.
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*
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* @param Color The color you want to use in 0xRRGGBB format, i.e. 0xffffff for white.
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* @param Duration How long it takes for the flash to fade.
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* @param OnComplete An optional function you want to run when the flash finishes. Set to null for no callback.
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* @param Force Force an already running flash effect to reset.
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*/
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public start(color?: number, duration?: number, onComplete?, force?: bool): void;
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public postUpdate(): void;
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public postRender(camera: Camera, cameraX: number, cameraY: number, cameraWidth: number, cameraHeight: number): void;
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}
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}
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/**
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* Phaser - FX - Camera - Template
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*
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* A Template FX file you can use to create your own Camera FX.
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* 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.
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*/
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module Phaser.FX.Camera {
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class Template {
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constructor(game: Game, parent: Camera);
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private _game;
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private _parent;
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/**
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* You can name the function that starts the effect whatever you like, but we used 'start' in our effects.
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*/
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public start(): void;
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/**
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* Pre-update is called at the start of the objects update cycle, before any other updates have taken place.
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*/
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public preUpdate(): void;
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/**
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* Post-update is called at the end of the objects update cycle, after other update logic has taken place.
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*/
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public postUpdate(): void;
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/**
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* Pre-render is called at the start of the object render cycle, before any transforms have taken place.
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* It happens directly AFTER a canvas context.save has happened if added to a Camera.
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*/
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public preRender(camera: Camera, cameraX: number, cameraY: number, cameraWidth: number, cameraHeight: number): void;
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/**
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* render is called during the objects render cycle, right after all transforms have finished, but before any children/image data is rendered.
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*/
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public render(camera: Camera, cameraX: number, cameraY: number, cameraWidth: number, cameraHeight: number): void;
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/**
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* Post-render is called during the objects render cycle, after the children/image data has been rendered.
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* It happens directly BEFORE a canvas context.restore has happened if added to a Camera.
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*/
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public postRender(camera: Camera, cameraX: number, cameraY: number, cameraWidth: number, cameraHeight: number): void;
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}
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}
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/**
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* Phaser - FX - Camera - Mirror
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*
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* Creates a mirror effect for a camera.
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* Can mirror the camera image horizontally, vertically or both with an optional fill color overlay.
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*/
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module Phaser.FX.Camera {
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class Mirror {
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constructor(game: Game, parent: Camera);
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private _game;
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private _parent;
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private _canvas;
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private _context;
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private _sx;
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private _sy;
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private _mirrorX;
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private _mirrorY;
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private _mirrorWidth;
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private _mirrorHeight;
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private _mirrorColor;
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public flipX: bool;
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public flipY: bool;
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public x: number;
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public y: number;
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public cls: bool;
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/**
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* This is the rectangular region to grab from the Camera used in the Mirror effect
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* It is rendered to the Stage at Mirror.x/y (note the use of Stage coordinates, not World coordinates)
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*/
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public start(x: number, y: number, region: Quad, fillColor?: string): void;
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/**
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* Post-render is called during the objects render cycle, after the children/image data has been rendered.
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* It happens directly BEFORE a canvas context.restore has happened if added to a Camera.
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*/
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public postRender(camera: Camera, cameraX: number, cameraY: number, cameraWidth: number, cameraHeight: number): void;
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}
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}
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/**
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* Phaser - FX - Camera - Scanlines
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*
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* Give your game that classic retro feel!
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*/
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module Phaser.FX.Camera {
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class Scanlines {
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constructor(game: Game, parent: Camera);
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private _game;
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private _parent;
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public spacing: number;
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public color: string;
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public postRender(camera: Camera, cameraX: number, cameraY: number, cameraWidth: number, cameraHeight: number): void;
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}
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}
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/**
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* Phaser - FX - Camera - Shake
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*
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* A simple camera shake effect.
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*/
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module Phaser.FX.Camera {
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class Shake {
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constructor(game: Game, camera: Camera);
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private _game;
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private _parent;
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private _fxShakeIntensity;
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private _fxShakeDuration;
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private _fxShakeComplete;
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private _fxShakeOffset;
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private _fxShakeDirection;
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private _fxShakePrevX;
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private _fxShakePrevY;
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static SHAKE_BOTH_AXES: number;
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static SHAKE_HORIZONTAL_ONLY: number;
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static SHAKE_VERTICAL_ONLY: number;
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/**
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* A simple camera shake effect.
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*
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* @param Intensity Percentage of screen size representing the maximum distance that the screen can move while shaking.
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* @param Duration The length in seconds that the shaking effect should last.
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* @param OnComplete A function you want to run when the shake effect finishes.
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* @param Force Force the effect to reset (default = true, unlike flash() and fade()!).
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* @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).
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*/
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public start(intensity?: number, duration?: number, onComplete?, force?: bool, direction?: number): void;
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public postUpdate(): void;
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public preRender(camera: Camera, cameraX: number, cameraY: number, cameraWidth: number, cameraHeight: number): void;
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}
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}
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/**
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* Phaser - FX - Camera - Fade
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*
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* The camera is filled with the given color and returns to normal at the given duration.
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*/
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module Phaser.FX.Camera {
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class Fade {
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constructor(game: Game);
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private _game;
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private _fxFadeColor;
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private _fxFadeComplete;
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private _fxFadeDuration;
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private _fxFadeAlpha;
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/**
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* The camera is gradually filled with this color.
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*
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* @param Color The color you want to use in 0xRRGGBB format, i.e. 0xffffff for white.
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* @param Duration How long it takes for the flash to fade.
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* @param OnComplete An optional function you want to run when the flash finishes. Set to null for no callback.
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* @param Force Force an already running flash effect to reset.
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*/
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public start(color?: number, duration?: number, onComplete?, force?: bool): void;
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public postUpdate(): void;
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public postRender(camera: Camera, cameraX: number, cameraY: number, cameraWidth: number, cameraHeight: number): void;
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}
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}
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