phaser/build/phaser-fx.d.ts

177 lines
7.2 KiB
TypeScript

/**
* 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;
}
}