phaser/build/phaser.d.ts
photonstorm e923e230e0 TilemapLayers can now be used with an unbounded camera (a camera that can move beyond the world boundaries). Currently, when an unbounded camera moves outside of the world, tilemaps start acting weird because they only render themselves strictly within the world limits. With this change, the tilemap will continue scrolling and show empty space beyond its edge (thanks @jotson #851)
TilemapLayer.wrap property - if true the map is rendered as if it is on the surface of a toroid (donut) instead of a plane. This allows for games that seamlessly scroll from one edge to the opposite edge of the world without noticing the transition. Note that the World size must match the Map size (thanks @jotson #851)
2014-06-11 00:15:02 +01:00

5062 lines
169 KiB
TypeScript

// Type definitions for PIXI 1.5.2
// Project: https://github.com/GoodBoyDigital/pixi.js/
// Original 1.3 by: xperiments <http://github.com/xperiments>
// Definitions: https://github.com/borisyankov/DefinitelyTyped
declare module PIXI {
/* CONSTANTS */
export var WEBGL_RENDERER: number;
export var CANVAS_RENDERER: number;
export var VERSION: string;
export enum blendModes {
NORMAL,
ADD,
MULTIPLY,
SCREEN,
OVERLAY,
DARKEN,
LIGHTEN,
COLOR_DODGE,
COLOR_BURN,
HARD_LIGHT,
SOFT_LIGHT,
DIFFERENCE,
EXCLUSION,
HUE,
SATURATION,
COLOR,
LUMINOSITY
}
export class scaleModes {
public static DEFAULT: number;
public static LINEAR: number;
public static NEAREST: number;
}
export var INTERACTION_FREQUENCY: number;
export var AUTO_PREVENT_DEFAULT: boolean;
export var RAD_TO_DEG: number;
export var DEG_TO_RAD: number;
/* MODULE FUNCTIONS */
export function autoDetectRenderer(width: number, height: number, view?: HTMLCanvasElement, transparent?: boolean, antialias?: boolean): IPixiRenderer;
export function AjaxRequest(): XMLHttpRequest;
export function canUseNewCanvasBlendModes(): boolean;
export function getNextPowerOfTwo(): number;
export function rgb2hex(rgb: any): number;
export function hex2rgb(hex: number): any;
/*INTERFACES*/
export interface IBasicCallback {
(): void
}
export interface IEventCallback {
(e?: IEvent): void
}
export interface IEvent {
type: string;
content: any;
}
export interface IHitArea {
contains(x: number, y: number): boolean;
}
export interface IInteractionDataCallback {
(interactionData: InteractionData): void
}
export interface IAbstractFilter {
}
export interface IPixiRenderer {
type: number;
transparent: boolean;
width: number;
height: number;
view: HTMLCanvasElement;
render(stage: Stage): void;
resize(width: number, height: number): void;
}
export interface IBitmapTextStyle {
font?: string;
align?: string;
tint?: string;
}
export interface ITextStyle {
font?: string;
stroke?: string;
fill?: string;
align?: string;
strokeThickness?: number;
wordWrap?: boolean;
wordWrapWidth?: number;
}
export interface IUniform {
type: string;
value: any;
}
export interface ILoader {
constructor(url: string, crossorigin: any);
load();
}
export interface ITintMethod {
(texture: Texture, color: number, canvas: HTMLCanvasElement): void;
}
export interface IMaskData {
alpha: number;
worldTransform: number[];
}
export interface IRenderSession // unclear; Taken from DisplayObjectContainer:152
{
context: CanvasRenderingContext2D;
maskManager: CanvasMaskManager;
scaleMode: scaleModes;
smoothProperty: string;
}
export interface IShaderAttribute {
// TODO: Find signature of shader attributes
}
export interface IFilterBlock {
// TODO: Find signature of filterBlock
}
export interface IMatrix {
// TODO: Find signature of Matrix
}
/* CLASSES */
export class AbstractFilter implements IAbstractFilter {
passes: AbstractFilter[];
shaders: PixiShader[];
dirty: boolean;
padding: number;
uniforms: { [name: string]: IUniform };
fragmentSrc: any[];
}
export class AlphaMaskFilter extends AbstractFilter {
map: Texture;
constructor(texture: Texture);
onTextureLoaded(): void;
}
export class AssetLoader extends EventTarget {
assetURLs: string[];
crossorigin: any;
loadersByType: { [key: string]: ILoader };
constructor(assetURLs: string[], crossorigin: any);
load(): void;
}
export class AtlasLoader extends EventTarget {
url: string;
baseUrl: string;
crossorigin: any;
loaded: boolean;
constructor(url: string, crossorigin: any);
load(): void;
}
export class BaseTexture extends EventTarget {
id: number;
height: number;
width: number;
source: HTMLImageElement;
scaleMode: scaleModes;
hasLoaded: boolean;
constructor(source: HTMLImageElement, scaleMode: scaleModes);
constructor(source: HTMLCanvasElement, scaleMode: scaleModes);
destroy(): void;
updateSourceImage(newSrc: string): void;
static fromImage(imageUrl: string, crossorigin: any, scaleMode: scaleModes): BaseTexture;
static fromCanvas(canvas: HTMLCanvasElement, scaleMode: scaleModes): BaseTexture;
}
export class BitmapFontLoader extends EventTarget {
baseUrl: string;
crossorigin: any;
texture: Texture;
url: string;
constructor(url: string, crossorigin: any);
load(): void;
}
export class BitmapText extends DisplayObjectContainer {
width: number;
height: number;
fontName: string;
fontSize: number;
tint: number;
textWidth: number;
textHeight: number;
constructor(text: string, style: IBitmapTextStyle);
setText(text: string): void;
setStyle(style: IBitmapTextStyle): void;
}
export class BlurFilter extends AbstractFilter {
blur: number;
blurX: number;
blurY: number;
}
export class BlurXFilter extends AbstractFilter {
blur: number;
}
export class BlurYFilter extends AbstractFilter {
blur: number;
}
export class CanvasMaskManager {
pushMask(maskData: IMaskData, context: CanvasRenderingContext2D): void;
popMask(context: CanvasRenderingContext2D): void;
}
export class CanvasRenderer implements IPixiRenderer {
type: number;
clearBeforeRender: boolean;
roundPixels: boolean;
transparent: boolean;
width: number;
height: number;
view: HTMLCanvasElement;
context: CanvasRenderingContext2D;
refresh: boolean;
count: number;
maskManager: CanvasMaskManager;
renderSession: IRenderSession;
constructor(width: number, height: number, view?: HTMLCanvasElement, transparent?: boolean);
render(stage: Stage): void;
resize(width: number, height: number): void;
}
export class CanvasTinter {
canvas: HTMLCanvasElement;
getTintedTexture(sprite: Sprite, color: number): HTMLCanvasElement;
tintWithMultiply(texture: Texture, color: number, canvas: HTMLCanvasElement): void;
tintWithOverlay(texture: Texture, color: number, canvas: HTMLCanvasElement): void;
tintWithPerPixel(texture: Texture, color: number, canvas: HTMLCanvasElement): void;
static cacheStepsPerColorChannel: number;
static convertTintToImage: boolean;
static canUseMultiply: boolean;
static tintMethod: ITintMethod;
static roundColor(color: number): number;
}
export class Circle implements IHitArea {
x: number;
y: number;
radius: number;
constructor(x: number, y: number, radius: number);
clone(): Circle;
contains(x: number, y: number): boolean;
}
export class ColorMatrixFilter extends AbstractFilter {
matrix: number[];
}
export class ColorStepFilter extends AbstractFilter {
step: number;
}
export class CrossHatchFilter extends AbstractFilter {
blur: number;
}
export class DisplacementFilter extends AbstractFilter {
map: Texture;
offset: Point;
scale: Point;
constructor(texture: Texture);
}
export class DotScreenFilter extends AbstractFilter {
scale: Point;
angle: number;
}
export class DisplayObject {
alpha: number;
buttonMode: boolean;
defaultCursor: string;
filterArea: Rectangle;
filters: IAbstractFilter[];
hitArea: IHitArea;
interactive: boolean;
mask: Graphics;
parent: DisplayObjectContainer;
pivot: Point;
position: Point;
renderable: boolean;
rotation: number;
scale: Point;
stage: Stage;
visible: boolean;
worldAlpha: number;
worldVisible: boolean;
worldTransform: IMatrix;
x: number;
y: number;
click(e: InteractionData): void;
getBounds(matrix?: IMatrix): Rectangle;
getLocalBounds(): Rectangle;
generateTexture(renderer: PIXI.IPixiRenderer): RenderTexture;
mousedown(e: InteractionData): void;
mouseout(e: InteractionData): void;
mouseover(e: InteractionData): void;
mouseup(e: InteractionData): void;
mouseupoutside(e: InteractionData): void;
setStageReference(stage: Stage): void;
tap(e: InteractionData): void;
touchend(e: InteractionData): void;
touchendoutside(e: InteractionData): void;
touchstart(e: InteractionData): void;
}
export class DisplayObjectContainer extends PIXI.DisplayObject {
height: number;
width: number;
children: DisplayObject[];
addChild(child: DisplayObject): void;
addChildAt(child: DisplayObject, index: number): void;
getChildAt(index: number): DisplayObject;
removeChild(child: DisplayObject): void;
removeStageReference(): void;
}
export class Ellipse implements IHitArea {
x: number;
y: number;
width: number;
height: number;
constructor(x: number, y: number, width: number, height: number);
clone(): Ellipse;
contains(x: number, y: number): boolean;
getBounds(): Rectangle;
}
export class EventTarget {
listeners: { [key: string]: IEventCallback[] };
addEventListener(type: string, listener: IEventCallback): void;
dispatchEvent(event: IEvent): void;
removeAllEventListeners(type: string): void;
removeEventListener(type: string, listener: IEventCallback): void;
}
export class FilterBlock {
visible: boolean;
renderable: boolean;
}
export class FilterTexture {
fragmentSrc: string[];
gl: any;
program: any;
constructor(gl: any, width: number, height: number);
clear(): void;
resize(width: number, height: number): void;
destroy(): void;
}
export class Graphics extends Texture {
blendMode: blendModes;
bounds: Rectangle;
boundsPadding: number;
fillAlpha: number;
isMask: boolean;
lineColor: string;
lineWidth: number;
renderable: boolean;
tint: number;
beginFill(color: number, alpha: number): void;
clear(): void;
drawCircle(x: number, y: number, radius: number): void;
drawEllipse(x: number, y: number, width: number, height: number): void;
drawRect(x: number, y: number, width: number, height: number): void;
endFill(): void;
generateTexture(): Texture;
generateTexture(renderer: PIXI.IPixiRenderer): RenderTexture;
getBounds(): Rectangle;
lineStyle(lineWidth: number, color: number, alpha: number): void;
lineTo(x: number, y: number): void;
moveTo(x: number, y: number): void;
updateBounds(): void;
}
export class GrayFilter extends AbstractFilter {
gray: number;
}
export class ImageLoader extends EventTarget {
texture: Texture;
constructor(url: string, crossorigin?: any);
load(): void;
loadFramedSpriteSheet(frameWidth: number, frameHeight: number, textureName: string): void;
}
export class InteractionData {
global: Point;
target: Sprite;
originalEvent: Event;
getLocalPosition(displayObject: DisplayObject): Point;
}
export class InteractionManager {
currentCursorStyle: string;
mouse: InteractionData;
mouseOut: boolean;
mouseoverEnabled: boolean;
pool: InteractionData[];
stage: Stage;
touchs: { [id: string]: InteractionData };
constructor(stage: Stage);
removeEvents(): void;
}
export class InvertFilter {
invert: number;
}
export class JsonLoader extends EventTarget {
baseUrl: string;
crossorigin: any;
loaded: boolean;
url: string;
constructor(url: string, crossorigin?: any);
load(): void;
}
export class MovieClip extends Sprite {
animationSpeed: number;
currentFrame: number;
loop: boolean;
playing: boolean;
textures: Texture[];
totalFrames: number;
constructor(textures: Texture[]);
onComplete: IBasicCallback;
gotoAndPlay(frameNumber: number): void;
gotoAndStop(frameNumber: number): void;
play(): void;
stop(): void;
}
export class NormalMapFilter extends AbstractFilter {
map: Texture;
offset: Point;
scale: Point;
}
export class PixelateFilter extends AbstractFilter {
size: number;
}
export class PixiFastShader {
gl: any;
fragmentSrc: string[];
program: any;
textureCount: number;
vertexSrc: string[];
constructor(gl: any);
destroy(): void;
init(): void;
}
export class PixiShader {
defaultVertexSrc: string;
fragmentSrc: string[];
gl: any;
program: any;
textureCount: number;
attributes: IShaderAttribute[];
defaultVertexSr: string;
constructor(gl: any);
destroy(): void;
init(): void;
initSampler2D(): void;
initUniforms(): void;
syncUniforms(): void;
}
export class Point {
x: number;
y: number;
constructor(x?: number, y?: number);
clone(): Point;
set(x: number, y: number): void;
}
export class Polygon implements IHitArea {
points: Point[];
constructor(points: Point[]);
constructor(points: number[]);
constructor(...points: Point[]);
constructor(...points: number[]);
clone(): Polygon;
contains(x: number, y: number): boolean;
}
export class PrimitiveShader {
gl: any;
program: any;
fragmentSrc: string[];
vertextSrc: string[];
destroy(): void;
init(): void;
}
export class Rectangle implements IHitArea {
x: number;
y: number;
width: number;
height: number;
constructor(x?: number, y?: number, width?: number, height?: number);
clone(): Rectangle;
contains(x: number, y: number): boolean;
}
export class RenderTexture extends Texture {
width: number;
height: number;
frame: Rectangle;
baseTexture: BaseTexture;
constructor(width: number, height: number, renderer: IPixiRenderer);
clear(): void;
resize(width: number, height: number, updateBase: boolean): void;
}
export class RGBSplitFilter extends AbstractFilter {
angle: number;
}
export class Rope {
points: Point[];
vertices: Float32Array;
uvs: Float32Array;
colors: Float32Array;
indices: Uint16Array;
constructor(texture: Texture, points: Point[]);
refresh(): void;
setTexture(texture: Texture);
}
export class SepiaFilter {
sepia: number;
}
export class SmartBlurFilter {
blur: number;
}
export class Spine {
url: string;
crossorigin: any;
loaded: boolean;
constructor(url: string);
createSprite(slot: any, descriptor: string): Sprite;
load();
}
export class SpineLoader extends EventTarget {
url: string;
crossorigin: any;
loaded: boolean;
constructor(url: string, crossorigin?: any);
load(): void;
}
export class Sprite extends DisplayObjectContainer {
anchor: Point;
blendMode: number;
texture: Texture;
height: number;
width: number;
tint: number;
constructor(texture: Texture);
getBounds(matrix?: IMatrix): Rectangle;
setTexture(texture: Texture): void;
static fromFrame(frameId: string): Sprite;
static fromImage(url: string): Sprite;
}
export class SpriteBatch {
constructor(texture: Texture);
}
/* TODO determine type of frames */
export class SpriteSheetLoader extends EventTarget {
url: string;
crossorigin: any;
baseUrl: string;
texture: Texture;
frames: Object;
constructor(url: string, crossorigin?: any);
load();
}
export class Stage extends DisplayObjectContainer {
bounds: Phaser.Rectangle;
interactive: boolean;
interactionManager: InteractionManager;
worldTransform: IMatrix;
constructor(backgroundColor: number);
getMousePosition(): Point;
setBackgroundColor(backgroundColor: number): void;
setInteractionDelegate(domElement: HTMLElement): void;
}
export class Strip extends DisplayObjectContainer {
constructor(texture: Texture, width: number, height: number);
}
export class StripShader {
program: any;
fragmentSrc: string[];
vertexSrc: string[];
init(): void;
}
export class Text extends Sprite {
canvas: HTMLCanvasElement;
context: CanvasRenderingContext2D;
constructor(text: string, style: ITextStyle);
destroy(destroyTexture: boolean): void;
setText(text: string): void;
setStyle(style: ITextStyle): void;
}
export class Texture extends EventTarget {
baseTexture: BaseTexture;
frame: Rectangle;
trim: Point;
width: number;
height: number;
constructor(baseTexture: BaseTexture, frame?: Rectangle);
destroy(destroyBase?: boolean): void;
setFrame(frame: Rectangle): void;
render(displayObject: DisplayObject, position: Point, clear: boolean): void;
static fromImage(imageUrl: string, crossorigin: any, scaleMode: scaleModes): Texture;
static fromFrame(frameId: string): Texture;
static fromCanvas(canvas: HTMLCanvasElement, scaleMode: scaleModes): Texture;
static addTextureToCache(texture: Texture, id: string): void;
static removeTextureFromCache(id: string): Texture;
}
export class TilingSprite extends DisplayObjectContainer {
width: number;
height: number;
renderable: boolean;
texture: Texture;
tint: number;
tilePosition: Point;
tileScale: Point;
tileScaleOffset: Point;
blendMode: blendModes;
constructor(texture: Texture, width: number, height: number);
generateTilingTexture(forcePowerOfTwo: boolean): void;
}
export class TwistFilter extends AbstractFilter {
size: Point;
angle: number;
radius: number;
}
export class WebGLFastSpriteBatch {
vertSize: number;
maxSize: number;
size: number;
vertices: Float32Array;
indices: Uint16Array;
vertextBuffer: any;
indexBuffer: any;
lastIndexCount: number;
drawing: boolean;
currentBatchSize: number;
currentBaseTexture: Texture;
currentBlendMode: number;
renderSession: any;
shader: any;
matrix: any;
begin(spriteBatch: any, renderSession: any): void;
end(): void;
flush(): void;
render(spriteBatch: any): void;
renderSprite(sprite: any): void;
stop(): void;
start(): void;
setContext(gl: any): void;
setBlendMode(blendMode: PIXI.blendModes): void;
}
export class WebGLFilterManager {
filterStack: IAbstractFilter[];
transparent: boolean;
offsetX: number;
offsetY: number;
constructor(gl: any, transparent: boolean);
applyFilterPass(filter: AbstractFilter, filterArea: Texture, width: number, height: number): void;
begin(renderSession: IRenderSession, buffer: ArrayBuffer): void;
destroy(): void;
initShaderBuffers(): void;
pushFilter(filterBlock: IFilterBlock): void;
popFilter(): void;
setContext(gl: any);
}
export class WebGLGraphics {
}
export class WebGLMaskManager {
constructor(gl: any);
destroy(): void;
pushMask(maskData: any[], renderSession: IRenderSession): void;
popMask(renderSession: IRenderSession): void;
setContext(gl: any);
}
export class WebGLRenderer implements IPixiRenderer {
contextLost: boolean;
width: number;
height: number;
transparent: boolean;
type: number;
view: HTMLCanvasElement;
constructor(width: number, height: number, view?: HTMLCanvasElement, transparent?: boolean, antialias?: boolean);
destroy(): void;
render(stage: Stage): void;
renderDisplayObject(displayObject: DisplayObject, projection: Point, buffer: any): void;
resize(width: number, height: number): void;
static createWebGLTexture(texture: Texture, gl: any): void;
}
export class WebGLShaderManager {
activatePrimitiveShader(): void;
activateShader(shader: PixiShader): void;
deactivatePrimitiveShader(): void;
destroy(): void;
setAttribs(attribs: IShaderAttribute[]): void;
setContext(gl: any, transparent: boolean);
}
export class WebGLShaderUtils {
}
export class WebGLSpriteBatch {
currentBatchSize: number;
currentBaseTexture: any;
drawing: boolean;
indices: Uint16Array;
lastIndexCount: number;
size: number;
vertices: Float32Array;
vertSize: number;
constructor(gl: any);
begin(renderSession: IRenderSession): void;
flush(): void;
end(): void;
destroy(): void;
render(sprite: Sprite): void;
renderTilingSprite(sprite: TilingSprite): void;
setBlendMode(blendMode: blendModes): void;
setContext(gl: any): void;
start(): void;
stop(): void;
}
}
declare module PIXI.PolyK {
export function Triangulate(p: number[]): number[];
}
declare function canUseNewCanvasBlendModes(): boolean;
declare function getBounds(): Phaser.Rectangle;
declare function getNextPowerOfTwo(value: number): number;
declare function hex2rgb(hex: number): number[];
declare function hitText(displayObject: any): boolean;
declare function rgb2hex(rgb: number[]): number;
declare class Phaser {
static VERSION: string;
static DEV_VERSION: string;
static GAMES: Phaser.Game[];
static AUTO: number;
static CANVAS: number;
static WEBGL: number;
static HEADLESS: number;
static BITMAPDATA: number;
static BITMAPTEXT: number;
static BUTTON: number;
static CANVAS_FILTER: number;
static ELLIPSE: number;
static EMITTER: number;
static GRAPHICS: number;
static GROUP: number;
static IMAGE: number;
static POINTER: number;
static POLYGON: number;
static RENDERTEXTURE: number;
static RETROFONT: number;
static SPRITE: number;
static SPRITEBATCH: number;
static TEXT: number;
static TILEMAP: number;
static TILEMAPLAYER: number;
static TILESPRITE: number;
static WEBGL_FILTER: number;
static NONE: number;
static LEFT: number;
static RIGHT: number;
static UP: number;
static DOWN: number;
}
declare module Phaser {
class Animation {
constructor(game: Phaser.Game, parent: Phaser.Sprite, name: string, frameData: Phaser.FrameData, frames: any[], delay: number, loop: boolean);
currentAnim: Phaser.Animation;
currentFrame: Phaser.Frame;
delay: number;
frame: number;
frameTotal: number;
game: Phaser.Game;
isFinished: boolean;
isPaused: boolean;
isPlaying: boolean;
killOnComplete: boolean;
loop: boolean;
loopCount: number;
name: string;
onComplete: Phaser.Signal;
onLoop: Phaser.Signal;
onStart: Phaser.Signal;
paused: boolean;
speed: number;
complete(): void;
destroy(): void;
static generateFrameNames(prefix: string, start: number, stop: number, suffix?: string, zeroPad?: number): string[];
onPause(): void;
onResume(): void;
play(frameRate?: number, loop?: boolean, killOnComplete?: boolean): Phaser.Animation;
restart(): void;
stop(resetFrame?: boolean, dispatchComplete?: boolean): void;
update(): boolean;
}
class AnimationManager {
constructor(sprite: Phaser.Sprite);
currentFrame: Phaser.Frame;
frame: number;
frameData: Phaser.FrameData;
frameName: string;
frameTotal: number;
game: Phaser.Game;
isLoaded: boolean;
paused: boolean;
sprite: Phaser.Sprite;
updateIfVisible: boolean;
add(name: string, frames?: any[], frameRate?: number, loop?: boolean, useNumericIndex?: boolean): Phaser.Animation;
destroy(): void;
getAnimation(name: string): Phaser.Animation;
play(name: string, frameRate?: number, loop?: boolean, killOnComplete?: boolean): Phaser.Animation;
refreshFrame();
stop(name?: string, resetFrame?: boolean): void;
update(): boolean;
validateFrames(frames: Phaser.Frame[], useNumericIndex?: boolean): boolean;
}
class AnimationParser {
static JSONData(game: Phaser.Game, json: Object): Phaser.FrameData;
static JSONDataHash(game: Phaser.Game, json: Object): Phaser.FrameData;
static spriteSheet(game: Phaser.Game, key: string, frameWidth: number, frameHeight: number, frameMax?: number, margin?: number, spacing?: number): Phaser.FrameData;
static XMLData(game: Phaser.Game, xml: Object): Phaser.FrameData;
}
class ArrayList {
first: Object;
list: any[];
next: Object;
position: number;
total: number;
add(child: Object): Object;
callAll(callback: Function, ...parameters: any[]);
exists(child: Object): boolean;
getIndex(child: Object): number;
remove(child: Object): Object;
reset(): void;
}
class BitmapData {
constructor(game: Phaser.Game, key: string, width?: number, height?: number);
baseTexture: PIXI.BaseTexture;
buffer: ArrayBuffer;
canvas: HTMLCanvasElement;
context: CanvasRenderingContext2D;
ctx: CanvasRenderingContext2D;
data: Uint8Array;
dirty: boolean;
disableTextureUpload: boolean;
game: Phaser.Game;
height: number;
imageData: ImageData;
key: string;
pixels: Uint32Array;
texture: PIXI.Texture;
textureFrame: Phaser.Frame;
type: number;
width: number;
add(object: any): void;
alphaMask(source: any, mask: any, sourceRect?: Phaser.Rectangle, maskRect?: Phaser.Rectangle): void;
circle(x: number, y: number, radius: number, fillStyle?: string): void;
clear(): void;
cls(): void;
copyPixels(source: any, area: Phaser.Rectangle, destX: number, destY: number): void;
draw(source: any, x?: number, y?: number, width?: number, height?: number): void;
drawSprite(sprite: any, x?: number, y?: number): void;
extract(destination: Phaser.BitmapData, r: number, g: number, b: number, a?: number, resize?: boolean, r2?: number, g2?: number, b2?: number): Phaser.BitmapData;
fill(r: number, g: number, b: number, a?: number): void;
getPixel(x: number, y: number, out?: Object): number;
getPixelRGB(x: number, y: number, out?: Object, hsl?: boolean, hsv?: boolean): Object;
getPixel32(x: number, y: number): number;
getPixels(rect: Phaser.Rectangle): ImageData;
load(source: any): void;
processPixel(callback: Function, callbackContext: Object, x?: number, y?: Number, width?: number, height?: number): void;
processPixelRGB(callback: Function, callbackContext: Object, x?: number, y?: Number, width?: number, height?: number): void;
rect(x: number, y: number, width: number, height: number, fillStyle?: string): void;
refreshBuffer(x?: number, y?: number, width?: number, height?: number): void;
render(): void;
replaceRGB(r1: number, g1: number, b1: number, a1: number, r2: number, g2: number, b2: number, a2: number, region: Phaser.Rectangle): void;
resize(width: number, height: number): void;
shiftHSL(h?: number, s?: number, l?: number, region?: Phaser.Rectangle): void;
setHSL(h?: number, s?: number, l?: number, region?: Phaser.Rectangle): void;
setPixel(x: number, y: number, red: number, green: number, blue: number, immediate?: boolean): void;
setPixel32(x: number, y: number, red: number, green: number, blue: number, alpha: number, immediate?: boolean): void;
}
class BitmapText extends PIXI.BitmapText {
constructor(game: Phaser.Game, x: number, y: number, font: string, text?: string, size?: number);
align: string;
angle: number;
cameraOffset: Phaser.Point;
destroyPhase: boolean;
events: Phaser.Events;
exists: boolean;
fixedToCamera: boolean;
font: string;
fontSize: number;
game: Phaser.Game;
input: Phaser.InputHandler;
inputEnabled: boolean;
name: string;
position: Phaser.Point;
text: string;
tint: number;
type: number;
world: Phaser.Point;
z: number;
destroy(destroyChildren?: boolean): void;
postUpdate(): void;
preUpdate(): void;
update(): void;
updateText(): void;
updateTransform(): void;
}
class Button extends Phaser.Image {
constructor(game: Phaser.Game, x?: number, y?: number, key?: string, callback?: Function, callbackContext?: Object, overFrame?: any, outFrame?: any, downFrame?: any, upFrame?: any);
forceOut: boolean;
freezeFrames: boolean;
onDownSound: Phaser.Sound;
onDownSoundMarker: string;
onInputDown: Phaser.Signal;
onInputOut: Phaser.Signal;
onInputOver: Phaser.Signal;
onInputUp: Phaser.Signal;
onOutSound: Phaser.Sound;
onOutSoundMarker: string;
onOverSound: Phaser.Sound;
onOverSoundMarker: string;
onOverMouseOnly: boolean;
onUpSound: Phaser.Sound;
onUpSoundMaker: string;
type: number;
clearFrames(): void;
setDownSound(sound: Phaser.Sound, marker?: string): void;
setFrames(overFrame?: any, outFrame?: any, downFrame?: any, upFrame?: any): void;
onInputDownHandler(sprite: Phaser.Button, pointer: Phaser.Pointer): void;
onInputUpHandler(sprite: Phaser.Button, pointer: Phaser.Pointer, isOver: boolean): void;
setOutSound(sound: Phaser.Sound, marker?: string): void;
setOverSound(sound: Phaser.Sound, marker?: string): void;
setSounds(overSound?: Phaser.Sound, overMarker?: string, downSound?: Phaser.Sound, downMarker?: string, outSound?: Phaser.Sound, outMarker?: string, upSound?: Phaser.Sound, upMarker?: string): void;
setState(newState: number): void;
setUpSound(sound: Phaser.Sound, marker?: string): void;
}
class Cache {
constructor(game: Phaser.Game);
static BINARY: number;
static BITMAPDATA: number;
static BITMAPFONT: number;
static CANVAS: number;
static IMAGE: number;
static JSON: number;
static PHYSICS: number;
static SOUND: number;
static TEXT: number;
static TEXTURE: number;
static TILEMAP: number;
game: Phaser.Game;
onSoundUnlock: Phaser.Signal;
addBinary(key: string, binaryData: Object): void;
addBitmapData(key: string, bitmapData: Phaser.BitmapData): Phaser.BitmapData;
addBitmapFont(key: string, texture: Phaser.RetroFont): void;
addBitmapFont(key: string, url: string, data: Object, xmlData: Object, xSpacing?: number, ySpacing?: number): void;
addCanvas(key: string, canvas: HTMLCanvasElement, context: CanvasRenderingContext2D): void;
addDefaultImage(): void;
addImage(key: string, url: string, data: Object): void;
addJSON(key: string, urL: string, data: Object): void;
addMisingImage(): void;
addPhysicsData(key: string, url: string, JSONData: Object, format: number): void;
addRenderTexture(key: string, texture: RenderTexture): void;
addSound(key: string, url: string, data: Object, webAudio: boolean, audioTag: boolean): void;
addSpriteSheet(key: string, url: string, data: Object, frameWidth: number, frameHeight: number, frameMax?: number, margin?: number, spacing?: number): void;
addText(key: string, url: string, data: Object): void;
addTextureAtlas(key: string, url: string, data: Object, atlasData: Object, format: number): void;
addTilemap(key: string, url: string, mapData: Object, format: number): void;
checkKey(type: number, key: string): boolean;
checkCanvasKey(key: string): boolean;
checkImageKey(key: string): boolean;
checkTextureKey(key: string): boolean;
checkSoundKey(key: string): boolean;
checkTextKey(key: string): boolean;
checkPhysicsKey(key: string): boolean;
checkTilemapKey(key: string): boolean;
checkBinaryKey(key: string): boolean;
checkBitmapDataKey(key: string): boolean;
checkBitmapFontKey(key: string): boolean;
checkJSONKey(key: string): boolean;
decodedSound(key: string, data: Object): void;
destroy(): void;
getBinary(key: string): Object;
getBitmapData(key: string): Phaser.BitmapData;
getBitmapFont(key: string): Phaser.RetroFont;
getCanvas(key: string): Object;
getFrame(key: string): Phaser.Frame;
getFrameByIndex(key: string, frame: string): Phaser.Frame;
getFrameByName(key: string, frame: string): Phaser.Frame;
getFrameData(key: string): Phaser.FrameData;
getImage(key: string): Object;
getJSON(key: string): Object;
getKeys(array: string[]): string[];
getPhysicsData(key: string, object?: string, fixtureKey?: string): Object;
getSound(key: string): Phaser.Sound;
getSoundData(key: string): Object;
getText(key: string): string;
getTextKeys(): string[];
getTexture(key: string): Phaser.RenderTexture;
getTextureFrame(key: string): Phaser.Frame;
getTilemapData(key: string): Object;
getTilemap(key: string): Object;
isSoundDecoded(key: string): boolean;
isSoundReady(key: string): boolean;
isSpriteSheet(key: string): boolean;
reloadSound(key: string): void;
reloadSoundComplete(key: string): void;
removeBinary(key: string): void;
removeBitmapData(key: string): void;
removeBitmapFont(key: string): void;
removeCanvas(key: string): void;
removeImage(key: string): void;
removeJSON(key: string): void;
removePhysics(key: string): void;
removeSound(key: string): void;
removeText(key: string): void;
removeTilemap(key: string): void;
updateFrameData(key: string, frameData: any): void;
updateSound(key: string, property: string, value: Phaser.Sound): void;
}
class Camera {
constructor(game: Phaser.Game, id: number, x: number, y: number, width: number, height: number);
static FOLLOW_LOCKON: number;
static FOLLOW_PLATFORMER: number;
static FOLLOW_TOPDOWN: number;
static FOLLOW_TOPDOWN_TIGHT: number;
atLimit: { x: boolean; y: boolean; };
bounds: Phaser.Rectangle;
deadzone: Phaser.Rectangle;
displayObject: PIXI.DisplayObject;
id: number;
game: Phaser.Game;
height: number;
scale: Phaser.Point;
screenView: Phaser.Rectangle;
target: Phaser.Sprite;
view: Phaser.Rectangle;
visible: boolean;
width: number;
world: Phaser.World;
x: number;
y: number;
checkBounds(): void;
focusOn(displayObject: any): void;
focusOnXY(x: number, y: number): void;
follow(target: Phaser.Sprite, style?: number): void;
reset(): void;
setBoundsToWorld(): void;
setPosition(x: number, y: number): void;
setSize(width: number, height: number): void;
update(): void;
}
class Canvas {
static addToDOM(canvas: HTMLCanvasElement, parent: any, overflowHidden?: boolean): HTMLCanvasElement;
static create(width?: number, height?: number, id?: string, noCocoon?: boolean): HTMLCanvasElement;
static getAspectRatio(canvas: HTMLCanvasElement): number;
static getOffset(element: HTMLElement, point?: Phaser.Point): Phaser.Point;
static setBackgroundColor(canvas: HTMLCanvasElement, color: string): HTMLCanvasElement;
static setImageRenderingBicubic(canvas: HTMLCanvasElement): HTMLCanvasElement;
static setImageRenderingCrisp(canvas: HTMLCanvasElement): HTMLCanvasElement;
static setSmoothingEnabled(context: CanvasRenderingContext2D, value: boolean): CanvasRenderingContext2D;
static setTouchAction(canvas: HTMLCanvasElement, value: string): HTMLCanvasElement;
static setTransform(context: CanvasRenderingContext2D, translateX: number, translateY: number, scaleX: number, scaleY: number, skewX: number, skewY: number): CanvasRenderingContext2D;
static setUserSelect(canvas: HTMLCanvasElement, value?: string): HTMLCanvasElement;
}
class Circle {
constructor(x?: number, y?: number, diameter?: number);
area: number;
bottom: number;
diameter: number;
empty: boolean;
left: number;
radius: number;
right: number;
top: number;
x: number;
y: number;
static circumferencePoint(a: Phaser.Circle, angle: number, asDegrees: boolean, out?: Phaser.Point): Phaser.Point;
static contains(a: Phaser.Circle, x: number, y: number): boolean;
static equals(a: Phaser.Circle, b: Phaser.Circle): boolean;
static intersects(a: Phaser.Circle, b: Phaser.Circle): boolean;
static intersectsRectangle(c: Phaser.Circle, r: Phaser.Rectangle): boolean;
circumference(): number;
circumferencePoint(angle: number, asDegrees?: boolean, out?: Phaser.Point): Phaser.Point;
clone(out: Phaser.Circle): Phaser.Circle;
contains(x: number, y: number): boolean;
copyFrom(source: any): Circle;
copyTo(dest: Object): Object;
distance(dest: Object, round?: boolean): number;
offset(dx: number, dy: number): Phaser.Circle;
offsetPoint(point: Phaser.Point): Phaser.Circle;
setTo(x: number, y: number, diameter: number): Circle;
toString(): string;
}
class Color {
static colorToHexstring(color: number): string;
static componentToHex(color: number): string;
static createColor(r?: number, g?: number, b?: number, a?: number, h?: number, s?: number, l?: number, v?: number): Object;
static fromRGBA(rgba: number, out?: Object): Object;
static getAlpha(color: number): number;
static getAlphaFloat(color: number): number;
static getBlue(color: number): number;
static getColor(red: number, green: number, blue: number): number;
static getColor32(alpha: number, red: number, green: number, blue: number): number;
static getColorInfo(color: number): string;
static getGreen(color: number): number;
static getRandomColor(min?: number, max?: number, alpha?: number): number;
static getRed(color: number): number;
static getRGB(color: number): Object;
static getWebRGB(color: number): string;
static hexToRGB(h: string): number;
static hexToColor(hex: string, out?: Object): Object;
static HSLtoRGB(h: number, s: number, l: number, out?: Object): Object;
static HSLColorWheel(s?: number, l?: number): any[];
static HSVtoRGB(h: number, s: number, v: number, out?: Object): Object;
static HSVColorWheel(s?: number, v?: number): any[];
static hueToColor(p: number, q: number, t: number): number;
static interpolateColor(color1: number, color2: number, steps: number, currentStep: number, alpha: number): number;
static interpolateColorWithRGB(color: number, r: number, g: number, b: number, steps: number, currentStep: number): number;
static interpolateRGB(r1: number, g1: number, b1: number, r2: number, g2: number, b2: number, steps: number, currentStep: number): number;
static packPixel(r: number, g: number, b: number, a: number): number;
static RGBtoHSL(r: number, g: number, b: number, out?: Object): Object;
static RGBtoHSV(r: number, g: number, b: number, out?: Object): Object;
static RGBtoString(r: number, g: number, b: number, a?: number, prefix?: string): string;
static RGBtoHexstring(color: number): string;
static RGBtoWebstring(color: number): string;
static toRGBA(r: number, g: number, b: number, a: number): number;
static unpackPixel(rgba: number, out?: Object, hsl?: boolean, hsv?: boolean): Object;
static updateColor(out: any): number;
}
interface CursorKeys {
up: Phaser.Key;
down: Phaser.Key;
left: Phaser.Key;
right: Phaser.Key;
}
class Device {
static LITTLE_ENDIAN: boolean;
constructor(game: Phaser.Game);
android: boolean;
arora: boolean;
audioData: boolean;
cancelFullScreen: string;
canvas: boolean;
chrome: boolean;
chromeOS: boolean;
cocoonJS: boolean;
crosswalk: boolean;
css3D: boolean;
desktop: boolean;
ejecta: boolean;
epiphany: boolean;
file: boolean;
fileSystem: boolean;
firefox: boolean;
fullScreen: boolean;
fullScreenKeyboard: boolean;
getUserMedia: boolean;
game: Phaser.Game;
ie: boolean;
ieVersion: number;
iOS: boolean;
iPad: boolean;
iPhone: boolean;
iPhone4: boolean;
linux: boolean;
littleEndian: boolean;
localStorage: boolean;
m4a: boolean;
macOS: boolean;
midori: boolean;
mobileSafari: boolean;
mp3: boolean;
mspointer: boolean;
ogg: boolean;
opera: boolean;
opus: boolean;
pixelRatio: number;
pointerLock: boolean;
quirksMode: boolean;
requestFullScreen: string;
safari: boolean;
silk: boolean;
support32bit: boolean;
touch: boolean;
trident: boolean;
tridentVersion: number;
typedArray: boolean;
vibration: boolean;
wav: boolean;
webApp: boolean;
webAudio: boolean;
webGL: boolean;
webm: boolean;
windows: boolean;
windowsPhone: boolean;
worker: boolean;
checkFullScreenSupport(): void;
canPlayAudio(type: string): boolean;
isConsoleOpen(): boolean;
}
class DOMSprite {
//constructor
constructor(game: Phaser.Game, id: string, x: number, y: number, text: string, style: Object);
//members
alive: boolean;
exists: boolean;
game: Phaser.Game;
group: Phaser.Group;
name: string;
type: number;
visible: boolean;
}
module Easing {
class Back {
static In(k: number): number;
static Out(k: number): number;
static InOut(k: number): number;
}
class Bounce {
static In(k: number): number;
static Out(k: number): number;
static InOut(k: number): number;
}
class Circular {
static In(k: number): number;
static Out(k: number): number;
static InOut(k: number): number;
}
class Cubic {
static In(k: number): number;
static Out(k: number): number;
static InOut(k: number): number;
}
class Elastic {
static In(k: number): number;
static Out(k: number): number;
static InOut(k: number): number;
}
class Exponential {
static In(k: number): number;
static Out(k: number): number;
static InOut(k: number): number;
}
class Linear {
static None(k: number): number;
}
class Quadratic {
static In(k: number): number;
static Out(k: number): number;
static InOut(k: number): number;
}
class Quartic {
static In(k: number): number;
static Out(k: number): number;
static InOut(k: number): number;
}
class Quintic {
static In(k: number): number;
static Out(k: number): number;
static InOut(k: number): number;
}
class Sinusoidal {
static In(k: number): number;
static Out(k: number): number;
static InOut(k: number): number;
}
}
class Ellipse {
constructor(x?: number, y?: number, width?: number, height?: number);
bottom: number;
empty: boolean;
height: number;
left: number;
right: number;
top: number;
width: number;
x: number;
y: number;
static constains(a: Phaser.Ellipse, x: number, y: number): boolean;
clone(out: Phaser.Ellipse): Phaser.Ellipse;
contains(x: number, y: number): boolean;
copyFrom(source: any): Phaser.Ellipse;
copyTo(dest: any): Object;
setTo(x: number, y: number, width: number, height: number): Phaser.Ellipse;
toString(): string;
}
class Events {
constructor(sprite: Phaser.Sprite);
parent: Phaser.Sprite;
onAddedToGroup: Phaser.Signal;
onRemovedFromGroup: Phaser.Signal;
onKilled: Phaser.Signal;
onRevived: Phaser.Signal;
onOutOfBounds: Phaser.Signal;
onInputOver: Phaser.Signal;
onInputOut: Phaser.Signal;
onInputDown: Phaser.Signal;
onInputUp: Phaser.Signal;
onDragStart: Phaser.Signal;
onDragStop: Phaser.Signal;
onAnimationStart: Phaser.Signal;
onAnimationComplete: Phaser.Signal;
onAnimationLoop: Phaser.Signal;
}
module Filter {
class BinarySerpents extends Phaser.Filter {
constructor(game: Phaser.Game, width: number, height: number, march?: number, maxDistance?: number);
fog: number;
}
class BlurX extends Phaser.Filter {
blur: number;
}
class BlurY extends Phaser.Filter {
blur: number;
}
class CausticLight extends Phaser.Filter {
constructor(game: Phaser.Game, width: number, height: number, divisor?: number);
init(width: number, height: number, divisor?: number): void;
}
class CheckerWave extends Phaser.Filter {
constructor(game: Phaser.Game, width: number, height: number);
alpha: number;
cameraX: number;
cameraY: number;
cameraZ: number;
init(width: number, height: number): void;
setColor1(red: number, green: number, blue: number): void;
setColor2(red: number, green: number, blue: number): void;
}
class ColorBars extends Phaser.Filter {
constructor(game: Phaser.Game, width: number, height: number);
alpha: number;
init(width: number, height: number): void;
}
class Fire extends Phaser.Filter {
constructor(width: number, height: number, alpha?: number, shift?: number);
alpha: number;
shift: number;
speed: number;
init(width: number, height: number, alpha?: number, shift?: number): void;
}
class Gray extends Phaser.Filter {
gray: number;
}
class HueRotate extends Phaser.Filter {
constructor(game: Phaser.Game, width: number, height: number, texture: any);
alpha: number;
init(width: number, height: number, texture: any): void;
}
class LightBeam extends Phaser.Filter {
constructor(game: Phaser.Game, width: number, height: number);
alpha: number;
blue: number;
green: number;
red: number;
thickness: number;
speed: number;
init(width: number, height: number): void;
}
class Marble extends Phaser.Filter {
constructor(game: Phaser.Game, width: number, height: number, speed?: number, intensity?: number);
alpha: number;
intensity: number;
speed: number;
init(width: number, height: number, speed?: number, intensity?: number): void;
}
class Plasma extends Phaser.Filter {
constructor(game: Phaser.Game, width: number, height: number, alpha?: number, size?: number);
alpha: number;
blueShift: number;
greenShift: number;
redShift: number;
size: number;
init(width: number, height: number, alpha?: number, size?: number): void;
}
class SampleFilter extends Phaser.Filter {
constructor(game: Phaser.Game, width: number, height: number, divisor?: number);
init(width: number, height: number, divisor?: number): void;
}
class Tunnel extends Phaser.Filter {
constructor(game: Phaser.Game, width: number, height: number, texture: any);
alpha: number;
origin: number;
init(width: number, height: number, texture: any): void;
}
}
class Filter implements PIXI.IAbstractFilter {
constructor(game: Phaser.Game, ...args: any[]);
dirty: boolean;
game: Phaser.Game;
height: number;
padding: number;
type: number;
uniforms: Object;
fragmentSrc: any[];
width: number;
destroy(): void;
init(...args: any[]): void;
setResolution(width: number, height: number);
update(pointer?: Phaser.Pointer): void;
}
class Frame {
constructor(index: number, x: number, y: number, width: number, height: number, name: string, uuid: string);
centerX: number;
centerY: number;
distance: number;
height: number;
index: number;
name: string;
rotated: boolean;
rotationDirection: string;
sourceSizeH: number;
sourceSizeW: number;
spriteSourceSizeH: number;
spriteSourceSizeW: number;
spriteSourceSizeX: number;
spriteSourceSizeY: number;
trimmed: boolean;
uuid: string;
width: number;
x: number;
y: number;
getRect(out?: Phaser.Rectangle): Phaser.Rectangle;
setTrim(trimmed: boolean, actualWidth: number, actualHeight: number, destX: number, destY: number, destWidth: number, destHeight: number): void;
}
class FrameData {
total: number;
addFrame(frame: Frame): Phaser.Frame;
checkFrameName(name: string): boolean;
getFrame(index: number): Phaser.Frame;
getFrameByName(name: string): Phaser.Frame;
getFrameIndexes(frames: number[], useNumericIndex?: boolean, output?: number[]): number[];
getFrameRange(start: number, end: number, output: Phaser.Frame[]): Phaser.Frame[];
getFrames(frames: number[], useNumericIndex?: boolean, output?: Phaser.Frame[]): Phaser.Frame[];
}
class Game {
constructor(width?: number, height?: number, renderer?: number, parent?: any, state?: Object, transparent?: boolean, antialias?: boolean, physicsConfig?: Object);
add: Phaser.GameObjectFactory;
antialias: boolean;
cache: Phaser.Cache;
camera: Phaser.Camera;
canvas: HTMLCanvasElement;
config: Object;
context: Object;
debug: Phaser.Utils.Debug;
device: Phaser.Device;
height: number;
id: number;
input: Phaser.Input;
isBooted: boolean;
isRunning: boolean;
load: Phaser.Loader;
make: Phaser.GameObjectCreator;
math: Phaser.Math;
net: Phaser.Net;
onBlur: Phaser.Signal;
onFocus: Phaser.Signal;
onPause: Phaser.Signal;
onResume: Phaser.Signal;
parent: HTMLElement;
particles: Phaser.Particles;
paused: boolean;
pendingStep: boolean;
physics: Phaser.Physics;
physicsConfig: Object;
raf: Phaser.RequestAnimationFrame;
renderer: number;
renderType: number;
rnd: Phaser.RandomDataGenerator;
scale: Phaser.ScaleManager;
scratch: Phaser.BitmapData;
sound: Phaser.SoundManager;
stage: Phaser.Stage;
state: Phaser.StateManager;
stepCount: number;
stepping: boolean;
time: Phaser.Time;
transparent: boolean;
tweens: Phaser.TweenManager;
width: number;
world: Phaser.World;
boot(): void;
destroy(): void;
disableStep(): void;
enableStep(): void;
focusGain(event: Object): void;
focusLoss(event: Object): void;
gamePaused(event: Object): void;
gameResumed(event: Object): void;
parseConfig(config: Object): void;
setUpRenderer(): void;
showDebugHeader(): void;
step(): void;
update(time: number): void;
}
class GameObjectCreator {
constructor(game: Phaser.Game);
game: Phaser.Game;
world: Phaser.World;
audio(key: string, volume?: number, loop?: boolean, connect?: boolean): Phaser.Sound;
bitmapData(width?: number, height?: number, key?: string, addToCache?: boolean): Phaser.BitmapData;
bitmapText(x: number, y: number, font: string, text?: string, size?: number): Phaser.BitmapText;
button(x?: number, y?: number, key?: string, callback?: Function, callbackContext?: Object, overFrame?: any, outFrame?: any, downFrame?: any, upFrame?: any): Phaser.Button;
emitter(x?: number, y?: number, maxParticles?: number): Phaser.Particles.Arcade.Emitter;
filter(filter: any, ...args: any[]): Phaser.Filter;
graphics(x: number, y: number): Phaser.Graphics;
group(parent?: any, name?: string, addToStage?: boolean, enableBody?: boolean, physicsBodyType?: number): Phaser.Group;
image(x: number, y: number, key: any, frame?: any): Phaser.Sprite;
renderTexture(width?: number, height?: number, key?: any, addToCache?: boolean): Phaser.RenderTexture;
retroFont(font: string, characterWidth: number, characterHeight: number, chars: string, charsPerRow: number, xSpacing?: number, ySpacing?: number, xOffset?: number, yOffset?: number): Phaser.RetroFont;
sound(key: string, volume?: number, loop?: boolean, connect?: boolean): Phaser.Sound;
sprite(x: number, y: number, key?: any, frame?: any): Phaser.Sprite;
spriteBatch(parent: any, name?: String, addToStage?: boolean): Phaser.Group;
text(x: number, y: number, text?: string, style?: Object): Phaser.Text;
tileMap(key: string, tileWidth?: number, tileHeight?: number, width?: number, height?: number): Phaser.Tilemap;
tileSprite(x: number, y: number, width: number, height: number, key: any, frame: any): Phaser.TileSprite;
tween(obj: Object): Phaser.Tween;
}
class GameObjectFactory {
constructor(game: Phaser.Game);
game: Phaser.Game;
world: Phaser.World;
audio(key: string, volume?: number, loop?: boolean, connect?: boolean): Phaser.Sound;
bitmapData(width?: number, height?: number, key?: string, addToCache?: boolean): Phaser.BitmapData;
bitmapText(x: number, y: number, font: string, text?: string, size?: number, group?: Phaser.Group): Phaser.BitmapText;
button(x?: number, y?: number, key?: string, callback?: Function, callbackContext?: Object, overFrame?: any, outFrame?: any, downFrame?: any, upFrame?: any, group?: Phaser.Group): Phaser.Button;
emitter(x?: number, y?: number, maxParticles?: number): Phaser.Particles.Arcade.Emitter;
existing(object: any): any;
filter(filter: string, ...args: any[]): Phaser.Filter;
graphics(x: number, y: number, group?: Phaser.Group): Phaser.Graphics;
group(parent?: any, name?: string, addToStage?: boolean, enableBody?: boolean, physicsBodyType?: number): Phaser.Group;
image(x: number, y: number, key: any, frame?: any, group?: Phaser.Group): Phaser.Image;
physicsGroup(physicsBodyType: number, parent?: any, name?: string, addToStage?: boolean): Phaser.Group;
renderTexture(width?: number, height?: number, key?: string, addToCache?: boolean): Phaser.RenderTexture;
retroFont(font: string, characterWidth: number, characterHeight: number, chars: string, charsPerRow: number, xSpacing?: number, ySpacing?: number, xOffset?: number, yOffset?: number): Phaser.RetroFont;
sound(key: string, volume?: number, loop?: number, connect?: boolean): Phaser.Sound;
sprite(x: number, y: number, key?: any, frame?: any, group?: Phaser.Group): Phaser.Sprite;
spriteBatch(parent: any, name?: string, addToStage?: boolean): Phaser.Group;
text(x: number, y: number, text: string, style: any, group?: Phaser.Group): Phaser.Text;
tilemap(key?: string, tileWidth?: number, tileHeight?: number, width?: number, height?: number): Phaser.Tilemap;
tileSprite(x: number, y: number, width: number, height: number, key?: any, frame?: any, group?: Phaser.Group): Phaser.TileSprite;
tween(obj: Object): Phaser.Tween;
}
class GamePad {
constructor(game: Phaser.Game);
static BUTTON_0: number;
static BUTTON_1: number;
static BUTTON_2: number;
static BUTTON_3: number;
static BUTTON_4: number;
static BUTTON_5: number;
static BUTTON_6: number;
static BUTTON_7: number;
static BUTTON_8: number;
static BUTTON_9: number;
static BUTTON_10: number;
static BUTTON_11: number;
static BUTTON_12: number;
static BUTTON_13: number;
static BUTTON_14: number;
static BUTTON_15: number;
static AXIS_0: number;
static AXIS_1: number;
static AXIS_2: number;
static AXIS_3: number;
static AXIS_4: number;
static AXIS_5: number;
static AXIS_6: number;
static AXIS_7: number;
static AXIS_8: number;
static AXIS_9: number;
static XBOX360_A: number;
static XBOX360_B: number;
static XBOX360_X: number;
static XBOX360_Y: number;
static XBOX360_LEFT_BUMPER: number;
static XBOX360_RIGHT_BUMPER: number;
static XBOX360_LEFT_TRIGGER: number;
static XBOX360_RIGHT_TRIGGER: number;
static XBOX360_BACK: number;
static XBOX360_START: number;
static XBOX360_STICK_LEFT_BUTTON: number;
static XBOX360_STICK_RIGHT_BUTTON: number;
static XBOX360_DPAD_LEFT: number;
static XBOX360_DPAD_RIGHT: number;
static XBOX360_DPAD_UP: number;
static XBOX360_DPAD_DOWN: number;
static XBOX360_STICK_LEFT_X: number;
static XBOX360_STICK_LEFT_Y: number;
static XBOX360_STICK_RIGHT_X: number;
static XBOX360_STICK_RIGHT_Y: number;
active: boolean;
callbackContext: Object;
disabled: boolean;
game: Phaser.Game;
onAxisCallBack: Function;
onConnectCallback: Function;
onDisconnectCallback: Function;
onDownCallback: Function;
onFloatCallback: Function;
onUpCallback: Function;
pad1: boolean;
pad2: boolean;
pad3: boolean;
pad4: boolean;
padsConnected: boolean;
supported: boolean;
addCallbacks(context: Object, callbacks: Object): void;
isDown(buttonCode: number): boolean;
justPressed(buttonCode: number, duration?: number): boolean;
justReleased(buttonCode: number, duration?: number): boolean;
reset(): void;
setDeadZones(value: any): void;
start(): void;
stop(): void;
}
class GamepadButton {
constructor(game: Phaser.Game, buttonCode: number);
buttonCode: number;
duration: number;
game: Phaser.Game;
isDown: boolean;
isUp: boolean;
onDown: Phaser.Signal;
onFloat: Phaser.Signal;
onUp: Phaser.Signal;
repeats: number;
timeDown: number;
timeUp: number;
value: number;
justPressed(duration?: number): boolean;
justReleased(duration?: number): boolean;
processButtonDown(value: Object): void;
processButtonFloat(value: Object): void;
processButtonUp(value: Object): void;
}
class Graphics extends PIXI.Graphics {
constructor(game: Phaser.Game, x: number, y: number);
angle: number;
cameraOffset: Phaser.Point;
destroyPhase: boolean;
exists: boolean;
fixedToCamera: boolean;
game: Phaser.Game;
height: number;
name: string;
position: Phaser.Point;
type: number;
world: Phaser.Point;
z: number;
destroy(): void;
drawPolygon(poly: any): void;
drawTriangle(points: Phaser.Point[], cull?: boolean): void;
drawTriangles(vertices: any[], indices?: number[], cull?: boolean): void;
postUpdate(): void;
preUpdate(): void;
update(): void;
}
class Group extends PIXI.DisplayObjectContainer {
constructor(game: Phaser.Game, parent?: any, name?: string, addToStage?: boolean, enableBody?: boolean, physicsBodyType?: number);
static RETURN_CHILD: number;
static RETURN_NONE: number;
static RETURN_TOTAL: number;
static SORT_ASCENDING: number;
static SORT_DESCENDING: number;
angle: number;
alive: boolean;
cameraOffset: Phaser.Point;
classType: any;
cursor: any;
enableBody: boolean;
enableBodyDebug: boolean;
exists: boolean;
fixedToCamera: boolean;
game: Phaser.Game;
length: number;
name: string;
physicsBodyType: number;
position: Phaser.Point;
scale: Phaser.Point;
total: number;
type: number;
z: number;
add(child: any): any;
addAll(property: string, amount: number, checkAlive: boolean, checkVisible: boolean): void;
bringToTop(child: any): any;
addAt(child: any, index: number): any;
callAll(method: string, context: any, ...parameters: any[]): void;
callAllExists(callback: Function, existsValue: boolean, ...parameters: any[]): void;
callbackFromArray(child: Object, callback: Function, length: number): void;
countDead(): number;
countLiving(): number;
create(x: number, y: number, key: string, frame?: any, exists?: boolean): any;
createMultiple(quantity: number, key: string, frame?: any, exists?: boolean): void;
customSort(sortHandler: Function, context: Object): void;
destroy(destroyChildren?: boolean, soft?: boolean): void;
divideAll(property: string, amount: number, checkAlive?: boolean, checkVisible?: boolean): void;
forEach(callback: Function, callbackContext: Object, checkExists?: boolean): void;
forEachAlive(callback: Function, callbackContext: Object): void;
forEachDead(callback: Function, callbackContext: Object): void;
forEachExists(callback: Function, callbackContext: Object): void;
getAt(index: number): any;
getBottom(): any;
getFirstAlive(): any;
getFirstDead(): any;
getFirstExists(state: boolean): any;
getIndex(child: any): number;
getRandom(startIndex: number, length: number): any;
getTop(): any;
hasProperty(child: any, key: string[]): boolean;
iterate(key: string, value: any, returnType: number, callback?: Function, callbackContext?: Object, ...args: any[]): any;
moveDown(child: any): any;
moveUp(child: any): any;
multiplyAll(property: string, amount: number, checkAlive: boolean, checkVisible: boolean): void;
next(): void;
postUpdate(): void;
preUpdate(): void;
previous(): void;
remove(child: any, destroy?: boolean): boolean;
removeAll(destroy?: boolean): void;
removeBetween(startIndex: number, endIndex?: number, destroy?: boolean): void;
replace(oldChild: any, newChild: any): any;
reverse(): void;
sendToBack(child: any): any;
set(child: any, key: string[], value: any, operation?: number, force?: boolean): boolean;
setAll(key: string, value: any, checkAlive?: boolean, checkVisible?: boolean, operation?: number, force?:boolean): boolean;
setProperty(child: any, key: string[], value: any, operation?: number, force?: boolean): boolean;
sort(index?: string, order?: number): void;
subAll(property: string, amount: number, checkAlive: boolean, checkVisible: boolean): void;
swap(child1: any, child2: any): boolean;
update(): void;
updateZ(): void;
xy(index: number, x: number, y: number): void;
}
class Image extends PIXI.Sprite {
constructor(game: Phaser.Game, x: number, y: number, key: any, frame: any);
angle: number;
anchor: Phaser.Point;
autoCull: boolean;
cameraOffset: Phaser.Point;
cropRect: Phaser.Rectangle;
deltaX: number;
deltaY: number;
deltaZ: number;
destroyPhase: boolean;
events: Phaser.Events;
exists: boolean;
fixedToCamera: boolean;
frame: any;
frameName: string;
game: Phaser.Game;
inCamera: boolean;
input: Phaser.InputHandler;
inputEnabled: boolean;
inWorld: boolean;
key: any;
name: string;
position: Phaser.Point;
renderOrderID: number;
scale: Phaser.Point;
smoothed: boolean;
type: number;
z: number;
bringToTop(): Phaser.Image;
crop(rect: Phaser.Rectangle, copy: boolean): void;
destroy(destroyChildren?: boolean): void;
kill(): Phaser.Image;
loadTexture(key: any, frame: any): void;
postUpdate(): void;
preUpdate(): void;
reset(x: number, y: number): Phaser.Image;
resetFrame(): void;
revive(): Phaser.Image;
setFrame(frame: Phaser.Frame): void;
update(): void;
updateCrop(): void;
}
class Input {
constructor(game: Phaser.Game);
static MOUSE_OVERRIDES_TOUCH: number;
static MOUSE_TOUCH_COMBINE: number;
static TOUCH_OVERRIDES_MOUSE: number;
activePointer: Phaser.Pointer;
circle: Phaser.Circle;
currentPointers: number;
disabled: boolean;
doubleTapRate: number;
game: Phaser.Game;
gamepad: Phaser.GamePad;
hitCanvas: HTMLCanvasElement;
hitContext: CanvasRenderingContext2D;
holdRate: number;
interactiveItems: Phaser.ArrayList;
justPressedRate: number;
justReleasedRate: number;
keyboard: Phaser.Keyboard;
maxPointers: number;
minPriorityID: number;
mouse: Phaser.Mouse;
mousePointer: Phaser.Pointer;
moveCallback: Function;
moveCallbacks: Function[];
moveCallbackContext: Object;
mspointer: Phaser.MSPointer;
multiInputOverride: number;
onDown: Phaser.Signal;
onHold: Phaser.Signal;
onTap: Phaser.Signal;
onUp: Phaser.Signal;
pointer1: Phaser.Pointer;
pointer2: Phaser.Pointer;
pointer3: Phaser.Pointer;
pointer4: Phaser.Pointer;
pointer5: Phaser.Pointer;
pointer6: Phaser.Pointer;
pointer7: Phaser.Pointer;
pointer8: Phaser.Pointer;
pointer9: Phaser.Pointer;
pointer10: Phaser.Pointer;
pollLocked: boolean;
pollRate: number;
position: Phaser.Point;
recordLimit: number;
recordPointerHistory: boolean;
recordRate: number;
resetLocked: boolean;
scale: Phaser.Point;
speed: Phaser.Point;
tapRate: number;
totalActivePointers: number;
totalInactivePointers: number;
touch: Phaser.Touch;
worldX: number;
worldY: number;
x: number;
y: number;
addPointer(): Phaser.Pointer;
boot(): void;
deleteMoveCallback(index: number): void;
destroy(): void;
getLocalPosition(displayObject: any, pointer: Phaser.Pointer): Phaser.Point;
getPointer(state: boolean): Phaser.Pointer;
getPointerFromId(pointerID: number): Phaser.Pointer;
getPointerFromIdentifier(identifier: number): Phaser.Pointer;
hitTest(displayObject: any, pointer: Phaser.Pointer, localPoint: Phaser.Point): void;
reset(hard?: boolean): void;
resetSpeed(x: number, y: number): void;
setMoveCallback(callBack: Function, callbackContext: Object): void;
startPointer(event: any): Phaser.Pointer;
stopPointer(event: any): Phaser.Pointer;
update(): void;
updatePointer(event: any): Phaser.Pointer;
}
class InputHandler extends Phaser.LinkedListItem {
constructor(sprite: Phaser.Sprite);
allowHorizontalDrag: boolean;
allowVerticalDrag: boolean;
boundsRect: Phaser.Rectangle;
boundsSprite: Phaser.Sprite;
bringToTop: boolean;
consumePointerEvent: boolean;
draggable: boolean;
enabled: boolean;
game: Phaser.Game;
isDragged: boolean;
pixelPerfectAlpha: number;
pixelPerfectClick: boolean;
pixelPerfectOver: boolean;
priorityID: number;
snapOffset: Phaser.Point;
snapOffsetX: number;
snapOffsetY: number;
snapOnDrag: boolean;
snapOnRelease: boolean;
snapX: number;
snapY: number;
sprite: Phaser.Sprite;
useHandCursor: boolean;
checkBoundsRect(): void;
checkBoundsSprite(): void;
checkPixel(x: number, y: number, pointer?: Phaser.Pointer): boolean;
checkPointerDown(pointer: Phaser.Pointer): boolean;
checkPointerOver(pointer: Phaser.Pointer): boolean;
destroy(): void;
disableDrag(): void;
disableSnap(): void;
downDuration(pointer: Phaser.Pointer): number;
enableDrag(lockCenter?: boolean, bringToTop?: boolean, pixelPerfect?: boolean, alphaThreshold?: number, boundsRect?: Phaser.Rectangle, boundsSprite?: Phaser.Rectangle): void;
enableSnap(snapX: number, snapY: number, onDrag?: boolean, onRelease?: boolean, snapOffsetX?: number, snapOffsetY?: number): void;
justOut(pointer: number, delay: number): boolean;
justOver(pointer: number, delay: number): boolean;
justPressed(pointer: number, delay: number): boolean;
justReleased(pointer: number, delay: number): boolean;
overDuration(pointer: Phaser.Pointer): number;
pointerDown(pointer: Phaser.Pointer): boolean;
pointerDragged(pointer: Phaser.Pointer): boolean;
pointerOut(index?: number): boolean;
pointerOver(index?: number): boolean;
pointerTimeDown(pointer: Phaser.Pointer): number;
pointerTimeOut(pointer: Phaser.Pointer): number;
pointerTimeOver(pointer: Phaser.Pointer): number;
pointerTimeUp(pointer: Phaser.Pointer): number;
pointerUp(pointer: Phaser.Pointer): boolean;
pointerX(pointer: Phaser.Pointer): number;
pointerY(pointer: Phaser.Pointer): number;
reset(): void;
setDragLock(allowHorizontal?: boolean, allowVertical?: boolean): void;
start(priority: number, useHandCursor: boolean): Phaser.Sprite;
startDrag(pointer: Phaser.Pointer): void;
stop(): void;
stopDrag(pointer: Phaser.Pointer): void;
update(pointer: Phaser.Pointer): void;
updateDrag(pointer: Phaser.Pointer): boolean;
validForInput(highestID: number, highestRenderID: number): boolean;
}
class Key {
constructor(game: Phaser.Game, keycode: number);
altKey: boolean;
ctrlKey: boolean;
duration: number;
event: Object;
game: Phaser.Game;
isDown: boolean;
isUp: boolean;
keyCode: number;
onDown: Phaser.Signal;
onHoldCallback: Function;
onHoldContext: Object;
onUp: Phaser.Signal;
repeats: number;
shiftKey: boolean;
timeDown: number;
timeUp: number;
justPressed(duration?: number): boolean;
justReleased(duration?: number): boolean;
processKeyDown(event: KeyboardEvent): void;
processKeyUp(event: KeyboardEvent): void;
reset(hard?: boolean): void;
update(): void;
}
class Keyboard {
constructor(game: Phaser.Game);
static A: number;
static B: number;
static C: number;
static D: number;
static E: number;
static F: number;
static G: number;
static H: number;
static I: number;
static J: number;
static K: number;
static L: number;
static M: number;
static N: number;
static O: number;
static P: number;
static Q: number;
static R: number;
static S: number;
static T: number;
static U: number;
static V: number;
static W: number;
static X: number;
static Y: number;
static Z: number;
static ZERO: number;
static ONE: number;
static TWO: number;
static THREE: number;
static FOUR: number;
static FIVE: number;
static SIX: number;
static SEVEN: number;
static EIGHT: number;
static NINE: number;
static NUMPAD_0: number;
static NUMPAD_1: number;
static NUMPAD_2: number;
static NUMPAD_3: number;
static NUMPAD_4: number;
static NUMPAD_5: number;
static NUMPAD_6: number;
static NUMPAD_7: number;
static NUMPAD_8: number;
static NUMPAD_9: number;
static NUMPAD_MULTIPLY: number;
static NUMPAD_ADD: number;
static NUMPAD_ENTER: number;
static NUMPAD_SUBTRACT: number;
static NUMPAD_DECIMAL: number;
static NUMPAD_DIVIDE: number;
static F1: number;
static F2: number;
static F3: number;
static F4: number;
static F5: number;
static F6: number;
static F7: number;
static F8: number;
static F9: number;
static F10: number;
static F11: number;
static F12: number;
static F13: number;
static F14: number;
static F15: number;
static COLON: number;
static EQUALS: number;
static UNDERSCORE: number;
static QUESTION_MARK: number;
static TILDE: number;
static OPEN_BRACKET: number;
static BACKWARD_SLASH: number;
static CLOSED_BRACKET: number;
static QUOTES: number;
static BACKSPACE: number;
static TAB: number;
static CLEAR: number;
static ENTER: number;
static SHIFT: number;
static CONTROL: number;
static ALT: number;
static CAPS_LOCK: number;
static ESC: number;
static SPACEBAR: number;
static PAGE_UP: number;
static PAGE_DOWN: number;
static END: number;
static HOME: number;
static LEFT: number;
static UP: number;
static RIGHT: number;
static DOWN: number;
static INSERT: number;
static DELETE: number;
static HELP: number;
static NUM_LOCK: number;
callbackContext: Object;
disabled: boolean;
event: Object;
game: Phaser.Game;
lastChar: string;
lastKey: string;
onDownCallback: Function;
onPressCallback: Function;
onUpCallback: Function;
pressEvent: Object;
addCallbacks(context: Object, onDown?: Function, onUp?: Function, onPress?: Function): void;
addKey(keycode: number): Phaser.Key;
addKeyCapture(keycode: any): void;
createCursorKeys(): Phaser.CursorKeys;
clearCaptures(): void;
destroy(): void;
isDown(keycode: number): boolean;
justPressed(keycode: number, duration?: number): boolean;
justReleased(keycode: number, duration?: number): boolean;
processKeyDown(event: KeyboardEvent): void;
processKeyPress(event: KeyboardEvent): void;
processKeyUp(event: KeyboardEvent): void;
removeKey(keycode: number): void;
removeKeyCapture(keycode: number): void;
reset(hard?: boolean): void;
start(): void;
stop(): void;
update(): void;
}
class Line {
constructor(x1?: number, y1?: number, x2?: number, y2?: number);
angle: number;
end: Phaser.Point;
height: number;
left: number;
length: number;
perpSlope: number;
right: number;
slope: number;
start: Phaser.Point;
top: number;
width: number;
x: number;
y: number;
static intersectsPoints(a: Phaser.Point, b: Phaser.Point, e: Phaser.Point, f: Phaser.Point, asSegment?: boolean, result?: Phaser.Point): Phaser.Point;
static intersects(a: Phaser.Line, b: Phaser.Line, asSegment?: boolean, result?: Phaser.Point): Phaser.Point;
coordinatesOnLine(stepRate: number, results: any[]): any[];
fromSprite(startSprite: Phaser.Sprite, endSprite: Phaser.Sprite, useCenter?: boolean): Phaser.Line;
intersects(line: Phaser.Line, asSegment?: boolean, result?: Phaser.Point): Phaser.Point;
pointOnLine(x: number, y: number): boolean;
pointOnSegment(x: number, y: number): boolean;
setTo(x1?: number, y1?: number, x2?: number, y2?: number): Phaser.Line;
}
class LinkedListItem {
next: LinkedListItem;
prev: LinkedListItem;
first: LinkedListItem;
last: LinkedListItem;
}
class LinkedList extends LinkedListItem {
first: LinkedListItem;
last: LinkedListItem;
next: LinkedListItem;
prev: LinkedListItem;
total: number;
add(child: LinkedListItem): LinkedListItem;
callAll(callback: Function): void;
remove(child: LinkedListItem): void;
reset(): void;
}
class Loader {
constructor(game: Phaser.Game);
static PHYSICS_LIME_CORONA_JSON: number;
static PHYSICS_PHASER_JSON: number;
static TEXTURE_ATLAS_JSON_ARRAY: number;
static TEXTURE_ATLAS_JSON_HASH: number;
static TEXTURE_ATLAS_XML_STARLING: number;
baseURL: string;
crossOrigin: any;
game: Phaser.Game;
hasLoaded: boolean;
isLoading: boolean;
onFileStart: Phaser.Signal;
onFileComplete: Phaser.Signal;
onFileError: Phaser.Signal;
onLoadComplete: Phaser.Signal;
onLoadStart: Phaser.Signal;
preloadSprite: any;
progress: number;
progressFloat: number;
addToFileList(type: string, key: string, url: string, properties: any): void;
atlas(key: string, textureURL: string, atlasURL?: string, atlasData?: Object, format?: number): Phaser.Loader;
atlasJSONArray(key: string, textureURL: string, atlasURL?: string, atlasData?: Object): Phaser.Loader;
atlasJSONHash(key: string, textureURL: string, atlasURL?: string, atlasData?: Object): Phaser.Loader;
atlasXML(key: string, textureURL: string, atlasURL?: string, atlasData?: Object): Phaser.Loader;
audio(key: string, urls: any, autoDecode?: boolean): Phaser.Loader;
binary(key: string, url: string, callback?: Function, callbackContext?: Function): Phaser.Loader;
bitmapFont(key: string, textureURL: string, xmlURL?: string, xmlData?: Object, xSpacing?: number, ySpacing?: number): Phaser.Loader;
checkKeyExists(type: string, key: string): boolean;
csvLoadComplete(index: number): void;
dataLoadError(index: number): void;
fileComplete(index: number): void;
fileError(index: number): void;
getAsset(type: string, key: string): any;
getAssetIndex(type: string, key: string): number;
image(key: string, url: string, overwrite?: boolean): Phaser.Loader;
json(key: string, url: string, overwrite?: boolean): Phaser.Loader;
jsonLoadComplete(index: number): void;
pack(key: string, url?: string, data?: Object, callbackContext?: any): Phaser.Loader;
physics(key: string, url?: string, data?: Object, format?: string): Phaser.Loader;
removeAll(): void;
removeFile(key: string, type: string): void;
replaceInFileList(type: string, key: string, url: string, properties: Object): void;
reset(): void;
script(key: string, url: String, callback?: Function, callbackContext?: Object): Phaser.Loader;
setPreloadSprite(sprite: Phaser.Sprite, direction?: number): void;
spritesheet(key: string, url: string, frameWidth: number, frameHeight: number, frameMax?: number, margin?: number, spacing?: number): Phaser.Loader;
start(): void;
text(key: string, url: string, overwrite?: boolean): Phaser.Loader;
tilemap(key: string, url?: string, data?: Object, format?: number): Phaser.Loader;
totalLoadedFiles(): number;
totalLoadedPacks(): number;
totalQueuedFiles(): number;
totalQueuedPacks(): number;
xmlLoadComplete(index: number): void;
}
class LoaderParser {
static bitmapFont(game: Phaser.Game, xml: Object, cacheKey: string, xSpacing: number, ySpacing: number): Phaser.FrameData;
}
class Math {
static angleBetween(x1: number, y1: number, x2: number, y2: number): number;
static angleBetweenPoints(point1: Phaser.Point, point2: Phaser.Point): number;
static angleLimit(angle: number, min: number, max: number): number;
static average(...numbers: number[]): number;
static bernstein(n: number, i: number): number;
static bezierInterpolation(v: number[], k: number): number;
static catmullRom(p0: number, p1: number, p2: number, p3: number, t: number): number;
static catmullRomInterpolation(v: number[], k: number): number;
static ceil(value: number): number;
static ceilTo(value: number, place?: number, base?: number): number;
static chanceRoll(chance: number): boolean;
static clamp(x: number, a: number, b: number): number;
static clampBottom(x: number, a: number): number;
static degToRad(degrees: number): number;
static difference(a: number, b: number): number;
static distance(x1: number, y1: number, x2: number, y2: number): number;
static distancePow(xy: number, y1: number, x2: number, y2: number, pow?: number): number;
static distanceRounded(x1: number, y1: number, x2: number, y2: number): number;
static floor(value: number): number;
static floorTo(value: number, place: number, base: number): number;
static fuzzyCeil(val: number, epsilon?: number): boolean;
static fuzzyEqual(a: number, b: number, epsilon?: number): boolean;
static fuzzyLessThan(a: Number, b: number, epsilon?: number): boolean;
static fuzzyFloor(val: number, epsilon?: number): boolean;
static fuzzyGreaterThan(a: number, b: number, epsilon?: number): boolean;
static fuzzyLessThan(a: number, b: number, epsilon?: number): boolean;
static getRandom<T>(objects: T[], startIndex?: number, length?: number): T;
static interpolateAngles(a1: number, a2: number, weight: number, radians?: boolean, ease?: any): number;
static interpolateFloat(a: number, b: number, weight: number): number;
static isEven(n: number): boolean;
static isOdd(n: number): boolean;
static linear(p0: number, p1: number, t: number): number;
static linearInterpolation(v: number[], k: number): number;
static limitValue(value: number, min: number, max: number): number;
static mapLinear(x: number, a1: number, a2: number, b1: number, b2: number): number;
static max(...numbers: number[]): number;
static maxAdd(value: number, amount: number, max: number): number;
static maxProperty(...numbers: number[]): number;
static min(...numbers: number[]): number;
static minProperty(...numbers: number[]): number;
static minSub(value: number, amount: number, min: number): number;
static nearestAngleBetween(a1: number, a2: number, radians?: boolean): number;
static normalizeAngle(angle: number, radians?: boolean): number;
static normalizeLatitude(lat: number): number;
static normalizeLongitude(lng: number): number;
static numberArray(min: number, max: number): number[];
static percent(a: number, b: number, base?: number): number;
static p2px(v: number): number;
static PI2: number;
static radToDeg(radians: number): number;
static randomSign(): number;
static reverseAngle(angleRed: number): number;
static removeRandom<T>(objects: T[], startIndex?: number, length?: number): T;
static roundTo(value: number, place?: number, base?: number): number;
static shear(n: number): number;
static shift(stack: any[]): any;
static shuffleArray(array: any[]): any[];
static sign(x: number): number;
static sinCosGenerator(length: number, sinAmplitude?: number, cosAmplitude?: number, frequency?: number): { sin: number[]; cos: number[]; };
static smootherstep(x: number, min: number, max: number): number;
static smoothstep(x: number, min: number, max: number): number;
static snapTo(input: number, gap: number, start?: number): number;
static snapToCeil(input: number, gap: number, start?: number): number;
static snapToFloor(input: number, gap: number, start?: number): number;
static snapToInArray(input: number, arr: number[], sort?: boolean): number;
static truncate(n: number): number;
static within(a: number, b: number, tolerance: number): boolean;
static wrap(value: number, min: number, max: number): number;
static wrapAngle(angle: number, radians?: boolean): number;
static wrapValue(value: number, amount: number, max: number): number;
}
class Mouse {
constructor(game: Phaser.Game);
static LEFT_BUTTON: number;
static MIDDLE_BUTTON: number;
static NO_BUTTON: number;
static RIGHT_BUTTON: number;
button: number;
callbackContext: Object;
capture: boolean;
disabled: boolean;
event: MouseEvent;
game: Phaser.Game;
locked: boolean;
mouseDownCallback: Function;
mouseMoveCallback: Function;
mouseOutCallback: Function;
mouseOverCallback: Function;
mouseUpCallback: Function;
pointerLock: Phaser.Signal;
stopOnGameOut: boolean;
onMouseDown(event: MouseEvent): void;
onMouseMove(event: MouseEvent): void;
onMouseOut(event: MouseEvent): void;
onMouseOver(event: MouseEvent): void;
onMouseUp(event: MouseEvent): void;
pointerLockChange(event: MouseEvent): void;
releasePointerLock(): void;
requestPointerLock(): void;
start(): void;
stop(): void;
}
class MSPointer {
constructor(game: Phaser.Game);
callbackContext: Object;
disabled: boolean;
game: Phaser.Game;
onPointerDown(event: MSPointerEvent): void;
onPointerMove(event: MSPointerEvent): void;
onPointerUp(event: MSPointerEvent): void;
mouseDownCallback(event: MSPointerEvent): void;
mouseMoveCallback(event: MSPointerEvent): void;
mouseUpCallback(event: MSPointerEvent): void;
start(): void;
stop(): void;
}
class Net {
constructor(game: Phaser.Game);
game: Phaser.Game;
checkDomainName(domain: string): boolean;
decodeURI(value: string): string;
getHostName(): string;
getQueryString(parameter?: string): string;
updateQueryString(key: string, value: any, redirect?: boolean, url?: string): string;
}
class Particle extends Phaser.Sprite {
constructor(game: Phaser.Game, x: number, y: number, key?: any, frame?: any);
onEmit(): void;
reset(x: number, y: number, health?: number): Phaser.Particle;
setAlphaData(data: any[]): void;
setScaleData(data: any[]): void;
update(): void;
}
class Particles {
constructor(game: Phaser.Game);
emitters: Object;
game: Phaser.Game;
ID: number;
add(emitter: Phaser.Particles.Arcade.Emitter): Phaser.Particles.Arcade.Emitter;
remove(emitter: Phaser.Particles.Arcade.Emitter): void;
update(): void;
}
module Particles {
module Arcade {
class Emitter extends Phaser.Group {
constructor(game: Phaser.Game, x?: number, y?: number, maxParticles?: number);
alphaData: any[];
autoAlpha: boolean;
autoScale: boolean;
angle: number;
angularDrag: number;
bottom: number;
bounce: Phaser.Point;
emitX: number;
emitY: number;
exists: boolean;
frequency: number;
gravity: number;
group: Phaser.Group;
height: number;
left: number;
lifespan: number;
maxParticles: number;
maxParticleScale: number;
maxParticleSpeed: Phaser.Point;
maxRotation: number;
minParticleScale: number;
minParticleSpeed: Phaser.Point;
minRotation: number;
name: string;
on: boolean;
particleBringToTop: boolean;
particleSendToBack: boolean;
particleClass: Phaser.Sprite;
particleDrag: Phaser.Point;
position: Phaser.Point;
right: number;
scaleData: any[];
top: number;
type: number;
width: number;
x: number;
y: number;
at(object: any): void;
emitParticle(): void;
explode(lifespan?: number, quantity?: number): void;
flow(lifespan?: number, frequency?: number, quantity?: number): void;
kill(): void;
makeParticles(keys: any, frames?: any, quantity?: number, collide?: boolean, collideWorldBounds?: boolean): Phaser.Particles.Arcade.Emitter;
reset(x: number, y: number, health?: number): Phaser.Particles;
setAlpha(min?: number, max?: number, rate?: number, ease?: number, yoyo?: boolean): void;
setRotation(min?: number, max?: number): void;
setScale(min?: number, max?: number, rate?: number, ease?: number, yoyo?: boolean): void;
setSize(width: number, height: number): void;
setXSpeed(min: number, max: number): void;
setYSpeed(min: number, max: number): void;
start(explode?: boolean, lifespan?: number, frequency?: number, quantity?: number, forceQuantity?: boolean): void;
update(): void;
revive(): void;
}
}
}
class Physics {
constructor(game: Phaser.Game, config?: Object);
static ARCADE: number;
static P2JS: number;
static NINJA: number;
static BOX2D: number;
static CHIPMUNK: number;
arcade: Phaser.Physics.Arcade;
config: Object;
game: Phaser.Game;
ninja: Phaser.Physics.Ninja;
p2: Phaser.Physics.P2;
clear(): void;
destroy(): void;
enable(object: any, system?: number, debug?: boolean): void;
parseConfig(): void;
preUpdate(): void;
setBoundsToWorld(): void;
startSystem(system: number): void;
update(): void;
}
module Physics {
class Arcade {
static OVERLAP_BIAS: number;
static TILE_BIAS: number;
constructor(game: Phaser.Game);
bounds: Phaser.Rectangle;
checkCollision: { up?: boolean; down?: boolean; left?: boolean; right?: boolean; };
forceX: boolean;
game: Phaser.Game;
gravity: Phaser.Point;
quadTree: Phaser.QuadTree;
maxObjects: number;
maxLevels: number;
accelerationFromRotation(rotation: number, speed?: number, point?: Phaser.Point): Phaser.Point;
accelerateToObject(displayObject: any, destination: any, speed?: number, xSpeedMax?: number, ySpeedMax?: number): number;
accelerateToPointer(displayObject: any, pointer?: Phaser.Pointer, speed?: number, xSpeedMax?: number, ySpeedMax?: number): number;
accelerateToXY(displayObject: any, x: number, y: number, speed?: number, xSpeedMax?: number, ySpeedMax?: number): number;
angleBetween(source: any, target: any): number;
angleToPointer(displayObject: any, pointer?: Phaser.Pointer): number;
angleToXY(displayObject: any, x: number, y: number): number;
collide(object1: Object, object2: Object, collideCallback?: Function, processCallback?: Function, callbackContext?: Object): boolean;
computeVelocity(axis: number, body: Phaser.Physics.Arcade.Body, velocity: number, acceleration: number, drag: number, max?: number): number;
distanceBetween(source: any, target: any): number;
distanceToPointer(displayObject: any, pointer?: Phaser.Pointer): number;
distanceToXY(displayObject: any, x: number, y: number): number;
enable(object: Object, children?: Boolean): void;
enableBody(object: Object): void;
intersects(body1: Phaser.Physics.Arcade.Body, body2: Phaser.Physics.Arcade.Body): boolean;
moveToObject(displayObject: any, destination: any, speed?: number, maxTime?: number): number;
moveToPointer(displayObject: any, speed?: number, pointer?: Phaser.Pointer, maxTime?: number): number;
moveToXY(displayObject: any, x: number, y: number, speed?: number, maxTime?: number): number;
overlap(object1: Object, object2: Object, overlapCallback?: Function, processCallback?: Function, callbackContext?: Object): boolean;
processTileSeparationX(body: Phaser.Physics.Arcade.Body, x: number): boolean;
processTileSeparationY(body: Phaser.Physics.Arcade.Body, y: number): void;
setBounds(x: number, y: number, width: number, height: number): void;
setBoundsToWorld(): void;
separate(body1: Phaser.Physics.Arcade.Body, body2: Phaser.Physics.Arcade.Body, processCallback?: Function, callbackContext?: Object, overlapOnly?: boolean): boolean;
separateX(body1: Phaser.Physics.Arcade.Body, body2: Phaser.Physics.Arcade.Body, overlapOnly: boolean): boolean;
separateY(body1: Phaser.Physics.Arcade.Body, body2: Phaser.Physics.Arcade.Body, overlapOnly: boolean): boolean;
separateTile(i: number, body: Phaser.Physics.Arcade.Body, tile: Phaser.Tile): boolean;
tileCheckX(body: Phaser.Physics.Arcade.Body, tile: Phaser.Tile): number;
tileCheckY(body: Phaser.Physics.Arcade.Body, tile: Phaser.Tile): number;
updateMotion(body: Phaser.Physics.Arcade.Body): void;
velocityFromAngle(angle: number, speed?: number, point?: Phaser.Point): Phaser.Point;
velocityFromRotation(rotation: number, speed?: number, point?: Phaser.Point): Phaser.Point;
}
module Arcade {
class Body {
constructor(sprite: Phaser.Sprite);
acceleration: Phaser.Point;
allowGravity: boolean;
allowRotation: boolean;
angle: number;
angularAcceleration: number;
angularDrag: number;
angularVelocity: number;
blocked: FaceChoices;
bottom: number;
bounce: Phaser.Point;
center: Phaser.Point;
checkCollision: FaceChoices;
collideWorldBounds: boolean;
customSeparateX: boolean;
customSeparateY: boolean;
deltaMax: Phaser.Point;
draw: Phaser.Point;
embedded: boolean;
enable: boolean;
facing: number;
game: Phaser.Game;
gravity: Phaser.Point;
halfWidth: number;
halfHeight: number;
immovable: boolean;
mass: number;
maxAngular: number;
maxVelocity: Phaser.Point;
moves: boolean;
newVelocity: Phaser.Point;
offset: Phaser.Point;
overlapX: number;
overlapY: number;
phase: number;
position: Phaser.Point;
preRotation: number;
prev: Phaser.Point;
right: number;
rotation: number;
skipQuadTree: boolean;
sourceWidth: number;
sourceHeight: number;
speed: number;
sprite: Phaser.Sprite;
tilePadding: Phaser.Point;
touching: FaceChoices;
type: number;
wasTouching: FaceChoices;
width: number;
velocity: Phaser.Point;
x: number;
y: number;
checkWorldBounds(): void;
deltaX(): number;
deltaY(): number;
deltaZ(): number;
deltaAbsX(): void;
deltaAbsY(): void;
destroy(): void;
hitTest(x: number, y: number): boolean;
onFloor(): void;
onWall(): void;
preUpdate(): void;
postUpdate(): void;
render(context: Object, body: Phaser.Physics.Arcade.Body, filled?: boolean, color?: string): void;
renderBodyInfo(debug: Phaser.Utils.Debug, body: Phaser.Physics.Arcade.Body): void;
reset(x: number, y: number): void;
setSize(width: number, height: number, offsetX: number, offsetY: number): void;
updateBounds(): boolean;
}
class FaceChoices {
none: boolean;
any: boolean;
up: boolean;
down: boolean;
left: boolean;
right: boolean;
}
}
class Ninja {
constructor(game: Phaser.Game);
game: Phaser.Game
gravity: number;
bounds: Phaser.Rectangle;
maxObjects: number;
maxLevels: number;
quadTree: Phaser.QuadTree;
time: Phaser.Time;
clearTilemapLayerBodies(map: Phaser.Tilemap, layer: any): void;
collide(object1: any, object2: any, collideCallback?: Function, processCallback?: Function, callbackContext?: Object): boolean;
convertTilemap(map: Phaser.Tilemap, layer?: any, slopeMap?: Object): Phaser.Physics.Ninja.Tile[];
enableAABB(object: any, children?: boolean): void;
enableCircle(object: any, radius: number, children?: boolean);
enableTile(object: any, id: number, children?: boolean): void;
enable(object: any, type?: number, id?: number, radius?: number, children?: boolean): void;
enableBody(object: any, type?: number, id?: number, radius?: number): void;
overlap(object1: any, object2: any, overlapCallback?: Function, processCallback?: Function, callbackContext?: Object): boolean;
separate(body1: Phaser.Physics.Ninja.Body, body2: Phaser.Physics.Ninja.Body, processCallback?: Function, callbackContext?: Object, overlapOnly?: boolean): boolean;
setBounds(x: number, y: number, width: number, height: number): void;
setBoundsToWorld(): void;
}
module Ninja {
class Body {
constructor(system: Phaser.Physics.Ninja, sprite: Phaser.Sprite, type?: number, id?: number, radius?: number, x?: number, y?: number, width?: number, height?: number);
aabb: Phaser.Physics.Ninja.AABB;
angle: number;
bottom: number;
bounce: number;
checkCollision: Phaser.Physics.Arcade.FaceChoices;
circle: Phaser.Physics.Ninja.Circle;
collideWorldBounds: boolean;
drag: number;
facing: number;
friction: number;
game: Phaser.Game;
gravityScale: number;
height: number;
immovable: boolean;
maxSpeed: number;
right: number;
sprite: Phaser.Sprite;
system: Phaser.Physics.Ninja;
tile: Phaser.Physics.Ninja.Tile;
touching: Phaser.Physics.Arcade.FaceChoices;
type: number;
shape: Object;
speed: number;
velocity: Phaser.Point;
wasTouching: Phaser.Physics.Arcade.FaceChoices;
width: number;
x: number;
y: number;
deltaAbsX(): number;
deltaAbsY(): number;
deltaX(): number;
deltaY(): number;
destroy(): void;
setZeroVelocity(): void;
moveTo(speed: number, angle: number): void;
moveFrom(speed: number, angle: number): void;
moveLeft(speed: number): void;
moveRight(speed: number): void;
moveUp(speed: number): void;
moveDown(speed: number): void;
poseUpdate(): void;
preUpdate(): void;
reset(): void;
}
class AABB {
constructor(body: Phaser.Physics.Ninja.Body, x: number, y: number, width: number, height: number);
static COL_NONE: number;
static COL_AXIS: number;
static COL_OTHER: number;
aabbTileProjections: Object;
body: Phaser.Physics.Ninja.Body;
height: number;
oldPos: Phaser.Point;
pos: Phaser.Point;
system: Phaser.Physics.Ninja;
width: number;
velocity: Phaser.Point;
xw: number;
yw: number;
collideWorldBounds(): void;
collideAABBVsAABB(aabb: Phaser.Physics.Ninja.AABB): boolean;
collideAABBVsTile(tile: Phaser.Physics.Ninja.Tile): boolean;
destroy(): void;
integrate(): void;
reportCollisionVsWorld(px: number, py: number, dx: number, dy: number, obj: Object): void;
reportCollisionVsBody(px: number, py: number, dx: number, dy: number, obj: Object): void;
resolveTile(x: number, y: number, body: Phaser.Physics.Ninja.AABB, tile: Phaser.Physics.Ninja.Tile): boolean;
reverse(): void;
}
class Circle {
constructor(body: Phaser.Physics.Ninja.Body, x: number, y: number, radius: number);
COL_NONE: number;
COL_AXIS: number;
COL_OTHER: number;
body: Phaser.Physics.Ninja.Body;
circleTileProjections: Object;
oldPos: Phaser.Point;
height: number;
pos: Phaser.Point;
radius: number;
system: Phaser.Physics.Ninja;
velocity: Phaser.Point;
width: number;
xw: number;
yw: number;
collideCircleVsTile(tile: Phaser.Physics.Ninja.Tile): boolean;
collideWorldBounds(): void;
destroy(): void;
integrate(): void;
reportCollisionVsWorld(px: number, py: number, dx: number, dy: number, obj: Object): void;
reportCollisionVsBody(px: number, py: number, dx: number, dy: number, obj: Object): void;
resolveCircleTile(x: number, y: number, oH: number, oV: number, obj: Phaser.Physics.Ninja.Circle, t: Phaser.Physics.Ninja.Tile): boolean;
}
class Tile {
constructor(body: Phaser.Physics.Ninja.Body, x: number, y: number, width: number, height: number, type?: number);
body: Phaser.Physics.Ninja.Body;
bottom: number;
height: number;
id: number;
oldpos: Phaser.Point;
pos: Phaser.Point;
right: number;
system: Phaser.Physics.Ninja;
type: number;
velocity: Phaser.Point;
width: number;
xw: number;
yw: number;
x: number;
y: number;
clear(): void;
collideWorldBounds(): void;
destroy(): void;
integrate(): void;
reportCollisionVsWorld(px: number, py: number, dx: number, dy: number, obj: Object);
setType(id: number): number;
}
}
class P2 {
static LIME_CORONA_JSON: number;
constructor(game: Phaser.Game, config?: Object);
applyDamping: boolean;
applyGravity: boolean;
applySpringForced: boolean;
bounds: Phaser.Physics.P2.Body;
boundsCollidesWith: Phaser.Physics.P2.Body[];
contactMaterial: Phaser.Physics.P2.ContactMaterial;
emitImpactEvent: boolean;
enableBodySleeping: boolean;
everythingCollisionGroup: Phaser.Physics.P2.CollisionGroup;
frameRate: number;
friction: number;
game: Phaser.Game;
gravity: Phaser.Physics.P2.InversePointProxy;
materials: Phaser.Physics.P2.Material[];
onBodyAdded: Phaser.Signal;
onBodyRemoved: Phaser.Signal;
onBeginContact: Phaser.Signal;
onConstraintAdded: Phaser.Signal;
onConstraintRemoved: Phaser.Signal;
onContactMaterialAdded: Phaser.Signal;
onContactMaterialRemoved: Phaser.Signal;
onEndContact: Phaser.Signal;
onSpringAdded: Phaser.Signal;
onSpringRemoved: Phaser.Signal;
paused: boolean;
restitution: number;
solveConstraints: boolean;
time: any;
total: number;
useElapsedTime: boolean;
world: Phaser.Physics.P2;
addBody(body: Phaser.Physics.P2.Body): boolean;
addContactMaterial(material: Phaser.Physics.P2.ContactMaterial): Phaser.Physics.P2.ContactMaterial;
addConstraint(constraint: any): any;
addSpring(spring: Phaser.Physics.P2.Spring): Phaser.Physics.P2.Spring;
beginContactHandler(event: Object): void;
clear(): void;
clearTilemapLayerBodies(map: Phaser.Tilemap, layer?: any): void;
convertCollisionObjects(map: Phaser.Tilemap, layer?: any, addToWorld?: boolean): Phaser.Physics.P2.Body[];
convertTilemap(map: Phaser.Tilemap, layer?: any, addToWorld?: Boolean, optimize?: boolean): Phaser.Physics.P2.Body[];
createBody(x: number, y: number, mass: number, addToWorld?: boolean, options?: Object, data?: Object): Phaser.Physics.P2.Body;
createContactMaterial(materialA: Phaser.Physics.P2.Material, materialB: Phaser.Physics.P2.Material, options?: number): Phaser.Physics.P2.ContactMaterial;
createDistanceConstraint(bodyA: any, bodyB: any, distance: number, maxForce?: number): Phaser.Physics.P2.DistanceConstraint;
createGearConstraint(bodyA: any, bodyB: any, angle?: number, ratio?: number): Phaser.Physics.P2.GearConstraint;
createLockConstraint(bodyA: any, bodyB: any, offset: Float32Array, angle?: number, maxForce?: number): Phaser.Physics.P2.LockConstraint;
createMaterial(name?: string, body?: Phaser.Physics.P2.Body): Phaser.Physics.P2.Material;
createParticle(x: number, y: number, mass: number, addToWorld?: Boolean, options?: Object, data?: Object): Phaser.Physics.P2.Body;
createPrismaticConstraint(body: any, bodyB: any, lockRotation?: boolean, anchorA?: Float32Array, anchorB?: Float32Array, axis?: Float32Array, maxForce?: number): Phaser.Physics.P2.PrismaticConstraint;
createRevoluteConstraint(bodyA: any, pivotA: Float32Array, bodyB: any, pivotB: Float32Array, maxForce?: number): Phaser.Physics.P2.RevoluteContraint;
createSpring(bodyA: any, bodyB: any, restLength?: number, stiffness?: number, damping?: number, worldA?: Float32Array, worldB?: Float32Array, localA?: Float32Array, localB?: Float32Array): Phaser.Physics.P2.Spring;
destroy(): void;
enable(object: any, debug?: boolean, children?: boolean): void;
enableBody(object: Object, debug: boolean): void;
endContactHandler(event: Object): void;
getBodies(): Phaser.Physics.P2.Body[];
getBody(object: Object): Phaser.Physics.P2.Body;
getConstraints(): any[];
getSprings(): Phaser.Physics.P2.Spring[];
getContactMaterial(materialA: Phaser.Physics.P2.Material, materialB: Phaser.Physics.P2.Material): Phaser.Physics.P2.ContactMaterial;
hitTest(worldPoint: Phaser.Point, bodies?: any[], precision?: number, filterStatic?: boolean): Phaser.Physics.P2.Body[];
mpx(v: number): number;
mpxi(v: number): number;
pause(): void;
preUpdate(): void;
pxm(v: number): number;
pxmi(v: number): number;
removeBody(body: Phaser.Physics.P2.Body): Phaser.Physics.P2.Body;
removeBodyNextStep(body: Phaser.Physics.P2.Body): void;
removeConstraint(constraint: any): any;
removeContactMaterial(material: Phaser.Physics.P2.ContactMaterial);
removeSpring(spring: Phaser.Physics.P2.Spring): Phaser.Physics.P2.Spring;
resume(): void;
setBounds(x: number, y: number, width: number, height: number, left?: Boolean, right?: boolean, top?: boolean, bottom?: boolean, setCollisionGroup?: boolean): void;
setBoundsToWorld(left?: boolean, right?: boolean, top?: boolean, bottom?: boolean, setCollisionGroup?: boolean): void;
setCollisionGroup(object: Object, group: Phaser.Physics.P2.CollisionGroup): void;
setImpactEvents(state: boolean): void;
setMaterial(material: Phaser.Physics.P2.Material): Phaser.Physics.P2.Body[];
setPostBroadphaseCallback(callback: Function, context: Object): void;
setWorldMaterial(material: Phaser.Physics.P2.Material, left?: boolean, right?: boolean, top?: boolean, bottom?: boolean): void;
toJSON(): Object;
update(): void;
updateBoundsCollisionGroup(setCollisionGroup?: boolean): void;
}
module P2 {
class Body {
static DYNAMIC: number;
static STATIC: number;
static KINEMATIC: number;
constructor(game: Phaser.Game, sprite?: Phaser.Sprite, x?: number, y?: number, mass?: number);
allowSleep: boolean;
angle: number;
angularDamping: number;
angularForce: number;
angularVelocity: number;
collideWorldBounds: boolean;
damping: number;
data: Phaser.Physics.P2.Body;
debug: boolean;
debugBody: Phaser.Physics.P2.BodyDebug;
fixedRotation: boolean;
force: Phaser.Physics.P2.InversePointProxy;
game: Phaser.Game;
gravity: Phaser.Point;
id: number;
inertia: number;
kinematic: boolean;
mass: number;
motionState: number;
offset: Phaser.Point;
onBeginContact: Phaser.Signal;
onEndContact: Phaser.Signal;
onImpact: Phaser.Signal;
rotation: number;
sprite: Phaser.Sprite;
sleepSpeedLimit: number;
static: boolean;
dynamic: boolean;
type: number;
velocity: Phaser.Physics.P2.InversePointProxy;
world: Phaser.Physics.P2;
x: number;
y: number;
addToWorld(): void;
addCapsule(length: number, radius: number, offsetX?: number, offsetY?: number, rotation?: number): any;
addCircle(radius: number, offsetX?: number, offsetY?: number, rotation?: number): any;
addLine(length: number, offsetX?: number, offsetY?: number, rotation?: number): any;
addParticle(offsetX?: number, offsetY?: number, rotation?: number): any;
addPolygon(options: { optimalDecomp?: boolean; skipSimpleCheck?: boolean; removeCollinearPoints?: boolean; }, points: any): boolean;
addPlane(offsetX?: number, offsetY?: number, rotation?: number): any;
addRectangle(width: number, height: number, offsetX?: number, offsetY?: number, rotation?: number): any;
addShape(shape: any, offsetX?: number, offsetY?: number, rotation?: number): any;
adjustCenterOfMass(): void;
applyDamping(dt: number): void;
applyForce(force: number, worldX: number, worldY: number): void;
clearCollision(clearGroup?: boolean, cleanMask?: boolean, shape?: any): void;
clearShapes(): void;
collides(group: any, callback?: Function, callbackContext?: Object, shape?: any): void;
createBodyCallback(object: any, callback: Function, callbackContext: Object): void;
createGroupCallback(group: Phaser.Physics.P2.CollisionGroup, callback: Function, callbackContext: Object): void;
destroy(): void;
getCollisionMask(): number;
loadData(key: string, object: string): boolean;
loadPolygon(key: string, object: string): boolean;
moveBackward(speed: number): void;
moveDown(speed: number): void;
moveForward(speed: number): void;
moveLeft(speed: number): void;
moveRight(speed: number): void;
moveUp(speed: number): void;
preUpdate(): void;
postUpdate(): void;
removeFromWorld(): void;
removeShape(shape: any): boolean;
reverse(Speed: number): void;
rotateLeft(speed: number): void;
rotateRight(speed: number): void;
reset(x: number, y: number, resetDamping?: boolean, resetMass?: boolean): void;
shapeChanged(): void;
setCircle(radius: number, offsetX?: number, offsetY?: number, rotation?: number): void;
setCollisionGroup(group: Phaser.Physics.P2.CollisionGroup, shape?: any): void;
setRectangle(width?: number, height?: number, offsetX?: number, offsetY?: number, rotation?: number): any;
setRectangleFromSprite(sprite: any): any;
setMaterial(material: Phaser.Physics.P2.Material, shape?: any): void;
setZeroDamping(): void;
setZeroForce(): void;
setZeroRotation(): void;
setZeroVelocity(): void;
toLocalFrame(out: Float32Array, worldPoint: Float32Array): void;
thrust(speed: number): void;
toWorldFrame(out: Float32Array, localPoint: Float32Array): void;
updateCollisionMask(shape?: any): void;
}
class BodyDebug extends Phaser.Group {
constructor(game: Phaser.Game, body: Phaser.Physics.P2.Body, settings: { pixelsPerLengthUnit?: number; debugPolygons?: boolean; lineWidth?: number; alpha?: number; });
}
class CollisionGroup {
constructor(bitmask: any);
mask: number;
}
class ContactMaterial {
constructor(materialA: Phaser.Physics.P2.Material, materialB: Phaser.Physics.P2.Material, options?: Object);
id: number;
friction: number;
materialA: Phaser.Physics.P2.Material;
materialB: Phaser.Physics.P2.Material;
restitution: number;
stiffness: number;
relaxation: number;
frictionStiffness: number;
frictionRelaxation: number;
surfaceVelocity: number;
}
class DistanceConstraint {
constructor(world: Phaser.Physics.P2, bodyA: Phaser.Physics.P2.Body, bodyB: Phaser.Physics.P2.Body, distance: number, maxForce: number);
game: Phaser.Game;
world: Phaser.Physics.P2;
}
class FixtureList {
constructor(list: any[]);
flatten(array: any[]): any[];
getFixtures(keys: string): any[];
getFixtureByKey(key: string): any[];
getGroup(groupID: number): any[];
init(): void;
parse(): void;
setCategory(bit: number, fictureKey: string): void;
setMask(bit: number, fixtureKey: string): void;
setMaterial(material: Object, fixtureKey: string): void;
setSensor(value: boolean, fixtureKey: string): void;
}
class GearConstraint {
constructor(world: Phaser.Physics.P2, bodyA: Phaser.Physics.P2.Body, bodyB: Phaser.Physics.P2.Body, angle?: number, ratio?: number);
game: Phaser.Game;
world: Phaser.Physics.P2;
}
class InversePointProxy {
constructor(world: Phaser.Physics.P2, destination: any);
x: number;
y: number;
}
class LockConstraint {
constructor(world: Phaser.Physics.P2, bodyA: Phaser.Physics.P2.Body, bodyB: Phaser.Physics.P2.Body, offset?: number[], angle?: number, maxForce?: number);
game: Phaser.Game;
world: Phaser.Physics.P2;
}
class Material {
constructor(name: string);
name: string;
}
class PointProxy {
constructor(world: Phaser.Physics.P2, destination: any);
x: number;
y: number;
}
class PrismaticConstraint {
constructor(world: Phaser.Physics.P2, bodyA?: Phaser.Physics.P2.Body, bodyB?: Phaser.Physics.P2.Body, lockRotation?: boolean, anchorA?: Float32Array, anchorB?: Float32Array, axis?: Float32Array, maxForce?: number);
game: Phaser.Game;
world: Phaser.Physics.P2;
}
class RevoluteContraint {
constructor(world: Phaser.Physics.P2, bodyA: Phaser.Physics.P2.Body, pivotA: Float32Array, bodyB: Phaser.Physics.P2.Body, pivotB: Float32Array, maxForce?: number);
game: Phaser.Game;
world: Phaser.Physics.P2;
}
class Spring {
constructor(world: Phaser.Physics.P2, bodyA: Phaser.Physics.P2.Body, bodyB: Phaser.Physics.P2.Body, restLength?: number, stiffness?: number, damping?: number, worldA?: Float32Array, worldB?: Float32Array, localA?: Float32Array, localB?: Float32Array);
game: Phaser.Game;
world: Phaser.Physics.P2;
}
}
}
class Plugin extends StateCycle {
constructor(game: Phaser.Game, parent: any);
active: boolean;
game: Phaser.Game;
hasPostRender: boolean;
hasPostUpdate: boolean;
hasPreUpdate: boolean;
hasRender: boolean;
hasUpdate: boolean;
parent: any;
visible: boolean;
destroy(): void;
postRender(): void;
preUpdate(): void;
render(): void;
update(): void;
}
module Plugin {
class AStar extends Phaser.Plugin {
static VERSION: string;
static COST_ORTHAGONAL: number;
static COST_DIAGAONAL: number;
static DISTANCE_MANHATTEN: string;
static DISTANCE_EUCLIDIAN: string;
constructor(parent: any);
parent: any;
version: string;
findPath(startPoint: Phaser.Point, goalPoint: Phaser.Point): Phaser.Plugin.AStar.AStarPath;
isWalkable(x: number, y: number): boolean;
setAStarMap(map: Phaser.Tilemap, layerName: string, tilesetName: string): Phaser.Plugin.AStar;
}
module AStar {
class AStarNode {
constructor(x: number, y: number, isWalkable: boolean);
x: number;
y: number;
g: number;
h: number;
f: number;
parent: Phaser.Plugin.AStar.AStarNode;
travelCost: number;
walkable: boolean;
}
class AStarPath {
constructor(nodes: Phaser.Plugin.AStar.AStarNode[], start: Phaser.Plugin.AStar.AStarNode, goal: Phaser.Plugin.AStar.AStarNode);
nodes: Phaser.Plugin.AStar.AStarNode[];
start: Phaser.Plugin.AStar.AStarNode;
goal: Phaser.Plugin.AStar.AStarNode;
visited: Phaser.Plugin.AStar.AStarNode[];
}
}
class ColorHarmony extends Phaser.Plugin {
getAnalogousHarmony(color: number, threshold?: number): Object;
getComplementHarmony(color: number): number;
getSplitComplementHarmony(color: number, threshold: number): Object;
getTriadicHarmony(color: number): Object;
}
class CSS3Filters extends Phaser.Plugin {
constructor(parent: any);
blur: number;
brightness: number;
contrast: number;
grayscale: number;
hueRotate: number;
invert: number;
opacity: number;
saturate: number;
sepia: number;
}
class TilemapWalker extends Phaser.Plugin {
constructor(game: Phaser.Game, map: Phaser.Tilemap, layer?: any, x?: number, y?: number);
collides: boolean;
game: Phaser.Game;
history: boolean;
facing: number;
map: Phaser.Tilemap;
location: Phaser.Point;
locationLayer: number;
checkTile(x: number, y: number): boolean;
getTileFromLocation(x: number, y: number): Phaser.Tile;
getTiles(width: number, height: number, center?: boolean): any[];
getTileBehind(distance?: number): Phaser.Tile;
getTileBehindLeft(distance?: number): Phaser.Tile;
getTileBehindRight(distance?: number): Phaser.Tile;
getTileAhead(distance?: number): Phaser.Tile;
getTileAheadLeft(distance?: number): Phaser.Tile;
getTileAheadRight(distance?: number): Phaser.Tile;
getTileLeft(distance: number): Phaser.Tile;
getTileRight(distance: number): Phaser.Tile;
moveForward(): boolean;
moveBackward(): boolean;
moveLeft(): boolean;
moveRight(): boolean;
putTile(index: number): void;
setLocation(x: number, y: number, layer?: any): boolean;
turnLeft(): void;
turnRight(): void;
updateLocation(x: number, y: number): boolean;
}
class SamplePlugin extends Phaser.Plugin {
constructor(game: Phaser.Game, parent: any);
addSprite(sprite: Phaser.Sprite);
update(): void;
}
class VirtualJoystick extends Phaser.Plugin {
constructor(game: Phaser.Game, parent: any);
angle: number;
base: Phaser.Sprite;
baseBMD: Phaser.BitmapData;
baseCircle: Phaser.Circle;
deltaX: number;
deltaY: number;
distance: number;
force: number;
isDragging: boolean;
limit: number;
limitPoint: Phaser.Point;
location: Phaser.Point;
nub: Phaser.Sprite;
nubBMD: Phaser.BitmapData;
speed: number;
x: number;
y: number;
init(x: number, y: number, diameter?: number, limit?: number): void;
move(pointer: Phaser.Pointer, x: number, y: number): void;
render(): void;
setVelocity(sprite: Phaser.Sprite, minSpeed?: number, maxSpeed?: number): Phaser.Sprite;
startDrag(): void;
stopDrag(nub: Phaser.Sprite, pointer: Phaser.Pointer): void;
update(): void;
}
class Webcam extends Phaser.Plugin{
constructor(game: Phaser.Game, parent: any);
active: boolean;
context: any;
stream: any;
video: HTMLVideoElement;
connectCallback: (stream: any) => void;
errorCallback: (e: any) => void;
grab: (context: any, x: number, y: number) => void;
start(width: number, height: number, context: any): void;
stop(): void;
update(): void;
}
}
class PluginManager extends StateCycle {
constructor(game: Phaser.Game, parent: any);
game: Phaser.Game;
plugins: Phaser.Plugin[];
add(plugin: Phaser.Plugin, ...parameter: any[]): Phaser.Plugin;
destroy(): void;
postRender(): void;
postUpdate(): void;
preUpdate(): void;
remove(plugin: Phaser.Plugin): void;
removeAll(): void;
render(): void;
update(): void;
}
class Point extends PIXI.Point {
constructor(x?: number, y?: number);
x: number;
y: number;
static add(a: Phaser.Point, b: Phaser.Point, out?: Phaser.Point): Phaser.Point;
static centroid(points: Phaser.Point[], out?: Phaser.Point): Phaser.Point;
static distance(a: Phaser.Point, b: Phaser.Point, round?: boolean): number;
static divide(a: Phaser.Point, b: Phaser.Point, out?: Phaser.Point): Phaser.Point;
static equals(a: Phaser.Point, b: Phaser.Point): boolean;
static multiply(a: Phaser.Point, b: Phaser.Point, out?: Phaser.Point): Phaser.Point;
static rotate(a: Phaser.Point, x: number, y: number, angle: number, asDegrees: boolean, distance?: number): Phaser.Point;
static subtract(a: Phaser.Point, b: Phaser.Point, out?: Phaser.Point): Phaser.Point;
add(x: number, y: number): Phaser.Point;
angle(a: Phaser.Point, asDegrees?: boolean): number;
angleSq(a: Phaser.Point, b: Phaser.Point): number;
clamp(min: number, max: number): Phaser.Point;
clampX(min: number, max: number): Phaser.Point;
clampY(min: number, max: number): Phaser.Point;
clone(output?: Phaser.Point): Phaser.Point;
copyFrom(source: any): Phaser.Point;
copyTo(dest: any): Object;
cross(a: Phaser.Point): number;
distance(dest: Object, round?: boolean): number;
divide(x: number, y: number): Phaser.Point;
dot(a: Phaser.Point): number;
equals(a: Phaser.Point): boolean;
getMagnitude(): number;
getMagnitudeSq(): number;
interpolate(a: Phaser.Point, b: Phaser.Point, f: number, out?: Phaser.Point): Phaser.Point;
invert(): Phaser.Point;
isZero(): boolean;
multiply(x: number, y: number): Phaser.Point;
multiplyAdd(a: Phaser.Point, b: Phaser.Point, s: number, out?: Phaser.Point): Phaser.Point;
negative(a: Phaser.Point, out?: Phaser.Point): Phaser.Point;
normalize(a: Phaser.Point, out?: Phaser.Point): Phaser.Point;
normalRightHand(a: Phaser.Point, out?: Phaser.Point): Phaser.Point;
perp(a: Phaser.Point, out?: Phaser.Point): Phaser.Point;
project(a: Phaser.Point, b: Phaser.Point, out?: Phaser.Point): Phaser.Point;
projectUnit(a: Phaser.Point, b: Phaser.Point, out?: Phaser.Point): Phaser.Point;
rotate(x: number, y: number, angle: number, asDegrees?: boolean, distance?: number): Phaser.Point;
rperp(a: Phaser.Point, out?: Phaser.Point): Phaser.Point;
set(x: number, y?: number): Phaser.Point;
setMagnitude(magnitude: number): Phaser.Point;
setTo(x: number, y?: number): Phaser.Point;
subtract(x: number, y: number): Phaser.Point;
toString(): string;
}
class Pointer {
constructor(game: Phaser.Game, id: number);
active: boolean;
button: any;
circle: Phaser.Circle;
clientX: number;
clientY: number;
duration: number;
exists: boolean;
game: Phaser.Game;
id: number;
identifier: number;
isDown: boolean;
isMouse: boolean;
isUp: boolean;
movementX: number;
movementY: number;
msSinceLastClick: number;
pageX: number;
pageY: number;
pointerId: number;
position: Phaser.Point;
positionDown: Phaser.Point;
positionUp: Phaser.Point;
previousTapTime: number;
rawMovementX: number;
rawMovementY: number;
screenX: number;
screenY: number;
target: any;
targetObject: any;
timeDown: number;
timeUp: number;
totalTouches: number;
type: number;
withinGame: boolean;
worldX: number;
worldY: number;
x: number;
y: number;
justPressed(duration?: number): boolean;
justReleased(duration?: number): boolean;
leave(event: any): void;
move(event: any, fromClick?: boolean): void;
reset(): void;
resetMovement(): void;
start(event: any): void;
stop(event: any): void;
update(): void;
}
class Polygon {
constructor(points: any[]);
area: number;
points: any[];
type: number;
clone(): Phaser.Polygon;
contains(x: number, y: number): boolean;
}
class QuadTree {
constructor(x: number, y: number, width: number, height: number, maxObject?: number, maxLevels?: number, level?: number);
bounds: {
x: number;
y: number;
width: number;
height: number;
subWidth: number;
subHeight: number;
right: number;
bottom: number;
};
level: number;
maxObjects: number;
maxLevels: number;
objects: any[];
nodes: any[];
clear(): void;
getIndex(rect: Object): number;
insert(body: any): void;
populate(group: Phaser.Group): void;
populateHandler(sprite: Phaser.Sprite): void;
reset(x: number, y: number, width: number, height: number, maxObject?: number, maxLevels?: number, level?: number): void;
retrieve(source: any): any[];
split(): void;
}
class RandomDataGenerator {
constructor(seeds: number[]);
angle(): number;
frac(): number;
integer(): number;
integerInRange(min: number, max: number): number;
normal(): number;
pick<T>(ary: T[]): T;
real(): number;
realInRange(min: number, max: number): number;
sow(seeds: number[]): void;
timestamp(min: number, max: number): number;
uuid(): number;
weightedPick<T>(ary: T[]): T;
}
class Rectangle {
constructor(x: number, y: number, width: number, height: number);
bottom: number;
bottomRight: Phaser.Point;
centerX: number;
centerY: number;
empty: boolean;
halfHeight: number;
halfWidth: number;
height: number;
left: number;
perimeter: number;
right: number;
top: number;
topLeft: Phaser.Point;
volume: number;
width: number;
x: number;
y: number;
static clone(a: Phaser.Rectangle, output?: Phaser.Rectangle): Phaser.Rectangle;
static contains(a: Phaser.Rectangle, x: number, y: number): boolean;
static containsPoint(a: Phaser.Rectangle, point: Phaser.Point): boolean;
static containsRaw(rx: number, ry: number, rw: number, rh: number, x: number, y: number): boolean;
static containsRect(a: Phaser.Rectangle, b: Phaser.Rectangle): boolean;
static equals(a: Phaser.Rectangle, b: Phaser.Rectangle): boolean;
static inflate(a: Phaser.Rectangle, dx: number, dy: number): Phaser.Rectangle;
static inflatePoint(a: Phaser.Rectangle, point: Phaser.Point): Phaser.Rectangle;
static intersection(a: Phaser.Rectangle, b: Phaser.Rectangle, out?: Phaser.Rectangle): Phaser.Rectangle;
static intersects(a: Phaser.Rectangle, b: Phaser.Rectangle): boolean;
static intersectsRaw(left: number, right: number, top: number, bottom: number, tolerance: number): boolean;
static size(a: Phaser.Rectangle, output?: Phaser.Point): Phaser.Point;
static union(a: Phaser.Rectangle, b: Phaser.Rectangle, out?: Phaser.Rectangle): Phaser.Rectangle;
clone(output: Phaser.Rectangle): Phaser.Rectangle;
contains(x: number, y: number): boolean;
containsRect(b: Phaser.Rectangle): boolean;
copyFrom(source: any): Phaser.Rectangle;
copyTo(dest: any): Object;
equals(b: Phaser.Rectangle): boolean;
floor(): void;
floorAll(): void;
inflate(dx: number, dy: number): Phaser.Rectangle;
intersection(b: Phaser.Rectangle, out: Phaser.Rectangle): Phaser.Rectangle;
intersects(b: Phaser.Rectangle, tolerance: number): boolean;
intersectsRaw(left: number, right: number, top: number, bottom: number, tolerance: number): boolean;
offset(dx: number, dy: number): Phaser.Rectangle;
offsetPoint(point: Phaser.Point): Phaser.Rectangle;
setTo(x: number, y: number, width: number, height: number): Phaser.Rectangle;
size(output?: Phaser.Point): Phaser.Point;
toString(): string;
union(b: Phaser.Rectangle, out?: Phaser.Rectangle): Phaser.Rectangle;
}
class RenderTexture extends PIXI.RenderTexture {
constructor(game: Phaser.Game, width?: number, height?: number, key?: string, scaleMode?: number);
game: Phaser.Game;
key: string;
type: number;
renderXY(displayObject: PIXI.DisplayObject, x: number, y: number, clear?: boolean): void;
}
class RequestAnimationFrame {
constructor(game: Phaser.Game, forceSetTimeOut?: boolean);
game: Phaser.Game;
isRunning: boolean;
isRAF(): boolean;
isSetTimeOut(): boolean;
start(): boolean;
stop(): void;
updateRAF(): void;
updateSetTimeout(): void;
}
class RetroFont extends Phaser.RenderTexture {
constructor(game: Phaser.Game, key: string, characterWidth: number, characterHeight: number, chars: string, charsPerRow?: number, xSpacing?: number, ySpacing?: number, xOffset?: number, yOffset?: number);
static ALIGN_CENTER: string;
static ALIGN_LEFT: string;
static ALIGN_RIGHT: string;
static TEXT_SET1: string;
static TEXT_SET2: string;
static TEXT_SET3: string;
static TEXT_SET4: string;
static TEXT_SET5: string;
static TEXT_SET6: string;
static TEXT_SET7: string;
static TEXT_SET8: string;
static TEXT_SET9: string;
static TEXT_SET10: string;
static TEXT_SET11: string;
align: string;
autoUpperCase: boolean;
characterHeight: number;
characterPerRow: number;
characterSpacingX: number;
characterSpacingY: number;
characterWidth: number;
customSpacingX: number;
customSpacingY: number;
fixedWidth: number;
fontSet: HTMLImageElement;
multiLine: boolean;
offsetX: number;
offsetY: number;
smoothed: string;
stamp: Phaser.Image;
text: string;
buildRetroFontText(): void;
getLongestLine(): number;
pasteLine(line: string, x: number, y: number, customSpacingX: number): void;
removeUnsupportedCharacters(stripCR?: boolean): string;
setFixedWidth(width: number, lineAlignment?: string): void;
setText(content: string, multiLine?: boolean, characterSpacing?: number, lineSpacing?: number, lineAlignment?: string, allowLowerCase?: boolean): void;
updateOffset(x?: number, y?: number): void;
}
class Signal {
active: boolean;
memorize: boolean;
add(listener: Function, listenerContext?: any, priority?: number): Phaser.SignalBinding;
addOnce(listener: Function, listenerContext?: any, priority?: number): Phaser.SignalBinding;
dispatch(...params: any[]): void;
dispose(): void;
forget(): void;
getNumListeners(): number;
halt(): void;
has(listener: Function, context?: any): boolean;
remove(listener: Function, context?: any): Function;
removeAll(): void;
toString(): string;
validateListener(listener: Function, fnName: string): void;
}
class SignalBinding {
constructor(signal: Phaser.Signal, listener: Function, isOnce: boolean, listenerContext?: Object, priority?: number);
active: boolean;
context: Object;
params: any[];
execute(paramsArr?: any[]): void;
detach(): Function;
isBound(): boolean;
isOnce(): boolean;
getListener(): Function;
getSignal(): Phaser.Signal;
toString(): string;
}
class SinglePad {
constructor(game: Phaser.Game, padParent: Object);
callbackContext: Object;
connected: boolean;
deadZone: number;
game: Phaser.Game;
index: number;
onAxisCallback: Function;
onConnectCallback: Function;
onDisconnectCallback: Function;
onDownCallback: Function;
onFloatCallback: Function;
onUpCallback: Function;
axis(axisCode: number): number;
addButton(buttonCode: number): Phaser.GamepadButton;
addCallbacks(context: Object, callbacks: Object): void;
buttonValue(buttonCode: number): boolean;
connect(rawPad: Object): void;
disconnect(): void;
isDown(buttonCode: number): boolean;
justPressed(buttonCode: number, duration?: number): boolean;
justReleased(buttonCode: number, duration?: number): boolean;
pollStatus(): void;
processAxisChange(axisState: Object): void;
processButtonDown(buttonCode: number, value: Object): void;
processButtonFloat(buttonCode: number, value: Object): void;
processButtonUp(buttonCode: number, value: Object): void;
reset(): void;
}
class Sound {
constructor(game: Phaser.Game, key: string, volume?: number, loop?: boolean, connect?: boolean);
autoplay: boolean;
context: any;
currentMarker: string;
currentTime: number;
destroy(remove?: boolean): void;
duration: number;
durationMS: number;
externalNode: Object;
game: Phaser.Game;
gainNode: Object;
isDecoded: boolean;
isDecoding: boolean;
isPlaying: boolean;
key: string;
loop: boolean;
markers: Object;
masterGainNode: Object;
mute: boolean;
name: string;
onDecoded: Phaser.Signal;
onLoop: Phaser.Signal;
onMarkerComplete: Phaser.Signal;
onMute: Phaser.Signal;
onPause: Phaser.Signal;
onPlay: Phaser.Signal;
onResume: Phaser.Signal;
onStop: Phaser.Signal;
override: boolean;
paused: boolean;
pausedPosition: number;
pausedTime: number;
pendingPlayback: boolean;
position: number;
startTime: number;
stopTime: number;
totalDuration: number;
usingAudioTag: boolean;
usingWebAudio: boolean;
volume: number;
destroy(): void;
pause(): void;
play(marker?: string, position?: number, volume?: number, loop?: boolean, forceRestart?: boolean): Phaser.Sound;
removeMarker(name: string): void;
restart(marker: string, position: number, volume?: number, loop?: boolean): void;
resume(): void;
soundHasUnlocked(key: string): void;
stop(): void;
update(): void;
}
class SoundManager {
constructor(game: Phaser.Game);
channels: number;
connectToMaster: boolean;
context: any;
game: Phaser.Game;
mute: boolean;
noAudio: boolean;
onSoundDecode: Phaser.Signal;
touchLocked: boolean;
usingAudioTag: boolean;
usingWebAudio: boolean;
volume: number;
add(key: string, volume?: number, loop?: boolean, connect?: boolean): Phaser.Sound;
boot(): void;
decode(key: string, sound?: Phaser.Sound): void;
pauseAll(): void;
play(key: string, volume?: number, loop?: boolean): Phaser.Sound;
remove(sound: Phaser.Sound): boolean;
removeByKey(key: string): number;
resumeAll(): void;
stopAll(): void;
unlock(): void;
update(): void;
}
class Sprite extends PIXI.Sprite {
constructor(game: Phaser.Game, x: number, y: number, key?: any, frame?: any);
alive: boolean;
anchor: Phaser.Point;
angle: number;
animations: Phaser.AnimationManager;
autoCull: boolean;
body: any;
cameraOffset: Phaser.Point;
checkWorldBounds: boolean;
cropRect: Phaser.Rectangle;
debug: boolean;
deltaX: number;
deltaY: number;
deltaZ: number;
destroyPhase: boolean;
events: Phaser.Events;
exists: boolean;
fixedToCamera: boolean;
frame: number;
frameName: string;
game: Phaser.Game;
health: number;
inCamera: boolean;
input: Phaser.InputHandler;
inputEnabled: boolean;
inWorld: boolean;
key: any;
lifespan: number;
name: string;
outOfBoundsKill: boolean;
position: Phaser.Point;
physicsEnabled: boolean;
renderOrderID: number;
scale: Phaser.Point;
smoothed: boolean;
type: number;
world: Phaser.Point;
x: number;
y: number;
z: number;
bringToTop(): Phaser.Sprite;
crop(rect: Phaser.Rectangle, copy: boolean): void;
damage(amount: number): Phaser.Sprite;
destroy(destroyChildren?: boolean): void;
drawPolygon(): void;
kill(): Phaser.Sprite;
loadTexture(key: any, frame: any): void;
overlap(displayObject: any): boolean;
play(name: string, frameRate?: number, loop?: boolean, killOnComplete?: boolean): Phaser.Animation;
postUpdate(): void;
preUpdate(): void;
reset(x: number, y: number, health?: number): Phaser.Sprite;
resetFrame(): void;
revive(health?: number): Phaser.Sprite;
setFrame(frame: Phaser.Frame): void;
update(): void;
updateCrop(): void;
}
class SpriteBatch extends Phaser.Group {
constructor(game: Phaser.Game, parent: any, name?: string, addedToStage?: boolean);
type: number;
}
class Stage extends PIXI.Stage {
constructor(game: Phaser.Game, width: number, height: number);
backgroundColor: any;
checkOffsetInterval: any;
currentRenderOrderID: number;
disableVisibilityChange: boolean;
exists: boolean;
game: Phaser.Game;
name: string;
offset: Phaser.Point;
smoothed: boolean;
checkVisiblity(): void;
parseConfig(config: Object): void;
postUpdate(): void;
preUpdate(): void;
setBackgroundColor(backgroundColor: number): void;
setBackgroundColor(backgroundColor: string): void;
update(): void;
visibilityChange(event: any): void;
}
class ScaleManager {
constructor(game: Phaser.Game, width: number, height: number);
static EXACT_FIT: number;
static NO_SCALE: number;
static SHOW_ALL: number;
aspectRatio: number;
bounds: Phaser.Rectangle;
enterFullScreen: Phaser.Signal;
enterIncorrectOrientation: Phaser.Signal;
enterLandscape: Phaser.Signal;
enterPortrait: Phaser.Signal;
event: any;
height: number;
forcePortrait: boolean;
forceLandscape: boolean;
fullScreenTarget: any;
fullScreenScaleMode: number;
game: Phaser.Game;
hasResized: Phaser.Signal;
incorrectOrientation: boolean;
leaveFullScreen: Phaser.Signal;
leaveIncorrectOrientation: Phaser.Signal;
isLandscape: boolean;
isFullScreen: boolean;
isPortrait: boolean;
margin: Phaser.Point;
maxHeight: number;
maxIterations: number;
maxWidth: number;
minHeight: number;
minWidth: number;
orientation: number;
orientationSprite: any;
pageAlignHorizontally: boolean;
pageAlignVertically: boolean;
scaleFactor: Phaser.Point;
scaleFactorInversed: Phaser.Point;
scaleMode: number;
sourceAspectRatio: number;
width: number;
checkOrientation(event: any): void;
checkOrientationState(): void;
checkResize(event: any): void;
forceOrientation(forceLandscape: boolean, forcePortrait?: boolean, orientationImage?: string): void;
fullScreenChange(event: any): void;
refresh(): void;
setExactFit(): void;
setMaximum(): void;
setScreenSize(force: boolean): void;
setShowAll(): void;
setSize(): void;
startFullScreen(antialias: boolean): void;
stopFullScreen(): void;
}
class State {
add: Phaser.GameObjectFactory;
cache: Phaser.Cache;
camera: Phaser.Camera;
game: Phaser.Game;
input: Phaser.Input;
load: Phaser.Loader;
make: Phaser.GameObjectCreator;
math: Phaser.Math;
particles: Phaser.Particles;
physics: Phaser.Physics.Arcade;
rnd: Phaser.RandomDataGenerator;
scale: Phaser.ScaleManager;
sound: Phaser.SoundManager;
stage: Phaser.Stage;
time: Phaser.Time;
tweens: Phaser.TweenManager;
world: Phaser.World;
create(): void;
loadRender(): void;
loadUpdate(): void;
paused(): void;
preload(): void;
render(): void;
shutdown(): void;
update(): void;
}
class StateCycle {
preUpdate(): void;
update(): void;
render(): void;
postRender(): void;
destroy(): void;
}
class StateManager {
constructor(game: Phaser.Game, pendingState?: Phaser.State);
current: string;
game: Phaser.Game;
onCreateCallback: Function;
onInitCallback: Function;
onLoadRenderCallback: Function;
onLoadUpdateCallback: Function;
onPausedCallback: Function;
onPauseUpdateCallback: Function;
onPreloadCallback: Function;
onPreRenderCallback: Function;
onRenderCallback: Function;
onResumedCallback: Function;
onShutDownCallback: Function;
onUpdateCallback: Function;
states: Object;
add(key: string, state: any, autoStart?: boolean): void;
checkState(key: string): boolean;
destroy(): void;
getCurrentState(): Phaser.State;
link(key: string): void;
loadComplete(): void;
pause(): void;
preRender(): void;
preUpdate(): void;
render(): void;
remove(key: string): void;
resume(): void;
restart(clearWorld?: boolean, clearCache?: boolean): void;
start(key: string, clearWorld?: boolean, clearCache?: boolean, ...args: any[]): void;
update(): void;
}
class Text extends PIXI.Text {
constructor(game: Phaser.Game, x: number, y: number, text: string, style: any);
align: string;
angle: number;
cameraOffset: Phaser.Point;
destroyPhase: boolean;
events: Phaser.Events;
exists: boolean;
fill: Object;
fixedToCamera: boolean;
font: string;
fontSize: number;
fontWeight: number;
game: Phaser.Game;
input: Phaser.InputHandler;
inputEnabled: boolean;
lineSpacing: number;
name: string;
position: Phaser.Point;
shadowBlur: number;
shadowColor: string;
shadowOffsetX: number;
shadowOffsetY: number;
stroke: string;
strokeThickness: number;
scale: Phaser.Point;
text: string;
type: number;
world: Phaser.Point;
wordWrap: boolean;
wordWrapWidth: number;
z: number;
destroy(destroyChildren?: boolean): void;
postUpdate(): void;
preUpdate(): void;
setShadow(x?: number, y?: number, color?: Object, blur?: number): void;
setStyle(style?: { font?: string; fill?: Object; align?: string; stroke?: string; strokeThickness?: number; wordWrap?: boolean; wordWrapWidth?: number; shadowOffsetX?: number; shadowOffsetY?: number; shadowColor?: string; shadowBlur?: number; }): void;
update(): void;
}
class Tile {
constructor(layer: Object, index: number, x: number, y: Number, width: number, height: number);//
alpha: number;
bottom: number;
callback: Function;
callbackContext: Object;
centerX: number;
centerY: number;
canCollide: boolean;
collideDown: boolean;
collideLeft: boolean;
collideNone: boolean;
collideRight: boolean;
collisionCallback: Function;
collisionCallbackContext: Object;
collides: boolean;
collideUp: boolean;
faceBottom: boolean;
faceLeft: boolean;
faceRight: boolean;
faceTop: boolean;
game: Phaser.Game;
height: number;
index: number;
layer: Object;
left: number;
properties: Object;
right: number;
scanned: boolean;
top: number;
width: number;
worldX: number;
worldY: number;
x: number;
y: number;
copy(tile): Phaser.Tile;
containsPoint(x: number, y: number): boolean;
destroy(): void;
intersects(x: number, y: number, right: number, bottom: number): boolean;
isInterested(collides: boolean, faces: boolean): boolean;
resetCollision(): void;
setCollision(left: boolean, right: boolean, up: boolean, down: boolean): void;
setCollisionCallback(callback: Function, context: Object): void;
}
class Tilemap {
constructor(game: Phaser.Game, key?: string, tileWidth?: number, tileHeight?: number, width?: number, height?: number);
static CSV: number;
static TILED_JSON: number;
static NORTH: number;
static EAST: number;
static SOUTH: number;
static WEST: number;
collision: any[];
collideIndexes: any[];
currentLayer: number;
debugMap: any[];
format: number;
game: Phaser.Game;
height: number;
heightInPixels: number;
images: any[];
key: string;
layer: Phaser.TilemapLayer[];
layers: Object[];
objects: any[];
orientation: string;
properties: Object;
tileHeight: number;
tiles: Phaser.Tile[];
tilesets: Phaser.Tileset[];
tileWidth: number;
version: number;
width: number;
widthInPixels: number;
addTilesetImage(tileset: string, key?: string, tileWidth?: number, tileHeight?: number, tileMargin?: number, tileSpacing?: number, gid?: number): Phaser.Tileset;
calculateFaces(layer: number): void;
copy(x: number, y: number, width: number, height: number, layer?: any): Phaser.Tile[];
create(name: string, width: number, height: number, tileWidth: number, tileHeight: number, group?: Phaser.Group): Phaser.TilemapLayer;
createBlankLayer(name: string, width: number, height: number, tileWidth: number, tileHeight: number, group?: Phaser.Group): Phaser.TilemapLayer;
createFromObjects(name: string, gid: number, key: string, frame?: any, exists?: boolean, autoCull?: boolean, group?: Phaser.Group, CustomClass?: Object, adjustY?: boolean): void;
createLayer(layer: any, width?: number, height?: number, group?: Phaser.Group): Phaser.TilemapLayer;
destroy(): void;
dump(): void;
fill(index: number, x: number, y: number, width: number, height: number, layer?: any): void;
forEach(callback: Function, context: any, x: number, y: Number, width: number, height: number, layer?: any): void;
getImageIndex(name: string): number;
getIndex(location: any[], name: string): number;
getLayer(layer: any): number;
getLayerIndex(name: string): number;
getObjectIndex(name: string): number;
getTile(x: number, y: number, layer?: any, nonNull?: boolean): Phaser.Tile;
getTileAbove(layer: number, x: number, y: number): Phaser.Tile;
getTileBelow(layer: number, x: number, y: number): Phaser.Tile;
getTileLeft(layer: number, x: number, y: number): Phaser.Tile;
getTileRight(layer: number, x: number, y: number): Phaser.Tile;
getTilesetIndex(name: string): number;
getTileWorldXY(x: number, y: number, tileWidth?: number, tileHeight?: number, layer?: any): Phaser.Tile;
hasTile(x: number, y: number, layer: Phaser.TilemapLayer): boolean;
paste(x: number, y: number, tileblock: Phaser.Tile[], layer?: any): void;
putTile(tile: any, x: number, y: number, layer?: any): Phaser.Tile;
putTileWorldXY(tile: any, x: number, y: number, tileWidth: number, tileHeight: number, layer?: any): void;
random(x: number, y: number, width: number, height: number, layer?: any): void;
removeAllLayers(): void;
removeTile(x: number, y: number, layer?: any): Phaser.Tile;
removeTileWorldXY(x: number, y: number, tileWidth: number, tileHeight: number, layer?: any): Phaser.Tile;
replace(source: number, dest: number, x: number, y: number, width: number, height: number, layer?: any): void;
searchTileIndex(index: number, skip?: number, reverse?: boolean, layer?: any): Phaser.Tile;
setCollision(indexes: any, collides?: boolean, layer?: any, recalculate?: boolean): void;
setCollisionBetween(start: number, stop: number, collides?: boolean, layer?: any, recalculate?: boolean): void;
setCollisionByExclusion(indexes: any[], collides?: boolean, layer?: any, recalculate?: boolean): void;
setCollisionByIndex(index: number, collides?: boolean, layer?: number, recalculate?: boolean): void;
setLayer(layer: any): void;
setTileIndexCallback(indexes: any, callback: Function, callbackContext: Object, layer?: any): void;
setTileLocationCallback(x: number, y: number, width: number, height: number, callback: Function, callbackContext: Object, layer?: any): void;
setTileSize(tileWidth: number, tileHeight: number): void;
shuffle(x: number, y: number, width: number, height: number, layer: any): void;
swap(tileA: number, tileB: number, x: number, y: number, width: number, height: number, layer?: any): void;
}
class TilemapLayer extends Phaser.Image {
constructor(game: Phaser.Game, tilemap: Phaser.Tilemap, index: number, width: number, height: number);
baseTexture: PIXI.BaseTexture;
cameraOffset: Phaser.Point;
canvas: HTMLCanvasElement;
collisionHeight: number;
collisionWidth: number;
context: CanvasRenderingContext2D;
debug: boolean;
debugAlpha: number;
debugCallbackColor: string;
debugColor: string;
debugFill: boolean;
debugFillColor: string;
dirty: boolean;
fixedToCamera: boolean;
game: Phaser.Game;
index: number;
layer: Object;
map: Phaser.Tilemap;
name: string;
rayStepRate: number;
scrollFactorX: number;
scrollFactorY: number;
scrollX: number;
scrollY: number;
texture: PIXI.Texture;
textureFrame: Phaser.Frame;
tileColor: string;
type: number;
wrap: boolean;
getRayCastTiles(line: Phaser.Line, stepRate?: number, collides?: boolean, interestingFace?: boolean): Phaser.Tile[];
getTiles(x: number, y: number, width: number, height: number, collides?: boolean, interestingFace?: boolean): Phaser.Tile[];
getTileX(x: number): Phaser.Tile;
getTileXY(x: number, y: number, point: Phaser.Point): Phaser.Point;
getTileY(y: number): Phaser.Tile;
postUpdate(): void;
render(): void;
renderDebug(): void;
resizeWorld(): void;
updateMax(): void;
}
class TilemapParser {
static getEmptyData(tileWidth?: number, tileHeight?: number, width?: number, height?: number): Object;
static parse(game: Phaser.Game, key: string, tileWidth?: number, tileHeight?: number, width?: number, height?: number): Object;
static parseCSV(key: string, data: string, tileWidth?: number, tileHeight?: number): Object;
static parseJSON(json: Object): Object;
}
class Tileset {
constructor(name: string, firstgid: number, width?: number, height?: number, margin?: number, spacing?: number, properties?: Object);
columns: number;
firstgid: number;
image: Object;
name: string;
properties: Object;
rows: number;
tileHeight: number;
tileMargin: number;
tileSpacing: number;
tileWidth: number;
total: number;
draw(context: CanvasRenderingContext2D, x: number, y: number, index: number): void;
setImage(image: any): void;
setSpacing(margin?: number, spacing?: number): void;
}
class TileSprite extends PIXI.TilingSprite {
constructor(game: Phaser.Game, x: number, y: number, width: number, height: number, key?: any, frame?: any);
angle: number;
animations: Phaser.AnimationManager;
autoCull: boolean;
body: any;
cameraOffset: Phaser.Point;
checkWorldBounds: boolean;
destroyPhase: boolean;
events: Phaser.Events;
exists: boolean;
fixedToCamera: boolean;
frame: number;
frameName: string;
game: Phaser.Game;
input: Phaser.InputHandler;
inputEnabled: boolean;
key: any;
name: string;
position: Phaser.Point;
type: number;
world: Phaser.Point;
z: number;
autoScroll(x: number, y: number): void;
destroy(destroyChildren: boolean): void;
loadTexture(key: any, frame: any): void;
play(name: string, frameRate?: number, loop?: boolean, killOnComplete?: boolean): Phaser.Animation;
postUpdate(): void;
preUpdate(): void;
reset(x: number, y: number): Phaser.TileSprite;
stopScroll(): void;
update(): void;
}
class Time {
constructor(game: Phaser.Game);
advancedTiming: boolean;
deltaCap: number;
elapsed: number;
events: Phaser.Timer;
fps: number;
fpsMax: number;
fpsMin: number;
frames: number;
game: Phaser.Game;
lastTime: number;
msMax: number;
msMin: number;
now: number;
pausedTime: number;
pauseDuration: number;
physicsElapsed: number;
time: number;
timeToCall: number;
add(timer: Phaser.Timer): Phaser.Timer;
boot(): void;
create(autoDestroy?: boolean): Phaser.Timer;
elapsedSecondsSince(since: number): number;
elapsedSince(since: number): number;
removeAll(): void;
reset(): void;
totalElapsedSeconds(): number;
update(time: number): void;
}
class Timer {
constructor(game: Phaser.Game, autoDestroy?: boolean);
static HALF: number;
static MINUTE: number;
static QUARTER: number;
static SECOND: number;
autoDestroy: boolean;
duration: number;
events: Phaser.TimerEvent[];
expired: boolean;
game: Phaser.Game;
length: number;
ms: number;
next: number;
nextTick: number;
onComplete: Phaser.Signal;
running: boolean;
paused: boolean;
seconds: number;
add(delay: number, callback: Function, callbackContext: Object, ...args: any[]): Phaser.TimerEvent;
clearPendingEvents(): void;
destroy(): void;
loop(delay: number, callback: Function, callbackContext: Object, ...args: any[]): Phaser.TimerEvent;
order(): void;
pause(): void;
remove(event: Phaser.TimerEvent): boolean;
repeat(delay: number, repeatCount: number, callback: Function, callbackContext: Object, ...args: any[]): Phaser.TimerEvent;
resume(): void;
sortHandler(a: any, b: any): number;
start(startDelay?: number): void;
stop(): void;
update(time: number): boolean;
}
class TimerEvent {
constructor(timer: Phaser.Timer, delay: number, tick: number, repeatCount: number, loop: boolean, callback: Function, callbackContext, Object, args: any[]);
args: any[];
callback: Function;
callbackContext: Object;
delay: number;
loop: boolean;
pendingDelete: boolean;
repeatCount: number;
tick: number;
timer: Phaser.Timer;
}
class Touch {
constructor(game: Phaser.Game);
callbackContext: Object;
disabled: boolean;
event: any;
game: Phaser.Game;
preventDefault: boolean;
touchCancelCallback: Function;
touchEndCallback: Function;
touchEnterCallback: Function;
touchLeaveCallback: Function;
touchMoveCallback: Function;
touchStartCallback: Function;
consumeTouchMove(): void;
onTouchCancel(event: any): void;
onTouchEnd(event: any): void;
onTouchEnter(event: any): void;
onTouchLeave(event: any): void;
onTouchMove(event: any): void;
onTouchStart(event: any): void;
start(): void;
stop(): void;
}
class Tween {
constructor(object: Object, game: Phaser.Game, manager: Phaser.TweenManager);
game: Phaser.Game;
isRunning: boolean;
onComplete: Phaser.Signal;
onLoop: Phaser.Signal;
onStart: Phaser.Signal;
pendingDelete: boolean;
chain(): Phaser.Tween;
delay(amount: number): Phaser.Tween;
easing(easing: Function): Phaser.Tween;
from(properties: Object, duration?: number, ease?: Function, autoStart?: boolean, delay?: number, repeat?: number, yoyo?: boolean): Phaser.Tween;
generateData(frameRate: number, data: Object): any[];
interpolation(interpolation: Function): Phaser.Tween;
loop(): Phaser.Tween;
onUpdateCallback(callback: Function, callbackContext: Object): Phaser.Tween;
pause(): void;
repeat(times: number): Phaser.Tween;
resume(): void;
start(): Phaser.Tween;
stop(): Phaser.Tween;
to(properties: Object, duration?: number, ease?: Function, autoStart?: boolean, delay?: number, repeat?: number, yoyo?: boolean): Phaser.Tween;
update(time: number): boolean;
yoyo(yoyo: boolean): Phaser.Tween;
}
class TweenManager {
constructor(game: Phaser.Game);
game: Phaser.Game;
add(tween: Phaser.Tween): Phaser.Tween;
create(object: Object): Phaser.Tween;
getAll(): Phaser.Tween[];
isTweening(object: Object): boolean;
remove(tween: Phaser.Tween): Phaser.Tween;
removeAll(): void;
resumeAll(): void;
update(): boolean;
pauseAll(): void;
}
class Utils {
static extend(deep: boolean, target: Object): Object;
static isPlainObject(object: Object): boolean;
static pad(str: string, len: number, pad: number, dir?: number): string;
static parseDimension(size: any, dimension: number): number;
static rotateArray<T>(array: T[], direction: any): T;
static shuffle<T>(array: T[]): T;
static transposeArray<T>(array: T[]): T;
}
module Utils {
class Debug {
constructor(game: Phaser.Game);
baseTexture: PIXI.BaseTexture;
canvas: HTMLCanvasElement;
columnWidth: number;
context: CanvasRenderingContext2D;
currentAlpha: number;
currentX: number;
currentY: number;
dirty: boolean;
font: string;
game: Phaser.Game;
lineHeight: number;
renderShadow: boolean;
sprite: PIXI.Sprite;
texture: PIXI.Texture;
textureFrame: Phaser.Frame;
AStar(astar: Phaser.Plugin.AStar, x: number, y: number, showVisited: boolean): void;
boot(): void;
body(sprite: Phaser.Sprite, color?: string, filled?: boolean): void;
bodyInfo(sprite: Phaser.Sprite, x: number, y: Number, color?: string): void;
cameraInfo(camera: Phaser.Camera, x: number, y: number, color?: string): void;
geom(object: any, color?: string, fiiled?: boolean, forceType?: number): void;
inputInfo(x: number, y: number, color?: string): void;
lineInfo(line: Phaser.Line, x: number, y: number, color?: string): void;
key(key: Phaser.Key, x?: number, y?: number, color?: string);
line(): void;
preUpdate(): void;
pixel(x: number, y: number, color?: string, size?: number): void;
pointer(pointer: Phaser.Pointer, hideIfUp?: boolean, downColor?: string, upColor?: string, color?: string): void;
quadTree(quadtree: Phaser.QuadTree, color?: string): void;
rectangle(object: Phaser.Rectangle, color?: string, filled?: boolean): void;
soundInfo(sound: Phaser.Sound, x: number, y: number, color?: string): void;
spriteBounds(sprite: any, color?: string, filled?: boolean): void;
spriteCoords(sprite: any, x: number, y: number, color?: string): void;
spriteInfo(sprite: Phaser.Sprite, x: number, y: number, color?: string): void;
spriteInputInfo(sprite: Phaser.Sprite, x: number, y: number, color?: string): void;
start(x?: number, y?: number, color?: string, columnWidth?: number): void;
stop(): void;
text(text: string, x: number, y: number, color?: string, font?: string): void;
timer(timer: Phaser.Timer, x: number, y: number, color?: string): void;
}
}
class World extends Phaser.Group {
constructor(game: Phaser.Game);
bounds: Phaser.Rectangle;
camera: Phaser.Camera;
centerX: number;
centerY: number;
game: Phaser.Game;
height: number;
randomX: number;
randomY: number;
width: number;
boot(): void;
getObjectsUnderPointer(pointer: Phaser.Pointer, group: Phaser.Group, callback?: Function, callbackContext?: Object): Phaser.Sprite;
setBounds(x: number, y: number, width: number, height: number): void;
shutdown(): void;
}
}