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May 17, 2018 02:26
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Phaser v3.8.0 TypeScript definitions, corrected
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declare type CallCallback = (item: Phaser.GameObjects.GameObject)=>void; | |
declare type GridAlignConfig = { | |
/** | |
* The width of the grid in items (not pixels). -1 means lay all items out horizontally, regardless of quantity. | |
* If both this value and height are set to -1 then this value overrides it and the `height` value is ignored. | |
*/ | |
width?: integer; | |
/** | |
* The height of the grid in items (not pixels). -1 means lay all items out vertically, regardless of quantity. | |
* If both this value and `width` are set to -1 then `width` overrides it and this value is ignored. | |
*/ | |
height?: integer; | |
/** | |
* The width of the cell, in pixels, in which the item is positioned. | |
*/ | |
cellWidth?: integer; | |
/** | |
* The height of the cell, in pixels, in which the item is positioned. | |
*/ | |
cellHeight?: integer; | |
/** | |
* The alignment position. One of the Phaser.Display.Align consts such as `TOP_LEFT` or `RIGHT_CENTER`. | |
*/ | |
position?: integer; | |
/** | |
* Optionally place the top-left of the final grid at this coordinate. | |
*/ | |
x?: number; | |
/** | |
* Optionally place the top-left of the final grid at this coordinate. | |
*/ | |
y?: number; | |
}; | |
declare type JSONAnimation = { | |
/** | |
* The key that the animation will be associated with. i.e. sprite.animations.play(key) | |
*/ | |
key: string; | |
/** | |
* A frame based animation (as opposed to a bone based animation) | |
*/ | |
type: string; | |
/** | |
* [description] | |
*/ | |
frames: JSONAnimationFrame[]; | |
/** | |
* The frame rate of playback in frames per second (default 24 if duration is null) | |
*/ | |
frameRate: integer; | |
/** | |
* How long the animation should play for in milliseconds. If not given its derived from frameRate. | |
*/ | |
duration: integer; | |
/** | |
* Skip frames if the time lags, or always advanced anyway? | |
*/ | |
skipMissedFrames: boolean; | |
/** | |
* Delay before starting playback. Value given in milliseconds. | |
*/ | |
delay: integer; | |
/** | |
* Number of times to repeat the animation (-1 for infinity) | |
*/ | |
repeat: integer; | |
/** | |
* Delay before the animation repeats. Value given in milliseconds. | |
*/ | |
repeatDelay: integer; | |
/** | |
* Should the animation yoyo? (reverse back down to the start) before repeating? | |
*/ | |
yoyo: boolean; | |
/** | |
* Should sprite.visible = true when the animation starts to play? | |
*/ | |
showOnStart: boolean; | |
/** | |
* Should sprite.visible = false when the animation finishes? | |
*/ | |
hideOnComplete: boolean; | |
}; | |
declare type AnimationFrameConfig = { | |
/** | |
* The key that the animation will be associated with. i.e. sprite.animations.play(key) | |
*/ | |
key: string; | |
/** | |
* [description] | |
*/ | |
frame: string | number; | |
/** | |
* [description] | |
*/ | |
duration?: number; | |
/** | |
* [description] | |
*/ | |
visible?: boolean; | |
}; | |
declare type AnimationConfig = { | |
/** | |
* The key that the animation will be associated with. i.e. sprite.animations.play(key) | |
*/ | |
key?: string; | |
/** | |
* An object containing data used to generate the frames for the animation | |
*/ | |
frames?: AnimationFrameConfig[]; | |
/** | |
* The key of the texture all frames of the animation will use. Can be overridden on a per frame basis. | |
*/ | |
defaultTextureKey?: string; | |
/** | |
* The frame rate of playback in frames per second (default 24 if duration is null) | |
*/ | |
frameRate?: integer; | |
/** | |
* How long the animation should play for in milliseconds. If not given its derived from frameRate. | |
*/ | |
duration?: integer; | |
/** | |
* Skip frames if the time lags, or always advanced anyway? | |
*/ | |
skipMissedFrames?: boolean; | |
/** | |
* Delay before starting playback. Value given in milliseconds. | |
*/ | |
delay?: integer; | |
/** | |
* Number of times to repeat the animation (-1 for infinity) | |
*/ | |
repeat?: integer; | |
/** | |
* Delay before the animation repeats. Value given in milliseconds. | |
*/ | |
repeatDelay?: integer; | |
/** | |
* Should the animation yoyo? (reverse back down to the start) before repeating? | |
*/ | |
yoyo?: boolean; | |
/** | |
* Should sprite.visible = true when the animation starts to play? | |
*/ | |
showOnStart?: boolean; | |
/** | |
* Should sprite.visible = false when the animation finishes? | |
*/ | |
hideOnComplete?: boolean; | |
}; | |
declare type JSONAnimationFrame = { | |
/** | |
* The key of the Texture this AnimationFrame uses. | |
*/ | |
key: string; | |
/** | |
* The key of the Frame within the Texture that this AnimationFrame uses. | |
*/ | |
frame: string | integer; | |
/** | |
* Additional time (in ms) that this frame should appear for during playback. | |
*/ | |
duration: number; | |
}; | |
declare type JSONAnimationManager = { | |
/** | |
* [description] | |
*/ | |
anims: JSONAnimation[]; | |
/** | |
* [description] | |
*/ | |
globalTimeScale: number; | |
}; | |
declare type GenerateFrameNamesConfig = { | |
/** | |
* [description] | |
*/ | |
prefix?: string; | |
/** | |
* [description] | |
*/ | |
start?: integer; | |
/** | |
* [description] | |
*/ | |
end?: integer; | |
/** | |
* [description] | |
*/ | |
suffix?: string; | |
/** | |
* [description] | |
*/ | |
zeroPad?: integer; | |
/** | |
* [description] | |
*/ | |
outputArray?: AnimationFrameConfig[]; | |
/** | |
* [description] | |
*/ | |
frames?: boolean; | |
}; | |
declare type GenerateFrameNumbersConfig = { | |
/** | |
* [description] | |
*/ | |
start?: integer; | |
/** | |
* [description] | |
*/ | |
end?: integer; | |
/** | |
* [description] | |
*/ | |
first?: boolean; | |
/** | |
* [description] | |
*/ | |
outputArray?: AnimationFrameConfig[]; | |
/** | |
* [description] | |
*/ | |
frames?: boolean; | |
}; | |
/** | |
* This callback type is completely empty, a no-operation. | |
*/ | |
declare type NOOP = ()=>void; | |
declare type BootCallback = (game: Phaser.Game)=>void; | |
declare type FPSConfig = { | |
/** | |
* [description] | |
*/ | |
min?: integer; | |
/** | |
* [description] | |
*/ | |
target?: integer; | |
/** | |
* [description] | |
*/ | |
forceSetTimeOut?: boolean; | |
/** | |
* [description] | |
*/ | |
deltaHistory?: integer; | |
/** | |
* [description] | |
*/ | |
panicMax?: integer; | |
}; | |
declare type LoaderConfig = { | |
/** | |
* [description] | |
*/ | |
baseURL?: string; | |
/** | |
* [description] | |
*/ | |
path?: string; | |
/** | |
* [description] | |
*/ | |
maxParallelDownloads?: integer; | |
/** | |
* [description] | |
*/ | |
crossOrigin?: string | undefined; | |
/** | |
* [description] | |
*/ | |
responseType?: string; | |
/** | |
* [description] | |
*/ | |
async?: boolean; | |
/** | |
* [description] | |
*/ | |
user?: string; | |
/** | |
* [description] | |
*/ | |
password?: string; | |
/** | |
* [description] | |
*/ | |
timeout?: integer; | |
}; | |
declare type GameConfig = { | |
/** | |
* [description] | |
*/ | |
width?: integer | string; | |
/** | |
* [description] | |
*/ | |
height?: integer | string; | |
/** | |
* [description] | |
*/ | |
zoom?: number; | |
/** | |
* [description] | |
*/ | |
resolution?: number; | |
/** | |
* [description] | |
*/ | |
type?: number; | |
/** | |
* [description] | |
*/ | |
parent?: any; | |
/** | |
* Provide your own Canvas element for Phaser to use instead of creating one. | |
*/ | |
canvas?: HTMLCanvasElement; | |
/** | |
* [description] | |
*/ | |
canvasStyle?: string; | |
/** | |
* Provide your own Canvas Context for Phaser to use, instead of creating one. | |
*/ | |
context?: CanvasRenderingContext2D; | |
/** | |
* [description] | |
*/ | |
scene?: object; | |
/** | |
* [description] | |
*/ | |
seed?: string[]; | |
/** | |
* [description] | |
*/ | |
title?: string; | |
/** | |
* [description] | |
*/ | |
url?: string; | |
/** | |
* [description] | |
*/ | |
version?: string; | |
/** | |
* [description] | |
*/ | |
input?: boolean | object; | |
/** | |
* [description] | |
*/ | |
"input.keyboard"?: boolean; | |
/** | |
* [description] | |
*/ | |
"input.keyboard.target"?: any; | |
/** | |
* [description] | |
*/ | |
"input.mouse"?: boolean | object; | |
/** | |
* [description] | |
*/ | |
"input.mouse.target"?: any; | |
/** | |
* [description] | |
*/ | |
"input.touch"?: boolean; | |
/** | |
* [description] | |
*/ | |
"input.touch.target"?: any; | |
/** | |
* [description] | |
*/ | |
"input.touch.capture"?: boolean; | |
/** | |
* [description] | |
*/ | |
"input.gamepad"?: boolean | object; | |
/** | |
* [description] | |
*/ | |
disableContextMenu?: boolean; | |
/** | |
* [description] | |
*/ | |
banner?: boolean | object; | |
/** | |
* [description] | |
*/ | |
"banner.hidePhaser"?: boolean; | |
/** | |
* [description] | |
*/ | |
"banner.text"?: string; | |
/** | |
* [description] | |
*/ | |
"banner.background"?: string[]; | |
/** | |
* [description] | |
*/ | |
fps?: FPSConfig; | |
/** | |
* [description] | |
*/ | |
"render.antialias"?: boolean; | |
/** | |
* [description] | |
*/ | |
"render.pixelArt"?: boolean; | |
/** | |
* [description] | |
*/ | |
"render.autoResize"?: boolean; | |
/** | |
* [description] | |
*/ | |
"render.roundPixels"?: boolean; | |
/** | |
* [description] | |
*/ | |
"render.transparent"?: boolean; | |
/** | |
* [description] | |
*/ | |
"render.clearBeforeRender"?: boolean; | |
/** | |
* [description] | |
*/ | |
"render.premultipliedAlpha"?: boolean; | |
/** | |
* [description] | |
*/ | |
"render.preserveDrawingBuffer"?: boolean; | |
/** | |
* [description] | |
*/ | |
"render.failIfMajorPerformanceCaveat"?: boolean; | |
/** | |
* "high-performance", "low-power" or "default" | |
*/ | |
"render.powerPreference"?: string; | |
/** | |
* [description] | |
*/ | |
backgroundColor?: string | number; | |
/** | |
* [description] | |
*/ | |
callbacks?: object; | |
/** | |
* [description] | |
*/ | |
"callbacks.preBoot"?: BootCallback; | |
/** | |
* [description] | |
*/ | |
"callbacks.postBoot"?: BootCallback; | |
/** | |
* [description] | |
*/ | |
loader?: LoaderConfig; | |
/** | |
* [description] | |
*/ | |
images?: object; | |
/** | |
* [description] | |
*/ | |
"images.default"?: string; | |
/** | |
* [description] | |
*/ | |
"images.missing"?: string; | |
/** | |
* [description] | |
*/ | |
physics?: object; | |
}; | |
declare type TimeStepCallback = (time: number, average: number, interpolation: number)=>void; | |
declare type JSONCameraBounds = { | |
/** | |
* The horizontal position of camera | |
*/ | |
x: number; | |
/** | |
* The vertical position of camera | |
*/ | |
y: number; | |
/** | |
* The width size of camera | |
*/ | |
width: number; | |
/** | |
* The height size of camera | |
*/ | |
height: number; | |
}; | |
declare type JSONCamera = { | |
/** | |
* The name of the camera | |
*/ | |
name: string; | |
/** | |
* The horizontal position of camera | |
*/ | |
x: number; | |
/** | |
* The vertical position of camera | |
*/ | |
y: number; | |
/** | |
* The width size of camera | |
*/ | |
width: number; | |
/** | |
* The height size of camera | |
*/ | |
height: number; | |
/** | |
* The zoom of camera | |
*/ | |
zoom: number; | |
/** | |
* The rotation of camera | |
*/ | |
rotation: number; | |
/** | |
* The round pixels st status of camera | |
*/ | |
roundPixels: boolean; | |
/** | |
* The horizontal scroll of camera | |
*/ | |
scrollX: number; | |
/** | |
* The vertical scroll of camera | |
*/ | |
scrollY: number; | |
/** | |
* The background color of camera | |
*/ | |
backgroundColor: string; | |
/** | |
* The bounds of camera | |
*/ | |
bounds?: JSONCameraBounds | undefined; | |
}; | |
declare type InputJSONCameraObject = { | |
/** | |
* [description] | |
*/ | |
name?: string; | |
/** | |
* [description] | |
*/ | |
x?: integer; | |
/** | |
* [description] | |
*/ | |
y?: integer; | |
/** | |
* [description] | |
*/ | |
width?: integer; | |
/** | |
* [description] | |
*/ | |
height?: integer; | |
/** | |
* [description] | |
*/ | |
zoom?: number; | |
/** | |
* [description] | |
*/ | |
rotation?: number; | |
/** | |
* [description] | |
*/ | |
roundPixels?: boolean; | |
/** | |
* [description] | |
*/ | |
scrollX?: number; | |
/** | |
* [description] | |
*/ | |
scrollY?: number; | |
/** | |
* [description] | |
*/ | |
backgroundColor?: false | string; | |
/** | |
* [description] | |
*/ | |
bounds?: object; | |
/** | |
* [description] | |
*/ | |
"bounds.x"?: number; | |
/** | |
* [description] | |
*/ | |
"bounds.y"?: number; | |
/** | |
* [description] | |
*/ | |
"bounds.width"?: number; | |
/** | |
* [description] | |
*/ | |
"bounds.height"?: number; | |
}; | |
declare type CameraFadeCallback = (camera: Phaser.Cameras.Scene2D.Camera, progress: number)=>void; | |
declare type CameraFlashCallback = (camera: Phaser.Cameras.Scene2D.Camera, progress: number)=>void; | |
declare type CameraShakeCallback = (camera: Phaser.Cameras.Scene2D.Camera, progress: number)=>void; | |
declare type FixedKeyControlConfig = { | |
/** | |
* The Camera that this Control will update. | |
*/ | |
camera?: Phaser.Cameras.Scene2D.Camera; | |
/** | |
* The Key to be pressed that will move the Camera left. | |
*/ | |
left?: Phaser.Input.Keyboard.Key; | |
/** | |
* The Key to be pressed that will move the Camera right. | |
*/ | |
right?: Phaser.Input.Keyboard.Key; | |
/** | |
* The Key to be pressed that will move the Camera up. | |
*/ | |
up?: Phaser.Input.Keyboard.Key; | |
/** | |
* The Key to be pressed that will zoom the Camera in. | |
*/ | |
zoomIn?: Phaser.Input.Keyboard.Key; | |
/** | |
* The Key to be pressed that will zoom the Camera out. | |
*/ | |
zoomOut?: Phaser.Input.Keyboard.Key; | |
/** | |
* The speed at which the camera will zoom if the `zoomIn` or `zoomOut` keys are pressed. | |
*/ | |
zoomSpeed?: number; | |
/** | |
* The horizontal and vertical speed the camera will move. | |
*/ | |
speed?: number | Object; | |
}; | |
declare type SmoothedKeyControlConfig = { | |
/** | |
* The Camera that this Control will update. | |
*/ | |
camera?: Phaser.Cameras.Scene2D.Camera; | |
/** | |
* The Key to be pressed that will move the Camera left. | |
*/ | |
left?: Phaser.Input.Keyboard.Key; | |
/** | |
* The Key to be pressed that will move the Camera right. | |
*/ | |
right?: Phaser.Input.Keyboard.Key; | |
/** | |
* The Key to be pressed that will move the Camera up. | |
*/ | |
up?: Phaser.Input.Keyboard.Key; | |
/** | |
* The Key to be pressed that will zoom the Camera in. | |
*/ | |
zoomIn?: Phaser.Input.Keyboard.Key; | |
/** | |
* The Key to be pressed that will zoom the Camera out. | |
*/ | |
zoomOut?: Phaser.Input.Keyboard.Key; | |
/** | |
* The speed at which the camera will zoom if the `zoomIn` or `zoomOut` keys are pressed. | |
*/ | |
zoomSpeed?: number; | |
/** | |
* The horizontal and vertical acceleration the camera will move. | |
*/ | |
acceleration?: number | Object; | |
/** | |
* The horizontal and vertical drag applied to the camera when it is moving. | |
*/ | |
drag?: number | Object; | |
/** | |
* The maximum horizontal and vertical speed the camera will move. | |
*/ | |
maxSpeed?: number | Object; | |
}; | |
declare type RayDef = { | |
/** | |
* [description] | |
*/ | |
origin: Phaser.Math.Vector3; | |
/** | |
* [description] | |
*/ | |
direction: Phaser.Math.Vector3; | |
}; | |
declare type GenerateTextureRendererCallback = (canvas: HTMLCanvasElement, context: CanvasRenderingContext2D)=>void; | |
declare type GenerateTextureConfig = { | |
/** | |
* [description] | |
*/ | |
data?: any[]; | |
/** | |
* [description] | |
*/ | |
canvas?: HTMLCanvasElement; | |
/** | |
* [description] | |
*/ | |
palette?: Palette; | |
/** | |
* [description] | |
*/ | |
pixelWidth?: number; | |
/** | |
* [description] | |
*/ | |
pixelHeight?: number; | |
/** | |
* [description] | |
*/ | |
resizeCanvas?: boolean; | |
/** | |
* [description] | |
*/ | |
clearCanvas?: boolean; | |
/** | |
* [description] | |
*/ | |
preRender?: GenerateTextureRendererCallback; | |
/** | |
* [description] | |
*/ | |
postRender?: GenerateTextureRendererCallback; | |
}; | |
declare type Palette = { | |
/** | |
* Color value 1. | |
*/ | |
"0": string; | |
/** | |
* Color value 2. | |
*/ | |
"1": string; | |
/** | |
* Color value 3. | |
*/ | |
"2": string; | |
/** | |
* Color value 4. | |
*/ | |
"3": string; | |
/** | |
* Color value 5. | |
*/ | |
"4": string; | |
/** | |
* Color value 6. | |
*/ | |
"5": string; | |
/** | |
* Color value 7. | |
*/ | |
"6": string; | |
/** | |
* Color value 8. | |
*/ | |
"7": string; | |
/** | |
* Color value 9. | |
*/ | |
"8": string; | |
/** | |
* Color value 10. | |
*/ | |
"9": string; | |
/** | |
* Color value 11. | |
*/ | |
A: string; | |
/** | |
* Color value 12. | |
*/ | |
B: string; | |
/** | |
* Color value 13. | |
*/ | |
C: string; | |
/** | |
* Color value 14. | |
*/ | |
D: string; | |
/** | |
* Color value 15. | |
*/ | |
E: string; | |
/** | |
* Color value 16. | |
*/ | |
F: string; | |
}; | |
declare type JSONEllipseCurve = { | |
/** | |
* The of the curve. | |
*/ | |
type: string; | |
/** | |
* [description] | |
*/ | |
x: number; | |
/** | |
* [description] | |
*/ | |
y: number; | |
/** | |
* The horizontal radius of ellipse. | |
*/ | |
xRadius: number; | |
/** | |
* The vertical radius of ellipse. | |
*/ | |
yRadius: number; | |
/** | |
* The start angle of ellipse. | |
*/ | |
startAngle: integer; | |
/** | |
* The end angle of ellipse. | |
*/ | |
endAngle: integer; | |
/** | |
* The clockwise of ellipse. | |
*/ | |
clockwise: boolean; | |
/** | |
* The rotation of ellipse. | |
*/ | |
rotation: integer; | |
}; | |
declare type EllipseCurveConfig = { | |
/** | |
* [description] | |
*/ | |
x?: number; | |
/** | |
* [description] | |
*/ | |
y?: number; | |
/** | |
* [description] | |
*/ | |
xRadius?: number; | |
/** | |
* [description] | |
*/ | |
yRadius?: number; | |
/** | |
* [description] | |
*/ | |
startAngle?: integer; | |
/** | |
* [description] | |
*/ | |
endAngle?: integer; | |
/** | |
* [description] | |
*/ | |
clockwise?: boolean; | |
/** | |
* [description] | |
*/ | |
rotation?: integer; | |
}; | |
declare type JSONCurve = { | |
/** | |
* The of the curve | |
*/ | |
type: string; | |
/** | |
* The arrays of points like `[x1, y1, x2, y2]` | |
*/ | |
points: number[]; | |
}; | |
declare type JSONPath = { | |
/** | |
* The of the curve. | |
*/ | |
type: string; | |
/** | |
* [description] | |
*/ | |
x: number; | |
/** | |
* [description] | |
*/ | |
y: number; | |
/** | |
* The path is auto closed. | |
*/ | |
autoClose: boolean; | |
/** | |
* The list of the curves | |
*/ | |
curves: JSONCurve[]; | |
}; | |
declare type DataEachCallback = (parent: any, key: string, value: any, ...args: any[])=>void; | |
/** | |
* Checks for support of the Full Screen API. | |
*/ | |
declare function init(): void; | |
declare type InputColorObject = { | |
/** | |
* The red color value in the range 0 to 255. | |
*/ | |
r?: number; | |
/** | |
* The green color value in the range 0 to 255. | |
*/ | |
g?: number; | |
/** | |
* The blue color value in the range 0 to 255. | |
*/ | |
b?: number; | |
/** | |
* The alpha color value in the range 0 to 255. | |
*/ | |
a?: number; | |
}; | |
declare type ColorObject = ()=>void; | |
declare namespace Phaser.Display.Color { | |
/** | |
* Interpolates color values | |
*/ | |
namespace Interpolate { | |
/** | |
* Interpolates between the two given color ranges over the length supplied. | |
* @param r1 Red value. | |
* @param g1 Blue value. | |
* @param b1 Green value. | |
* @param r2 Red value. | |
* @param g2 Blue value. | |
* @param b2 Green value. | |
* @param length Distance to interpolate over. Default 100. | |
* @param index Index to start from. Default 0. | |
*/ | |
function RGBWithRGB(r1: number, g1: number, b1: number, r2: number, g2: number, b2: number, length?: number, index?: number): ColorObject; | |
/** | |
* Interpolates between the two given color objects over the length supplied. | |
* @param color1 The first Color object. | |
* @param color2 The second Color object. | |
* @param length Distance to interpolate over. Default 100. | |
* @param index Index to start from. Default 0. | |
*/ | |
function ColorWithColor(color1: Phaser.Display.Color, color2: Phaser.Display.Color, length?: number, index?: number): ColorObject; | |
/** | |
* Interpolates between the Color object and color values over the length supplied. | |
* @param color1 The first Color object. | |
* @param r Red value. | |
* @param g Blue value. | |
* @param b Green value. | |
* @param length Distance to interpolate over. Default 100. | |
* @param index Index to start from. Default 0. | |
*/ | |
function ColorWithRGB(color1: Phaser.Display.Color, r: number, g: number, b: number, length?: number, index?: number): ColorObject; | |
} | |
} | |
declare type HSLColorObject = { | |
/** | |
* The hue color value. A number between 0 and 1 | |
*/ | |
h: number; | |
/** | |
* The saturation color value. A number between 0 and 1 | |
*/ | |
s: number; | |
/** | |
* The lightness color value. A number between 0 and 1 | |
*/ | |
l: number; | |
}; | |
declare type ContentLoadedCallback = ()=>void; | |
declare type DisplayCallbackConfig = { | |
/** | |
* [description] | |
*/ | |
tint: Object; | |
/** | |
* [description] | |
*/ | |
index: number; | |
/** | |
* [description] | |
*/ | |
charCode: number; | |
/** | |
* [description] | |
*/ | |
x: number; | |
/** | |
* [description] | |
*/ | |
y: number; | |
/** | |
* [description] | |
*/ | |
scale: number; | |
/** | |
* [description] | |
*/ | |
rotation: number; | |
/** | |
* [description] | |
*/ | |
data: any; | |
}; | |
declare type DisplayCallback = (display: DisplayCallbackConfig)=>void; | |
declare type BitmapTextConfig = GameObjectConfig & { | |
/** | |
* [description] | |
*/ | |
font?: string; | |
/** | |
* [description] | |
*/ | |
text?: string; | |
/** | |
* [description] | |
*/ | |
size?: number | false; | |
/** | |
* [description] | |
*/ | |
align?: string; | |
}; | |
declare type TextBounds = { | |
/** | |
* [description] | |
*/ | |
local: object; | |
/** | |
* [description] | |
*/ | |
"local.x": number; | |
/** | |
* [description] | |
*/ | |
"local.y": number; | |
/** | |
* [description] | |
*/ | |
"local.width": number; | |
/** | |
* [description] | |
*/ | |
"local.height": number; | |
/** | |
* [description] | |
*/ | |
global: object; | |
/** | |
* [description] | |
*/ | |
"global.x": number; | |
/** | |
* [description] | |
*/ | |
"global.y": number; | |
/** | |
* [description] | |
*/ | |
"global.width": number; | |
/** | |
* [description] | |
*/ | |
"global.height": number; | |
}; | |
declare type JSONBitmapText = JSONGameObject & { | |
/** | |
* [description] | |
*/ | |
font: string; | |
/** | |
* [description] | |
*/ | |
text: string; | |
/** | |
* [description] | |
*/ | |
fontSize: number; | |
/** | |
* Adds/Removes spacing between characters | |
*/ | |
letterSpacing: number; | |
}; | |
declare namespace Phaser.GameObjects.Blitter { | |
type BlitterFromCallback = (blitter: Phaser.GameObjects.Blitter, index: integer)=>void; | |
/** | |
* A Bob Game Object. | |
* | |
* A Bob belongs to a Blitter Game Object. The Blitter is responsible for managing and rendering this object. | |
* | |
* A Bob has a position, alpha value and a frame from a texture that it uses to render with. You can also toggle | |
* the flipped and visible state of the Bob. The Frame the Bob uses to render can be changed dynamically, but it | |
* must be a Frame within the Texture used by the parent Blitter. | |
* | |
* Bob positions are relative to the Blitter parent. So if you move the Blitter parent, all Bob children will | |
* have their positions impacted by this change as well. | |
* | |
* You can manipulate Bob objects directly from your game code, but the creation and destruction of them should be | |
* handled via the Blitter parent. | |
*/ | |
class Bob { | |
/** | |
* | |
* @param blitter The parent Blitter object is responsible for updating this Bob. | |
* @param x The horizontal position of this Game Object in the world, relative to the parent Blitter position. | |
* @param y The vertical position of this Game Object in the world, relative to the parent Blitter position. | |
* @param frame The Frame this Bob will render with, as defined in the Texture the parent Blitter is using. | |
* @param visible Should the Bob render visible or not to start with? | |
*/ | |
constructor(blitter: Phaser.GameObjects.Blitter, x: number, y: number, frame: string | integer, visible: boolean); | |
/** | |
* [description] | |
*/ | |
parent: Phaser.GameObjects.Blitter; | |
/** | |
* [description] | |
*/ | |
x: number; | |
/** | |
* [description] | |
*/ | |
y: number; | |
/** | |
* [description] | |
*/ | |
frame: string | integer; | |
/** | |
* [description] | |
*/ | |
data: object; | |
/** | |
* [description] | |
*/ | |
flipX: boolean; | |
/** | |
* [description] | |
*/ | |
flipY: boolean; | |
/** | |
* [description] | |
* @param frame [description] | |
*/ | |
setFrame(frame?: Phaser.Textures.Frame): Phaser.GameObjects.Blitter.Bob; | |
/** | |
* [description] | |
*/ | |
resetFlip(): Phaser.GameObjects.Blitter.Bob; | |
/** | |
* [description] | |
* @param x [description] | |
* @param y [description] | |
* @param frame [description] | |
*/ | |
reset(x: number, y: number, frame: Phaser.Textures.Frame): Phaser.GameObjects.Blitter.Bob; | |
/** | |
* [description] | |
* @param value [description] | |
*/ | |
setFlipX(value: number): Phaser.GameObjects.Blitter.Bob; | |
/** | |
* [description] | |
* @param value [description] | |
*/ | |
setFlipY(value: number): Phaser.GameObjects.Blitter.Bob; | |
/** | |
* [description] | |
* @param x [description] | |
* @param y [description] | |
*/ | |
setFlip(x: number, y: number): Phaser.GameObjects.Blitter.Bob; | |
/** | |
* [description] | |
* @param value [description] | |
*/ | |
setVisible(value: boolean): Phaser.GameObjects.Blitter.Bob; | |
/** | |
* [description] | |
* @param value [description] | |
*/ | |
setAlpha(value: number): Phaser.GameObjects.Blitter.Bob; | |
/** | |
* [description] | |
*/ | |
destroy(): void; | |
/** | |
* [description] | |
*/ | |
visible: boolean; | |
/** | |
* [description] | |
*/ | |
alpha: number; | |
} | |
} | |
declare type GameObjectConfig = { | |
/** | |
* [description] | |
*/ | |
x?: number; | |
/** | |
* [description] | |
*/ | |
y?: number; | |
/** | |
* [description] | |
*/ | |
depth?: number; | |
/** | |
* [description] | |
*/ | |
flipX?: boolean; | |
/** | |
* [description] | |
*/ | |
flipY?: boolean; | |
/** | |
* [description] | |
*/ | |
scale?: number | object; | |
/** | |
* [description] | |
*/ | |
scrollFactor?: number | object; | |
/** | |
* [description] | |
*/ | |
rotation?: number; | |
/** | |
* [description] | |
*/ | |
angle?: number; | |
/** | |
* [description] | |
*/ | |
alpha?: number; | |
/** | |
* [description] | |
*/ | |
origin?: number | object; | |
/** | |
* [description] | |
*/ | |
scaleMode?: number; | |
/** | |
* [description] | |
*/ | |
blendMode?: number; | |
/** | |
* [description] | |
*/ | |
visible?: boolean; | |
/** | |
* [description] | |
*/ | |
add?: boolean; | |
}; | |
declare type JSONGameObject = { | |
/** | |
* The name of this Game Object. | |
*/ | |
name: string; | |
/** | |
* A textual representation of this Game Object, i.e. `sprite`. | |
*/ | |
type: string; | |
/** | |
* The x position of this Game Object. | |
*/ | |
x: number; | |
/** | |
* The y position of this Game Object. | |
*/ | |
y: number; | |
/** | |
* The scale of this Game Object | |
*/ | |
scale: object; | |
/** | |
* The horizontal scale of this Game Object. | |
*/ | |
"scale.x": number; | |
/** | |
* The vertical scale of this Game Object. | |
*/ | |
"scale.y": number; | |
/** | |
* The origin of this Game Object. | |
*/ | |
origin: object; | |
/** | |
* The horizontal origin of this Game Object. | |
*/ | |
"origin.x": number; | |
/** | |
* The vertical origin of this Game Object. | |
*/ | |
"origin.y": number; | |
/** | |
* The horizontally flipped state of the Game Object. | |
*/ | |
flipX: boolean; | |
/** | |
* The vertically flipped state of the Game Object. | |
*/ | |
flipY: boolean; | |
/** | |
* The angle of this Game Object in radians. | |
*/ | |
rotation: number; | |
/** | |
* The alpha value of the Game Object. | |
*/ | |
alpha: number; | |
/** | |
* The visible state of the Game Object. | |
*/ | |
visible: boolean; | |
/** | |
* The Scale Mode being used by this Game Object. | |
*/ | |
scaleMode: integer; | |
/** | |
* Sets the Blend Mode being used by this Game Object. | |
*/ | |
blendMode: integer | string; | |
/** | |
* The texture key of this Game Object. | |
*/ | |
textureKey: string; | |
/** | |
* The frame key of this Game Object. | |
*/ | |
frameKey: string; | |
/** | |
* The data of this Game Object. | |
*/ | |
data: object; | |
}; | |
declare type EachContainerCallback<I> = (item: any, ...args: any[])=>void; | |
declare namespace Phaser.GameObjects.Graphics { | |
namespace Commands { | |
} | |
} | |
declare type GroupCallback = (item: Phaser.GameObjects.GameObject)=>void; | |
declare type GroupMultipleCreateCallback = (items: Phaser.GameObjects.GameObject[])=>void; | |
declare type GroupConfig = { | |
/** | |
* Sets {@link Phaser.GameObjects.Group#classType}. | |
*/ | |
classType?: object; | |
/** | |
* Sets {@link Phaser.GameObjects.Group#active}. | |
*/ | |
active?: boolean; | |
/** | |
* Sets {@link Phaser.GameObjects.Group#maxSize}. | |
*/ | |
maxSize?: number; | |
/** | |
* Sets {@link Phaser.GameObjects.Group#defaultKey}. | |
*/ | |
defaultKey?: string; | |
/** | |
* Sets {@link Phaser.GameObjects.Group#defaultFrame}. | |
*/ | |
defaultFrame?: string | integer; | |
/** | |
* Sets {@link Phaser.GameObjects.Group#runChildUpdate}. | |
*/ | |
runChildUpdate?: boolean; | |
/** | |
* Sets {@link Phaser.GameObjects.Group#createCallback}. | |
*/ | |
createCallback?: GroupCallback; | |
/** | |
* Sets {@link Phaser.GameObjects.Group#removeCallback}. | |
*/ | |
removeCallback?: GroupCallback; | |
/** | |
* Sets {@link Phaser.GameObjects.Group#createMultipleCallback}. | |
*/ | |
createMultipleCallback?: GroupMultipleCreateCallback; | |
}; | |
/** | |
* The total number of objects created will be | |
* | |
* key.length * frame.length * frameQuantity * (yoyo ? 2 : 1) * (1 + repeat) | |
* | |
* In the simplest case, 1 + `repeat` objects will be created. | |
* | |
* If `max` is positive, then the total created will not exceed `max`. | |
* | |
* `key` is required. {@link Phaser.GameObjects.Group#defaultKey} is not used. | |
*/ | |
declare type GroupCreateConfig = { | |
/** | |
* The class of each new Game Object. | |
*/ | |
classType?: object; | |
/** | |
* The texture key of each new Game Object. | |
*/ | |
key?: string; | |
/** | |
* The texture frame of each new Game Object. | |
*/ | |
frame?: string | integer; | |
/** | |
* The visible state of each new Game Object. | |
*/ | |
visible?: boolean; | |
/** | |
* The active state of each new Game Object. | |
*/ | |
active?: boolean; | |
/** | |
* The number of times each `key` × `frame` combination will be *repeated* (after the first combination). | |
*/ | |
repeat?: number; | |
/** | |
* Select a `key` at random. | |
*/ | |
randomKey?: boolean; | |
/** | |
* Select a `frame` at random. | |
*/ | |
randomFrame?: boolean; | |
/** | |
* Select keys and frames by moving forward then backward through `key` and `frame`. | |
*/ | |
yoyo?: boolean; | |
/** | |
* The number of times each `frame` should be combined with one `key`. | |
*/ | |
frameQuantity?: number; | |
/** | |
* The maximum number of new Game Objects to create. 0 is no maximum. | |
*/ | |
max?: number; | |
setXY?: object; | |
/** | |
* The horizontal position of each new Game Object. | |
*/ | |
"setXY.x"?: number; | |
/** | |
* The vertical position of each new Game Object. | |
*/ | |
"setXY.y"?: number; | |
/** | |
* Increment each Game Object's horizontal position from the previous by this amount, starting from `setXY.x`. | |
*/ | |
"setXY.stepX"?: number; | |
/** | |
* Increment each Game Object's vertical position from the previous by this amount, starting from `setXY.y`. | |
*/ | |
"setXY.stepY"?: number; | |
setRotation?: object; | |
/** | |
* Rotation of each new Game Object. | |
*/ | |
"setRotation.value"?: number; | |
/** | |
* Increment each Game Object's rotation from the previous by this amount, starting at `setRotation.value`. | |
*/ | |
"setRotation.step"?: number; | |
setScale?: object; | |
/** | |
* The horizontal scale of each new Game Object. | |
*/ | |
"setScale.x"?: number; | |
/** | |
* The vertical scale of each new Game Object. | |
*/ | |
"setScale.y"?: number; | |
/** | |
* Increment each Game Object's horizontal scale from the previous by this amount, starting from `setScale.x`. | |
*/ | |
"setScale.stepX"?: number; | |
/** | |
* Increment each Game object's vertical scale from the previous by this amount, starting from `setScale.y`. | |
*/ | |
"setScale.stepY"?: number; | |
setAlpha?: object; | |
/** | |
* The alpha value of each new Game Object. | |
*/ | |
"setAlpha.value"?: number; | |
/** | |
* Increment each Game Object's alpha from the previous by this amount, starting from `setAlpha.value`. | |
*/ | |
"setAlpha.step"?: number; | |
/** | |
* A geometric shape that defines the hit area for the Game Object. | |
*/ | |
hitArea?: any; | |
/** | |
* A callback to be invoked when the Game Object is interacted with. | |
*/ | |
hitAreaCallback?: HitAreaCallback; | |
/** | |
* Align the new Game Objects in a grid using these settings. | |
*/ | |
gridAlign?: false | GridAlignConfig; | |
}; | |
declare type LightForEach = (light: Phaser.GameObjects.Light)=>void; | |
/** | |
* The returned value sets what the property will be at the START of the particle's life, on emit. | |
*/ | |
declare type EmitterOpOnEmitCallback = (particle: Phaser.GameObjects.Particles.Particle, key: string, value: number)=>void; | |
/** | |
* The returned value updates the property for the duration of the particle's life. | |
*/ | |
declare type EmitterOpOnUpdateCallback = (particle: Phaser.GameObjects.Particles.Particle, key: string, t: number, value: number)=>void; | |
/** | |
* Defines an operation yielding a random value within a range. | |
*/ | |
declare type EmitterOpRandomConfig = { | |
/** | |
* The minimum and maximum values, as [min, max]. | |
*/ | |
random: number[]; | |
}; | |
/** | |
* Defines an operation yielding a random value within a range. | |
*/ | |
declare type EmitterOpRandomMinMaxConfig = { | |
/** | |
* The minimum value. | |
*/ | |
min: number; | |
/** | |
* The maximum value. | |
*/ | |
max: number; | |
}; | |
/** | |
* Defines an operation yielding a random value within a range. | |
*/ | |
declare type EmitterOpRandomStartEndConfig = { | |
/** | |
* The starting value. | |
*/ | |
start: number; | |
/** | |
* The ending value. | |
*/ | |
end: number; | |
/** | |
* If false, this becomes {@link EmitterOpEaseConfig}. | |
*/ | |
random: boolean; | |
}; | |
/** | |
* Defines an operation yielding a value incremented continuously across a range. | |
*/ | |
declare type EmitterOpEaseConfig = { | |
/** | |
* The starting value. | |
*/ | |
start: number; | |
/** | |
* The ending value. | |
*/ | |
end: number; | |
/** | |
* The name of the easing function. | |
*/ | |
ease?: string; | |
}; | |
/** | |
* Defines an operation yielding a value incremented by steps across a range. | |
*/ | |
declare type EmitterOpSteppedConfig = { | |
/** | |
* The starting value. | |
*/ | |
start: number; | |
/** | |
* The ending value. | |
*/ | |
end: number; | |
/** | |
* The number of steps between start and end. | |
*/ | |
steps: number; | |
}; | |
declare type EmitterOpCustomEmitConfig = { | |
/** | |
* [description] | |
*/ | |
onEmit: EmitterOpOnEmitCallback; | |
}; | |
declare type EmitterOpCustomUpdateConfig = { | |
/** | |
* [description] | |
*/ | |
onEmit?: EmitterOpOnEmitCallback; | |
/** | |
* [description] | |
*/ | |
onUpdate: EmitterOpOnUpdateCallback; | |
}; | |
declare type GravityWellConfig = { | |
/** | |
* The x coordinate of the Gravity Well, in world space. | |
*/ | |
x?: number; | |
/** | |
* The y coordinate of the Gravity Well, in world space. | |
*/ | |
y?: number; | |
/** | |
* The power of the Gravity Well. | |
*/ | |
power?: number; | |
/** | |
* [description] | |
*/ | |
epsilon?: number; | |
/** | |
* The gravitational force of this Gravity Well. | |
*/ | |
gravity?: number; | |
}; | |
declare type ParticleEmitterCallback = (particle: Phaser.GameObjects.Particles.Particle, emitter: Phaser.GameObjects.Particles.ParticleEmitter)=>void; | |
declare type ParticleDeathCallback = (particle: Phaser.GameObjects.Particles.Particle)=>void; | |
declare type ParticleEmitterBounds = { | |
/** | |
* The left edge of the rectangle. | |
*/ | |
x: number; | |
/** | |
* The top edge of the rectangle. | |
*/ | |
y: number; | |
/** | |
* The width of the rectangle. | |
*/ | |
width: number; | |
/** | |
* The height of the rectangle. | |
*/ | |
height: number; | |
}; | |
declare type ParticleEmitterBoundsAlt = { | |
/** | |
* The left edge of the rectangle. | |
*/ | |
x: number; | |
/** | |
* The top edge of the rectangle. | |
*/ | |
y: number; | |
/** | |
* The width of the rectangle. | |
*/ | |
w: number; | |
/** | |
* The height of the rectangle. | |
*/ | |
h: number; | |
}; | |
declare type ParticleEmitterDeathZoneConfig = { | |
/** | |
* A shape representing the zone. See {@link Phaser.GameObjects.Particles.Zones.DeathZone#source}. | |
*/ | |
source: DeathZoneSource; | |
/** | |
* 'onEnter' or 'onLeave'. | |
*/ | |
type?: string; | |
}; | |
declare type ParticleEmitterEdgeZoneConfig = { | |
/** | |
* A shape representing the zone. See {@link Phaser.GameObjects.Particles.Zones.EdgeZone#source}. | |
*/ | |
source: EdgeZoneSource; | |
/** | |
* 'edge'. | |
*/ | |
type: string; | |
/** | |
* The number of particles to place on the source edge. Set to 0 to use `stepRate` instead. | |
*/ | |
quantity: integer; | |
/** | |
* The distance between each particle. When set, `quantity` is implied and should be set to 0. | |
*/ | |
stepRate?: number; | |
/** | |
* Whether particles are placed from start to end and then end to start. | |
*/ | |
yoyo?: boolean; | |
/** | |
* Whether one endpoint will be removed if it's identical to the other. | |
*/ | |
seamless?: boolean; | |
}; | |
declare type ParticleEmitterRandomZoneConfig = { | |
/** | |
* A shape representing the zone. See {@link Phaser.GameObjects.Particles.Zones.RandomZone#source}. | |
*/ | |
source: RandomZoneSource; | |
/** | |
* 'random'. | |
*/ | |
type?: string; | |
}; | |
declare type ParticleEmitterConfig = { | |
/** | |
* Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#active}. | |
*/ | |
active?: boolean; | |
/** | |
* Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#blendMode}. | |
*/ | |
blendMode?: integer; | |
/** | |
* Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#deathCallbackScope} and {@link Phaser.GameObjects.Particles.ParticleEmitter#emitCallbackScope}. | |
*/ | |
callbackScope?: any; | |
/** | |
* Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#collideBottom}. | |
*/ | |
collideBottom?: boolean; | |
/** | |
* Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#collideLeft}. | |
*/ | |
collideLeft?: boolean; | |
/** | |
* Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#collideRight}. | |
*/ | |
collideRight?: boolean; | |
/** | |
* Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#collideTop}. | |
*/ | |
collideTop?: boolean; | |
/** | |
* Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#deathCallback}. | |
*/ | |
deathCallback?: boolean; | |
/** | |
* Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#deathCallbackScope}. | |
*/ | |
deathCallbackScope?: any; | |
/** | |
* Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#emitCallback}. | |
*/ | |
emitCallback?: Function; | |
/** | |
* Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#emitCallbackScope}. | |
*/ | |
emitCallbackScope?: any; | |
/** | |
* Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#follow}. | |
*/ | |
follow?: Phaser.GameObjects.GameObject; | |
/** | |
* Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#frequency}. | |
*/ | |
frequency?: number; | |
/** | |
* Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#gravityX}. | |
*/ | |
gravityX?: number; | |
/** | |
* Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#gravityY}. | |
*/ | |
gravityY?: number; | |
/** | |
* Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#maxParticles}. | |
*/ | |
maxParticles?: integer; | |
/** | |
* Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#name}. | |
*/ | |
name?: string; | |
/** | |
* Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#on}. | |
*/ | |
on?: boolean; | |
/** | |
* Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#particleBringToTop}. | |
*/ | |
particleBringToTop?: boolean; | |
/** | |
* Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#particleClass}. | |
*/ | |
particleClass?: Phaser.GameObjects.Particles.Particle; | |
/** | |
* Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#radial}. | |
*/ | |
radial?: boolean; | |
/** | |
* Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#timeScale}. | |
*/ | |
timeScale?: number; | |
/** | |
* Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#trackVisible}. | |
*/ | |
trackVisible?: boolean; | |
/** | |
* Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#visible}. | |
*/ | |
visible?: boolean; | |
/** | |
* Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#accelerationX} (emit only). | |
*/ | |
accelerationX?: number | number[] | EmitterOpOnEmitCallback | object; | |
/** | |
* Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#accelerationY} (emit only). | |
*/ | |
accelerationY?: number | number[] | EmitterOpOnEmitCallback | object; | |
/** | |
* Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#alpha}. | |
*/ | |
alpha?: number | number[] | EmitterOpOnUpdateCallback | object; | |
/** | |
* Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#angle} (emit only) | |
*/ | |
angle?: number | number[] | EmitterOpOnEmitCallback | object; | |
/** | |
* Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#bounce} (emit only). | |
*/ | |
bounce?: number | number[] | EmitterOpOnEmitCallback | object; | |
/** | |
* Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#delay} (emit only). | |
*/ | |
delay?: number | number[] | EmitterOpOnEmitCallback | object; | |
/** | |
* Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#lifespan} (emit only). | |
*/ | |
lifespan?: number | number[] | EmitterOpOnEmitCallback | object; | |
/** | |
* Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#maxVelocityX} (emit only). | |
*/ | |
maxVelocityX?: number | number[] | EmitterOpOnEmitCallback | object; | |
/** | |
* Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#maxVelocityY} (emit only). | |
*/ | |
maxVelocityY?: number | number[] | EmitterOpOnEmitCallback | object; | |
/** | |
* Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#moveToX} (emit only). | |
*/ | |
moveToX?: number | number[] | EmitterOpOnEmitCallback | object; | |
/** | |
* Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#moveToY} (emit only). | |
*/ | |
moveToY?: number | number[] | EmitterOpOnEmitCallback | object; | |
/** | |
* Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#quantity} (emit only). | |
*/ | |
quantity?: number | number[] | EmitterOpOnEmitCallback | object; | |
/** | |
* Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#rotate}. | |
*/ | |
rotate?: number | number[] | EmitterOpOnUpdateCallback | object; | |
/** | |
* As {@link Phaser.GameObjects.Particles.ParticleEmitter#setScale}. | |
*/ | |
scale?: number | number[] | EmitterOpOnUpdateCallback | object; | |
/** | |
* Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#scaleX}. | |
*/ | |
scaleX?: number | number[] | EmitterOpOnUpdateCallback | object; | |
/** | |
* Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#scaleY}. | |
*/ | |
scaleY?: number | number[] | EmitterOpOnUpdateCallback | object; | |
/** | |
* As {@link Phaser.GameObjects.Particles.ParticleEmitter#setSpeed} (emit only). | |
*/ | |
speed?: number | number[] | EmitterOpOnEmitCallback | object; | |
/** | |
* Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#speedX} (emit only). | |
*/ | |
speedX?: number | number[] | EmitterOpOnEmitCallback | object; | |
/** | |
* Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#speedY} (emit only). | |
*/ | |
speedY?: number | number[] | EmitterOpOnEmitCallback | object; | |
/** | |
* Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#tint}. | |
*/ | |
tint?: number | number[] | EmitterOpOnEmitCallback | object; | |
/** | |
* Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#x} (emit only). | |
*/ | |
x?: number | number[] | EmitterOpOnEmitCallback | object; | |
/** | |
* Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#y} (emit only). | |
*/ | |
y?: number | number[] | EmitterOpOnEmitCallback | object; | |
/** | |
* As {@link Phaser.GameObjects.Particles.ParticleEmitter#setEmitZone}. | |
*/ | |
emitZone?: object; | |
/** | |
* As {@link Phaser.GameObjects.Particles.ParticleEmitter#setBounds}. | |
*/ | |
bounds?: ParticleEmitterBounds | ParticleEmitterBoundsAlt; | |
/** | |
* Assigns to {@link Phaser.GameObjects.Particles.ParticleEmitter#followOffset}. | |
*/ | |
followOffset?: object; | |
/** | |
* x-coordinate of the offset. | |
*/ | |
"followOffset.x"?: number; | |
/** | |
* y-coordinate of the offset. | |
*/ | |
"followOffset.y"?: number; | |
/** | |
* Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#frames}. | |
*/ | |
frames?: number | number[] | string | string[] | Phaser.Textures.Frame | Phaser.Textures.Frame[] | ParticleEmitterFrameConfig; | |
}; | |
declare type ParticleEmitterFrameConfig = { | |
/** | |
* One or more texture frames. | |
*/ | |
frames?: number | number[] | string | string[] | Phaser.Textures.Frame | Phaser.Textures.Frame[]; | |
/** | |
* Whether texture frames will be assigned consecutively (true) or at random (false). | |
*/ | |
cycle?: boolean; | |
/** | |
* The number of consecutive particles receiving each texture frame, when `cycle` is true. | |
*/ | |
quantity?: integer; | |
}; | |
declare type DeathZoneSourceCallback = (x: number, y: number)=>void; | |
declare type DeathZoneSource = { | |
contains: DeathZoneSourceCallback; | |
}; | |
declare type EdgeZoneSourceCallback = (quantity: integer, stepRate?: integer)=>void; | |
declare type EdgeZoneSource = { | |
/** | |
* A function placing points on the source's edge or edges. | |
*/ | |
getPoints: EdgeZoneSourceCallback; | |
}; | |
declare type RandomZoneSourceCallback = (point: Phaser.Math.Vector2)=>void; | |
declare type RandomZoneSource = { | |
/** | |
* A function modifying its point argument. | |
*/ | |
getRandomPoint: RandomZoneSourceCallback; | |
}; | |
declare type PathConfig = { | |
/** | |
* [description] | |
*/ | |
duration: number; | |
/** | |
* [description] | |
*/ | |
from: number; | |
/** | |
* [description] | |
*/ | |
to: number; | |
/** | |
* [description] | |
*/ | |
positionOnPath?: boolean; | |
/** | |
* [description] | |
*/ | |
rotateToPath?: boolean; | |
/** | |
* [description] | |
*/ | |
rotationOffset?: number; | |
/** | |
* [description] | |
*/ | |
verticalAdjust?: boolean; | |
}; | |
declare type RenderTextureConfig = { | |
/** | |
* [description] | |
*/ | |
x?: number; | |
/** | |
* [description] | |
*/ | |
y?: number; | |
/** | |
* [description] | |
*/ | |
width?: number; | |
/** | |
* [description] | |
*/ | |
height?: number; | |
}; | |
/** | |
* A custom function that will be responsible for wrapping the text. | |
*/ | |
declare type TextStyleWordWrapCallback = (text: string, textObject: Phaser.GameObjects.Text)=>void; | |
declare namespace Phaser.GameObjects.Text { | |
/** | |
* [description] | |
*/ | |
class TextStyle { | |
/** | |
* | |
* @param text The Text object that this TextStyle is styling. | |
* @param style [description] | |
*/ | |
constructor(text: Phaser.GameObjects.Text, style: object); | |
/** | |
* The Text object that this TextStyle is styling. | |
*/ | |
parent: Phaser.GameObjects.Text; | |
/** | |
* [description] | |
*/ | |
fontFamily: string; | |
/** | |
* [description] | |
*/ | |
fontSize: string; | |
/** | |
* [description] | |
*/ | |
fontStyle: string; | |
/** | |
* [description] | |
*/ | |
backgroundColor: string; | |
/** | |
* [description] | |
*/ | |
color: string; | |
/** | |
* [description] | |
*/ | |
stroke: string; | |
/** | |
* [description] | |
*/ | |
strokeThickness: number; | |
/** | |
* [description] | |
*/ | |
shadowOffsetX: number; | |
/** | |
* [description] | |
*/ | |
shadowOffsetY: number; | |
/** | |
* [description] | |
*/ | |
shadowColor: string; | |
/** | |
* [description] | |
*/ | |
shadowBlur: number; | |
/** | |
* [description] | |
*/ | |
shadowStroke: boolean; | |
/** | |
* [description] | |
*/ | |
shadowFill: boolean; | |
/** | |
* [description] | |
*/ | |
align: string; | |
/** | |
* [description] | |
*/ | |
maxLines: integer; | |
/** | |
* [description] | |
*/ | |
fixedWidth: number; | |
/** | |
* [description] | |
*/ | |
fixedHeight: number; | |
/** | |
* [description] | |
*/ | |
rtl: boolean; | |
/** | |
* [description] | |
*/ | |
testString: string; | |
/** | |
* The amount of horizontal padding adding to the width of the text when calculating the font metrics. | |
*/ | |
baselineX: number; | |
/** | |
* The amount of vertical padding adding to the width of the text when calculating the font metrics. | |
*/ | |
baselineY: number; | |
/** | |
* [description] | |
* @param style [description] | |
* @param updateText [description] Default true. | |
*/ | |
setStyle(style: CSSStyleRule, updateText?: boolean): Phaser.GameObjects.Text; | |
/** | |
* [description] | |
* @param canvas [description] | |
* @param context [description] | |
*/ | |
syncFont(canvas: HTMLCanvasElement, context: CanvasRenderingContext2D): void; | |
/** | |
* [description] | |
* @param canvas [description] | |
* @param context [description] | |
*/ | |
syncStyle(canvas: HTMLCanvasElement, context: CanvasRenderingContext2D): void; | |
/** | |
* [description] | |
* @param context [description] | |
* @param enabled [description] | |
*/ | |
syncShadow(context: CanvasRenderingContext2D, enabled: boolean): void; | |
/** | |
* [description] | |
* @param recalculateMetrics [description] | |
*/ | |
update(recalculateMetrics: boolean): Phaser.GameObjects.Text; | |
/** | |
* [description] | |
* @param font [description] | |
*/ | |
setFont(font: string | object): Phaser.GameObjects.Text; | |
/** | |
* [description] | |
* @param family [description] | |
*/ | |
setFontFamily(family: string): Phaser.GameObjects.Text; | |
/** | |
* [description] | |
* @param style [description] | |
*/ | |
setFontStyle(style: string): Phaser.GameObjects.Text; | |
/** | |
* [description] | |
* @param size [description] | |
*/ | |
setFontSize(size: number | string): Phaser.GameObjects.Text; | |
/** | |
* [description] | |
* @param string [description] | |
*/ | |
setTestString(string: string): Phaser.GameObjects.Text; | |
/** | |
* [description] | |
* @param width [description] | |
* @param height [description] | |
*/ | |
setFixedSize(width: number, height: number): Phaser.GameObjects.Text; | |
/** | |
* [description] | |
* @param color [description] | |
*/ | |
setBackgroundColor(color: string): Phaser.GameObjects.Text; | |
/** | |
* [description] | |
* @param color [description] | |
*/ | |
setFill(color: string): Phaser.GameObjects.Text; | |
/** | |
* [description] | |
* @param color [description] | |
*/ | |
setColor(color: string): Phaser.GameObjects.Text; | |
/** | |
* [description] | |
* @param color [description] | |
* @param thickness [description] | |
*/ | |
setStroke(color: string, thickness: number): Phaser.GameObjects.Text; | |
/** | |
* [description] | |
* @param x [description] Default 0. | |
* @param y [description] Default 0. | |
* @param color [description] Default '#000'. | |
* @param blur [description] Default 0. | |
* @param shadowStroke [description] Default false. | |
* @param shadowFill [description] Default true. | |
*/ | |
setShadow(x?: number, y?: number, color?: string, blur?: number, shadowStroke?: boolean, shadowFill?: boolean): Phaser.GameObjects.Text; | |
/** | |
* [description] | |
* @param x [description] Default 0. | |
* @param y [description] Default 0. | |
*/ | |
setShadowOffset(x?: number, y?: number): Phaser.GameObjects.Text; | |
/** | |
* [description] | |
* @param color [description] Default '#000'. | |
*/ | |
setShadowColor(color?: string): Phaser.GameObjects.Text; | |
/** | |
* [description] | |
* @param blur [description] Default 0. | |
*/ | |
setShadowBlur(blur?: number): Phaser.GameObjects.Text; | |
/** | |
* [description] | |
* @param enabled [description] | |
*/ | |
setShadowStroke(enabled: boolean): Phaser.GameObjects.Text; | |
/** | |
* [description] | |
* @param enabled [description] | |
*/ | |
setShadowFill(enabled: boolean): Phaser.GameObjects.Text; | |
/** | |
* Set the width (in pixels) to use for wrapping lines. Pass in null to remove wrapping by width. | |
* @param width The maximum width of a line in pixels. Set to null to remove wrapping. | |
* @param useAdvancedWrap Whether or not to use the advanced wrapping | |
* algorithm. If true, spaces are collapsed and whitespace is trimmed from lines. If false, | |
* spaces and whitespace are left as is. Default false. | |
*/ | |
setWordWrapWidth(width: number, useAdvancedWrap?: boolean): Phaser.GameObjects.Text; | |
/** | |
* Set a custom callback for wrapping lines. Pass in null to remove wrapping by callback. | |
* @param callback A custom function that will be responsible for wrapping the | |
* text. It will receive two arguments: text (the string to wrap), textObject (this Text | |
* instance). It should return the wrapped lines either as an array of lines or as a string with | |
* newline characters in place to indicate where breaks should happen. | |
* @param scope The scope that will be applied when the callback is invoked. Default null. | |
*/ | |
setWordWrapCallback(callback: TextStyleWordWrapCallback, scope?: object): Phaser.GameObjects.Text; | |
/** | |
* [description] | |
* @param align [description] | |
*/ | |
setAlign(align: string): Phaser.GameObjects.Text; | |
/** | |
* [description] | |
* @param max [description] Default 0. | |
*/ | |
setMaxLines(max?: integer): Phaser.GameObjects.Text; | |
/** | |
* [description] | |
*/ | |
getTextMetrics(): object; | |
/** | |
* [description] | |
*/ | |
toJSON(): object; | |
/** | |
* [description] | |
*/ | |
destroy(): void; | |
} | |
} | |
declare type TileSprite = GameObjectConfig & { | |
/** | |
* [description] | |
*/ | |
x?: number; | |
/** | |
* [description] | |
*/ | |
y?: number; | |
/** | |
* [description] | |
*/ | |
width?: number; | |
/** | |
* [description] | |
*/ | |
height?: number; | |
/** | |
* [description] | |
*/ | |
key?: string; | |
/** | |
* [description] | |
*/ | |
frame?: string; | |
}; | |
declare type CenterFunction = (triangle: Phaser.Geom.Triangle)=>void; | |
declare type HitAreaCallback = (hitArea: any, x: number, y: number, gameObject: Phaser.GameObjects.GameObject)=>void; | |
declare type Pad = { | |
/** | |
* [description] | |
*/ | |
id: string; | |
/** | |
* [description] | |
*/ | |
index: integer; | |
}; | |
declare type GamepadHandler = ()=>void; | |
declare type KeyboardKeydownCallback = (event: KeyboardEvent)=>void; | |
declare type KeyComboConfig = { | |
/** | |
* [description] | |
*/ | |
resetOnWrongKey?: boolean; | |
/** | |
* [description] | |
*/ | |
maxKeyDelay?: number; | |
/** | |
* [description] | |
*/ | |
resetOnMatch?: boolean; | |
/** | |
* [description] | |
*/ | |
deleteOnMatch?: boolean; | |
}; | |
declare type KeyboardHandler = ()=>void; | |
declare type CursorKeys = { | |
/** | |
* [description] | |
*/ | |
up?: Phaser.Input.Keyboard.Key; | |
/** | |
* [description] | |
*/ | |
down?: Phaser.Input.Keyboard.Key; | |
/** | |
* [description] | |
*/ | |
left?: Phaser.Input.Keyboard.Key; | |
/** | |
* [description] | |
*/ | |
right?: Phaser.Input.Keyboard.Key; | |
/** | |
* [description] | |
*/ | |
space?: Phaser.Input.Keyboard.Key; | |
/** | |
* [description] | |
*/ | |
shift?: Phaser.Input.Keyboard.Key; | |
}; | |
declare type MouseHandler = ()=>void; | |
declare type TouchHandler = (event: TouchEvent)=>void; | |
declare type FileConfig = { | |
/** | |
* The file type string (image, json, etc) for sorting within the Loader. | |
*/ | |
type: string; | |
/** | |
* Unique cache key (unique within its file type) | |
*/ | |
key: string; | |
/** | |
* The URL of the file, not including baseURL. | |
*/ | |
url?: string; | |
/** | |
* The path of the file, not including the baseURL. | |
*/ | |
path?: string; | |
/** | |
* The default extension this file uses. | |
*/ | |
extension?: string; | |
/** | |
* The responseType to be used by the XHR request. | |
*/ | |
responseType?: XMLHttpRequestResponseType; | |
/** | |
* Custom XHR Settings specific to this file and merged with the Loader defaults. | |
*/ | |
xhrSettings?: XHRSettingsObject | false; | |
/** | |
* A config object that can be used by file types to store transitional data. | |
*/ | |
config?: any; | |
}; | |
declare namespace Phaser.Loader.AudioSpriteFile { | |
/** | |
* Called by each File when it finishes loading. | |
* @param file The File that has completed processing. | |
*/ | |
function onFileComplete(file: Phaser.Loader.File): void; | |
/** | |
* Adds this file to its target cache upon successful loading and processing. | |
*/ | |
function addToCache(): void; | |
} | |
declare namespace Phaser.Loader.FileTypesManager { | |
/** | |
* Static method called when a LoaderPlugin is created. | |
* | |
* Loops through the local types object and injects all of them as | |
* properties into the LoaderPlugin instance. | |
* @param loader The LoaderPlugin to install the types into. | |
*/ | |
function register(loader: Phaser.Loader.LoaderPlugin): void; | |
/** | |
* Removed all associated file types. | |
*/ | |
function destroy(): void; | |
} | |
declare type XHRSettingsObject = { | |
/** | |
* The response type of the XHR request, i.e. `blob`, `text`, etc. | |
*/ | |
responseType: XMLHttpRequestResponseType; | |
/** | |
* Should the XHR request use async or not? | |
*/ | |
async?: boolean; | |
/** | |
* Optional username for the XHR request. | |
*/ | |
user?: string; | |
/** | |
* Optional password for the XHR request. | |
*/ | |
password?: string; | |
/** | |
* Optional XHR timeout value. | |
*/ | |
timeout?: integer; | |
/** | |
* This value is used to populate the XHR `setRequestHeader` and is undefined by default. | |
*/ | |
header?: string | undefined; | |
/** | |
* This value is used to populate the XHR `setRequestHeader` and is undefined by default. | |
*/ | |
headerValue?: string | undefined; | |
/** | |
* This value is used to populate the XHR `setRequestHeader` and is undefined by default. | |
*/ | |
requestedWith?: string | undefined; | |
/** | |
* Provide a custom mime-type to use instead of the default. | |
*/ | |
overrideMimeType?: string | undefined; | |
}; | |
declare type SinCosTable = { | |
/** | |
* [description] | |
*/ | |
sin: number; | |
/** | |
* [description] | |
*/ | |
cos: number; | |
/** | |
* [description] | |
*/ | |
length: number; | |
}; | |
declare type Vector2Like = { | |
/** | |
* [description] | |
*/ | |
x: number; | |
/** | |
* [description] | |
*/ | |
y: number; | |
}; | |
declare namespace Phaser { | |
namespace Actions { | |
/** | |
* Takes an array of Game Objects, or any objects that have a public `angle` property, | |
* and then adds the given value to each of their `angle` properties. | |
* | |
* The optional `step` property is applied incrementally, multiplied by each item in the array. | |
* | |
* To use this with a Group: `Angle(group.getChildren(), value, step)` | |
* @param items The array of items to be updated by this action. | |
* @param value The amount to be added to the `angle` property. | |
* @param step This is added to the `value` amount, multiplied by the iteration counter. Default 0. | |
* @param index An optional offset to start searching from within the items array. Default 0. | |
* @param direction The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning. Default 1. | |
*/ | |
function Angle<G extends Phaser.GameObjects.GameObject[]>(items: G, value: number, step?: number, index?: integer, direction?: integer): G; | |
/** | |
* Takes an array of objects and passes each of them to the given callback. | |
* @param items The array of items to be updated by this action. | |
* @param callback The callback to be invoked. It will be passed just one argument: the item from the array. | |
* @param context The scope in which the callback will be invoked. | |
*/ | |
function Call<G extends Phaser.GameObjects.GameObject[]>(items: G, callback: CallCallback, context: any): G; | |
/** | |
* Takes an array of objects and returns the first element in the array that has properties which match | |
* all of those specified in the `compare` object. For example, if the compare object was: `{ scaleX: 0.5, alpha: 1 }` | |
* then it would return the first item which had the property `scaleX` set to 0.5 and `alpha` set to 1. | |
* | |
* To use this with a Group: `GetFirst(group.getChildren(), compare, index)` | |
* @param items The array of items to be searched by this action. | |
* @param compare The comparison object. Each property in this object will be checked against the items of the array. | |
* @param index An optional offset to start searching from within the items array. Default 0. | |
*/ | |
function GetFirst<G extends Phaser.GameObjects.GameObject[]>(items: G, compare: object, index?: integer): object | Phaser.GameObjects.GameObject; | |
/** | |
* Takes an array of objects and returns the last element in the array that has properties which match | |
* all of those specified in the `compare` object. For example, if the compare object was: `{ scaleX: 0.5, alpha: 1 }` | |
* then it would return the last item which had the property `scaleX` set to 0.5 and `alpha` set to 1. | |
* | |
* To use this with a Group: `GetLast(group.getChildren(), compare, index)` | |
* @param items The array of items to be searched by this action. | |
* @param compare The comparison object. Each property in this object will be checked against the items of the array. | |
* @param index An optional offset to start searching from within the items array. Default 0. | |
*/ | |
function GetLast<G extends Phaser.GameObjects.GameObject[]>(items: G, compare: object, index?: integer): object | Phaser.GameObjects.GameObject; | |
/** | |
* Takes an array of Game Objects, or any objects that have public `x` and `y` properties, | |
* and then aligns them based on the grid configuration given to this action. | |
* @param items The array of items to be updated by this action. | |
* @param options The GridAlign Configuration object. | |
*/ | |
function GridAlign<G extends Phaser.GameObjects.GameObject[]>(items: G, options: GridAlignConfig): G; | |
/** | |
* Takes an array of Game Objects, or any objects that have a public `alpha` property, | |
* and then adds the given value to each of their `alpha` properties. | |
* | |
* The optional `step` property is applied incrementally, multiplied by each item in the array. | |
* | |
* To use this with a Group: `IncAlpha(group.getChildren(), value, step)` | |
* @param items The array of items to be updated by this action. | |
* @param value The amount to be added to the `alpha` property. | |
* @param step This is added to the `value` amount, multiplied by the iteration counter. Default 0. | |
* @param index An optional offset to start searching from within the items array. Default 0. | |
* @param direction The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning. Default 1. | |
*/ | |
function IncAlpha<G extends Phaser.GameObjects.GameObject[]>(items: G, value: number, step?: number, index?: integer, direction?: integer): G; | |
/** | |
* Takes an array of Game Objects, or any objects that have a public `x` property, | |
* and then adds the given value to each of their `x` properties. | |
* | |
* The optional `step` property is applied incrementally, multiplied by each item in the array. | |
* | |
* To use this with a Group: `IncX(group.getChildren(), value, step)` | |
* @param items The array of items to be updated by this action. | |
* @param value The amount to be added to the `x` property. | |
* @param step This is added to the `value` amount, multiplied by the iteration counter. Default 0. | |
* @param index An optional offset to start searching from within the items array. Default 0. | |
* @param direction The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning. Default 1. | |
*/ | |
function IncX<G extends Phaser.GameObjects.GameObject[]>(items: G, value: number, step?: number, index?: integer, direction?: integer): G; | |
/** | |
* Takes an array of Game Objects, or any objects that have public `x` and `y` properties, | |
* and then adds the given value to each of them. | |
* | |
* The optional `stepX` and `stepY` properties are applied incrementally, multiplied by each item in the array. | |
* | |
* To use this with a Group: `IncXY(group.getChildren(), x, y, stepX, stepY)` | |
* @param items The array of items to be updated by this action. | |
* @param x The amount to be added to the `x` property. | |
* @param y The amount to be added to the `y` property. If `undefined` or `null` it uses the `x` value. Default x. | |
* @param stepX This is added to the `x` amount, multiplied by the iteration counter. Default 0. | |
* @param stepY This is added to the `y` amount, multiplied by the iteration counter. Default 0. | |
* @param index An optional offset to start searching from within the items array. Default 0. | |
* @param direction The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning. Default 1. | |
*/ | |
function IncXY<G extends Phaser.GameObjects.GameObject[]>(items: G, x: number, y?: number, stepX?: number, stepY?: number, index?: integer, direction?: integer): G; | |
/** | |
* Takes an array of Game Objects, or any objects that have a public `y` property, | |
* and then adds the given value to each of their `y` properties. | |
* | |
* The optional `step` property is applied incrementally, multiplied by each item in the array. | |
* | |
* To use this with a Group: `IncY(group.getChildren(), value, step)` | |
* @param items The array of items to be updated by this action. | |
* @param value The amount to be added to the `y` property. | |
* @param step This is added to the `value` amount, multiplied by the iteration counter. Default 0. | |
* @param index An optional offset to start searching from within the items array. Default 0. | |
* @param direction The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning. Default 1. | |
*/ | |
function IncY<G extends Phaser.GameObjects.GameObject[]>(items: G, value: number, step?: number, index?: integer, direction?: integer): G; | |
/** | |
* [description] | |
* @param items An array of Game Objects. The contents of this array are updated by this Action. | |
* @param circle [description] | |
* @param startAngle [description] Default 0. | |
* @param endAngle [description] Default 6.28. | |
*/ | |
function PlaceOnCircle<G extends Phaser.GameObjects.GameObject[]>(items: G, circle: Phaser.Geom.Circle, startAngle?: number, endAngle?: number): G; | |
/** | |
* [description] | |
* @param items An array of Game Objects. The contents of this array are updated by this Action. | |
* @param ellipse [description] | |
* @param startAngle [description] Default 0. | |
* @param endAngle [description] Default 6.28. | |
*/ | |
function PlaceOnEllipse<G extends Phaser.GameObjects.GameObject[]>(items: G, ellipse: Phaser.Geom.Ellipse, startAngle?: number, endAngle?: number): G; | |
/** | |
* [description] | |
* @param items An array of Game Objects. The contents of this array are updated by this Action. | |
* @param line [description] | |
*/ | |
function PlaceOnLine<G extends Phaser.GameObjects.GameObject[]>(items: G, line: Phaser.Geom.Line): G; | |
/** | |
* [description] | |
* @param items An array of Game Objects. The contents of this array are updated by this Action. | |
* @param rect [description] | |
* @param shift [description] Default 1. | |
*/ | |
function PlaceOnRectangle<G extends Phaser.GameObjects.GameObject[]>(items: G, rect: Phaser.Geom.Rectangle, shift?: integer): G; | |
/** | |
* [description] | |
* @param items An array of Game Objects. The contents of this array are updated by this Action. | |
* @param triangle [description] | |
* @param stepRate [description] Default 1. | |
*/ | |
function PlaceOnTriangle<G extends Phaser.GameObjects.GameObject[]>(items: G, triangle: Phaser.Geom.Triangle, stepRate?: number): G; | |
/** | |
* Play an animation with the given key, starting at the given startFrame on all Game Objects in items. | |
* @param items An array of Game Objects. The contents of this array are updated by this Action. | |
* @param key The name of the animation to play. | |
* @param startFrame The starting frame of the animation with the given key. | |
*/ | |
function PlayAnimation<G extends Phaser.GameObjects.GameObject[]>(items: G, key: string, startFrame?: string | integer): G; | |
/** | |
* Takes an array of Game Objects, or any objects that have a public property as defined in `key`, | |
* and then adds the given value to it. | |
* | |
* The optional `step` property is applied incrementally, multiplied by each item in the array. | |
* | |
* To use this with a Group: `PropertyValueInc(group.getChildren(), key, value, step)` | |
* @param items The array of items to be updated by this action. | |
* @param key The property to be updated. | |
* @param value The amount to be added to the property. | |
* @param step This is added to the `value` amount, multiplied by the iteration counter. Default 0. | |
* @param index An optional offset to start searching from within the items array. Default 0. | |
* @param direction The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning. Default 1. | |
*/ | |
function PropertyValueInc<G extends Phaser.GameObjects.GameObject[]>(items: G, key: string, value: number, step?: number, index?: integer, direction?: integer): G; | |
/** | |
* Takes an array of Game Objects, or any objects that have a public property as defined in `key`, | |
* and then sets it to the given value. | |
* | |
* The optional `step` property is applied incrementally, multiplied by each item in the array. | |
* | |
* To use this with a Group: `PropertyValueSet(group.getChildren(), key, value, step)` | |
* @param items The array of items to be updated by this action. | |
* @param key The property to be updated. | |
* @param value The amount to set the property to. | |
* @param step This is added to the `value` amount, multiplied by the iteration counter. Default 0. | |
* @param index An optional offset to start searching from within the items array. Default 0. | |
* @param direction The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning. Default 1. | |
*/ | |
function PropertyValueSet<G extends Phaser.GameObjects.GameObject[]>(items: G, key: string, value: number, step?: number, index?: integer, direction?: integer): G; | |
/** | |
* [description] | |
* @param items An array of Game Objects. The contents of this array are updated by this Action. | |
* @param circle [description] | |
*/ | |
function RandomCircle<G extends Phaser.GameObjects.GameObject[]>(items: G, circle: Phaser.Geom.Circle): G; | |
/** | |
* [description] | |
* @param items An array of Game Objects. The contents of this array are updated by this Action. | |
* @param ellipse [description] | |
*/ | |
function RandomEllipse<G extends Phaser.GameObjects.GameObject[]>(items: G, ellipse: Phaser.Geom.Ellipse): G; | |
/** | |
* [description] | |
* @param items An array of Game Objects. The contents of this array are updated by this Action. | |
* @param line [description] | |
*/ | |
function RandomLine<G extends Phaser.GameObjects.GameObject[]>(items: G, line: Phaser.Geom.Line): G; | |
/** | |
* [description] | |
* @param items An array of Game Objects. The contents of this array are updated by this Action. | |
* @param rect [description] | |
*/ | |
function RandomRectangle<G extends Phaser.GameObjects.GameObject[]>(items: G, rect: Phaser.Geom.Rectangle): G; | |
/** | |
* [description] | |
* @param items An array of Game Objects. The contents of this array are updated by this Action. | |
* @param triangle [description] | |
*/ | |
function RandomTriangle<G extends Phaser.GameObjects.GameObject[]>(items: G, triangle: Phaser.Geom.Triangle): G; | |
/** | |
* Takes an array of Game Objects, or any objects that have a public `rotation` property, | |
* and then adds the given value to each of their `rotation` properties. | |
* | |
* The optional `step` property is applied incrementally, multiplied by each item in the array. | |
* | |
* To use this with a Group: `Rotate(group.getChildren(), value, step)` | |
* @param items The array of items to be updated by this action. | |
* @param value The amount to be added to the `rotation` property (in radians). | |
* @param step This is added to the `value` amount, multiplied by the iteration counter. Default 0. | |
* @param index An optional offset to start searching from within the items array. Default 0. | |
* @param direction The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning. Default 1. | |
*/ | |
function Rotate<G extends Phaser.GameObjects.GameObject[]>(items: G, value: number, step?: number, index?: integer, direction?: integer): G; | |
/** | |
* Rotates each item around the given point by the given angle. | |
* @param items An array of Game Objects. The contents of this array are updated by this Action. | |
* @param point Any object with public `x` and `y` properties. | |
* @param angle The angle to rotate by, in radians. | |
*/ | |
function RotateAround<G extends Phaser.GameObjects.GameObject[]>(items: G, point: object, angle: number): G; | |
/** | |
* [description] | |
* @param items An array of Game Objects. The contents of this array are updated by this Action. | |
* @param point Any object with public `x` and `y` properties. | |
* @param angle The angle to rotate by, in radians. | |
* @param distance The distance from the point of rotation in pixels. | |
*/ | |
function RotateAroundDistance<G extends Phaser.GameObjects.GameObject[]>(items: G, point: object, angle: number, distance: number): G; | |
/** | |
* Takes an array of Game Objects, or any objects that have a public `scaleX` property, | |
* and then adds the given value to each of their `scaleX` properties. | |
* | |
* The optional `step` property is applied incrementally, multiplied by each item in the array. | |
* | |
* To use this with a Group: `ScaleX(group.getChildren(), value, step)` | |
* @param items The array of items to be updated by this action. | |
* @param value The amount to be added to the `scaleX` property. | |
* @param step This is added to the `value` amount, multiplied by the iteration counter. Default 0. | |
* @param index An optional offset to start searching from within the items array. Default 0. | |
* @param direction The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning. Default 1. | |
*/ | |
function ScaleX<G extends Phaser.GameObjects.GameObject[]>(items: G, value: number, step?: number, index?: integer, direction?: integer): G; | |
/** | |
* Takes an array of Game Objects, or any objects that have public `scaleX` and `scaleY` properties, | |
* and then adds the given value to each of them. | |
* | |
* The optional `stepX` and `stepY` properties are applied incrementally, multiplied by each item in the array. | |
* | |
* To use this with a Group: `ScaleXY(group.getChildren(), scaleX, scaleY, stepX, stepY)` | |
* @param items The array of items to be updated by this action. | |
* @param scaleX The amount to be added to the `scaleX` property. | |
* @param scaleY The amount to be added to the `scaleY` property. If `undefined` or `null` it uses the `scaleX` value. | |
* @param stepX This is added to the `scaleX` amount, multiplied by the iteration counter. Default 0. | |
* @param stepY This is added to the `y` amount, multiplied by the iteration counter. Default 0. | |
* @param index An optional offset to start searching from within the items array. Default 0. | |
* @param direction The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning. Default 1. | |
*/ | |
function ScaleXY<G extends Phaser.GameObjects.GameObject[]>(items: G, scaleX: number, scaleY?: number, stepX?: number, stepY?: number, index?: integer, direction?: integer): G; | |
/** | |
* Takes an array of Game Objects, or any objects that have a public `scaleY` property, | |
* and then adds the given value to each of their `scaleY` properties. | |
* | |
* The optional `step` property is applied incrementally, multiplied by each item in the array. | |
* | |
* To use this with a Group: `ScaleY(group.getChildren(), value, step)` | |
* @param items The array of items to be updated by this action. | |
* @param value The amount to be added to the `scaleY` property. | |
* @param step This is added to the `value` amount, multiplied by the iteration counter. Default 0. | |
* @param index An optional offset to start searching from within the items array. Default 0. | |
* @param direction The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning. Default 1. | |
*/ | |
function ScaleY<G extends Phaser.GameObjects.GameObject[]>(items: G, value: number, step?: number, index?: integer, direction?: integer): G; | |
/** | |
* Takes an array of Game Objects, or any objects that have the public property `alpha` | |
* and then sets it to the given value. | |
* | |
* The optional `step` property is applied incrementally, multiplied by each item in the array. | |
* | |
* To use this with a Group: `SetAlpha(group.getChildren(), value, step)` | |
* @param items The array of items to be updated by this action. | |
* @param value The amount to set the property to. | |
* @param step This is added to the `value` amount, multiplied by the iteration counter. Default 0. | |
* @param index An optional offset to start searching from within the items array. Default 0. | |
* @param direction The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning. Default 1. | |
*/ | |
function SetAlpha<G extends Phaser.GameObjects.GameObject[]>(items: G, value: number, step?: number, index?: integer, direction?: integer): G; | |
/** | |
* Takes an array of Game Objects, or any objects that have the public property `blendMode` | |
* and then sets it to the given value. | |
* | |
* The optional `step` property is applied incrementally, multiplied by each item in the array. | |
* | |
* To use this with a Group: `SetBlendMode(group.getChildren(), value)` | |
* @param items The array of items to be updated by this action. | |
* @param value The amount to set the property to. | |
* @param index An optional offset to start searching from within the items array. Default 0. | |
* @param direction The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning. Default 1. | |
*/ | |
function SetBlendMode<G extends Phaser.GameObjects.GameObject[]>(items: G, value: number, index?: integer, direction?: integer): G; | |
/** | |
* Takes an array of Game Objects, or any objects that have the public property `depth` | |
* and then sets it to the given value. | |
* | |
* The optional `step` property is applied incrementally, multiplied by each item in the array. | |
* | |
* To use this with a Group: `SetDepth(group.getChildren(), value, step)` | |
* @param items The array of items to be updated by this action. | |
* @param value The amount to set the property to. | |
* @param step This is added to the `value` amount, multiplied by the iteration counter. Default 0. | |
* @param index An optional offset to start searching from within the items array. Default 0. | |
* @param direction The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning. Default 1. | |
*/ | |
function SetDepth<G extends Phaser.GameObjects.GameObject[]>(items: G, value: number, step?: number, index?: integer, direction?: integer): G; | |
/** | |
* [description] | |
* @param items An array of Game Objects. The contents of this array are updated by this Action. | |
* @param hitArea [description] | |
* @param hitAreaCallback [description] | |
*/ | |
function SetHitArea<G extends Phaser.GameObjects.GameObject[]>(items: G, hitArea: any, hitAreaCallback: HitAreaCallback): G; | |
/** | |
* Takes an array of Game Objects, or any objects that have the public properties `originX` and `originY` | |
* and then sets them to the given values. | |
* | |
* The optional `stepX` and `stepY` properties are applied incrementally, multiplied by each item in the array. | |
* | |
* To use this with a Group: `SetOrigin(group.getChildren(), originX, originY, stepX, stepY)` | |
* @param items The array of items to be updated by this action. | |
* @param originX The amount to set the `originX` property to. | |
* @param originY The amount to set the `originY` property to. If `undefined` or `null` it uses the `originX` value. | |
* @param stepX This is added to the `originX` amount, multiplied by the iteration counter. Default 0. | |
* @param stepY This is added to the `originY` amount, multiplied by the iteration counter. Default 0. | |
* @param index An optional offset to start searching from within the items array. Default 0. | |
* @param direction The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning. Default 1. | |
*/ | |
function SetOrigin<G extends Phaser.GameObjects.GameObject[]>(items: G, originX: number, originY?: number, stepX?: number, stepY?: number, index?: integer, direction?: integer): G; | |
/** | |
* Takes an array of Game Objects, or any objects that have the public property `rotation` | |
* and then sets it to the given value. | |
* | |
* The optional `step` property is applied incrementally, multiplied by each item in the array. | |
* | |
* To use this with a Group: `SetRotation(group.getChildren(), value, step)` | |
* @param items The array of items to be updated by this action. | |
* @param value The amount to set the property to. | |
* @param step This is added to the `value` amount, multiplied by the iteration counter. Default 0. | |
* @param index An optional offset to start searching from within the items array. Default 0. | |
* @param direction The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning. Default 1. | |
*/ | |
function SetRotation<G extends Phaser.GameObjects.GameObject[]>(items: G, value: number, step?: number, index?: integer, direction?: integer): G; | |
/** | |
* Takes an array of Game Objects, or any objects that have the public properties `scaleX` and `scaleY` | |
* and then sets them to the given values. | |
* | |
* The optional `stepX` and `stepY` properties are applied incrementally, multiplied by each item in the array. | |
* | |
* To use this with a Group: `SetScale(group.getChildren(), scaleX, scaleY, stepX, stepY)` | |
* @param items The array of items to be updated by this action. | |
* @param scaleX The amount to set the `scaleX` property to. | |
* @param scaleY The amount to set the `scaleY` property to. If `undefined` or `null` it uses the `scaleX` value. | |
* @param stepX This is added to the `scaleX` amount, multiplied by the iteration counter. Default 0. | |
* @param stepY This is added to the `scaleY` amount, multiplied by the iteration counter. Default 0. | |
* @param index An optional offset to start searching from within the items array. Default 0. | |
* @param direction The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning. Default 1. | |
*/ | |
function SetScale<G extends Phaser.GameObjects.GameObject[]>(items: G, scaleX: number, scaleY?: number, stepX?: number, stepY?: number, index?: integer, direction?: integer): G; | |
/** | |
* Takes an array of Game Objects, or any objects that have the public property `scaleX` | |
* and then sets it to the given value. | |
* | |
* The optional `step` property is applied incrementally, multiplied by each item in the array. | |
* | |
* To use this with a Group: `SetScaleX(group.getChildren(), value, step)` | |
* @param items The array of items to be updated by this action. | |
* @param value The amount to set the property to. | |
* @param step This is added to the `value` amount, multiplied by the iteration counter. Default 0. | |
* @param index An optional offset to start searching from within the items array. Default 0. | |
* @param direction The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning. Default 1. | |
*/ | |
function SetScaleX<G extends Phaser.GameObjects.GameObject[]>(items: G, value: number, step?: number, index?: integer, direction?: integer): G; | |
/** | |
* Takes an array of Game Objects, or any objects that have the public property `scaleY` | |
* and then sets it to the given value. | |
* | |
* The optional `step` property is applied incrementally, multiplied by each item in the array. | |
* | |
* To use this with a Group: `SetScaleY(group.getChildren(), value, step)` | |
* @param items The array of items to be updated by this action. | |
* @param value The amount to set the property to. | |
* @param step This is added to the `value` amount, multiplied by the iteration counter. Default 0. | |
* @param index An optional offset to start searching from within the items array. Default 0. | |
* @param direction The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning. Default 1. | |
*/ | |
function SetScaleY<G extends Phaser.GameObjects.GameObject[]>(items: G, value: number, step?: number, index?: integer, direction?: integer): G; | |
/** | |
* [description] | |
* @param items An array of Game Objects. The contents of this array are updated by this Action. | |
* @param topLeft [description] | |
* @param topRight [description] | |
* @param bottomLeft [description] | |
* @param bottomRight [description] | |
*/ | |
function SetTint<G extends Phaser.GameObjects.GameObject[]>(items: G, topLeft: number, topRight?: number, bottomLeft?: number, bottomRight?: number): G; | |
/** | |
* Takes an array of Game Objects, or any objects that have the public property `visible` | |
* and then sets it to the given value. | |
* | |
* To use this with a Group: `SetVisible(group.getChildren(), value)` | |
* @param items The array of items to be updated by this action. | |
* @param value The value to set the property to. | |
* @param index An optional offset to start searching from within the items array. Default 0. | |
* @param direction The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning. Default 1. | |
*/ | |
function SetVisible<G extends Phaser.GameObjects.GameObject[]>(items: G, value: boolean, index?: integer, direction?: integer): G; | |
/** | |
* Takes an array of Game Objects, or any objects that have the public property `x` | |
* and then sets it to the given value. | |
* | |
* The optional `step` property is applied incrementally, multiplied by each item in the array. | |
* | |
* To use this with a Group: `SetX(group.getChildren(), value, step)` | |
* @param items The array of items to be updated by this action. | |
* @param value The amount to set the property to. | |
* @param step This is added to the `value` amount, multiplied by the iteration counter. Default 0. | |
* @param index An optional offset to start searching from within the items array. Default 0. | |
* @param direction The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning. Default 1. | |
*/ | |
function SetX<G extends Phaser.GameObjects.GameObject[]>(items: G, value: number, step?: number, index?: integer, direction?: integer): G; | |
/** | |
* Takes an array of Game Objects, or any objects that have the public properties `x` and `y` | |
* and then sets them to the given values. | |
* | |
* The optional `stepX` and `stepY` properties are applied incrementally, multiplied by each item in the array. | |
* | |
* To use this with a Group: `SetXY(group.getChildren(), x, y, stepX, stepY)` | |
* @param items The array of items to be updated by this action. | |
* @param x The amount to set the `x` property to. | |
* @param y The amount to set the `y` property to. If `undefined` or `null` it uses the `x` value. Default x. | |
* @param stepX This is added to the `x` amount, multiplied by the iteration counter. Default 0. | |
* @param stepY This is added to the `y` amount, multiplied by the iteration counter. Default 0. | |
* @param index An optional offset to start searching from within the items array. Default 0. | |
* @param direction The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning. Default 1. | |
*/ | |
function SetXY<G extends Phaser.GameObjects.GameObject[]>(items: G, x: number, y?: number, stepX?: number, stepY?: number, index?: integer, direction?: integer): G; | |
/** | |
* Takes an array of Game Objects, or any objects that have the public property `y` | |
* and then sets it to the given value. | |
* | |
* The optional `step` property is applied incrementally, multiplied by each item in the array. | |
* | |
* To use this with a Group: `SetY(group.getChildren(), value, step)` | |
* @param items The array of items to be updated by this action. | |
* @param value The amount to set the property to. | |
* @param step This is added to the `value` amount, multiplied by the iteration counter. Default 0. | |
* @param index An optional offset to start searching from within the items array. Default 0. | |
* @param direction The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning. Default 1. | |
*/ | |
function SetY<G extends Phaser.GameObjects.GameObject[]>(items: G, value: number, step?: number, index?: integer, direction?: integer): G; | |
/** | |
* Iterate through items changing the position of each element to | |
* be that of the element that came before it in the array (or after it if direction = 1) | |
* The first items position is set to x/y. | |
* The final x/y coords are returned | |
* @param items An array of Game Objects. The contents of this array are updated by this Action. | |
* @param x [description] | |
* @param y [description] | |
* @param direction [description] Default 0. | |
* @param output [description] | |
*/ | |
function ShiftPosition<G extends Phaser.GameObjects.GameObject[], O extends Phaser.Math.Vector2>(items: G, x: number, y: number, direction?: integer, output?: O): O; | |
/** | |
* Shuffles the array in place. The shuffled array is both modified and returned. | |
* @param items An array of Game Objects. The contents of this array are updated by this Action. | |
*/ | |
function Shuffle<G extends Phaser.GameObjects.GameObject[]>(items: G): G; | |
/** | |
* [description] | |
* @param items An array of Game Objects. The contents of this array are updated by this Action. | |
* @param property [description] | |
* @param min [description] | |
* @param max [description] | |
* @param inc [description] | |
*/ | |
function SmootherStep<G extends Phaser.GameObjects.GameObject[]>(items: G, property: string, min: number, max: number, inc: number): G; | |
/** | |
* [description] | |
* @param items An array of Game Objects. The contents of this array are updated by this Action. | |
* @param property [description] | |
* @param min [description] | |
* @param max [description] | |
* @param inc [description] | |
*/ | |
function SmoothStep<G extends Phaser.GameObjects.GameObject[]>(items: G, property: string, min: number, max: number, inc: number): G; | |
/** | |
* [description] | |
* @param items An array of Game Objects. The contents of this array are updated by this Action. | |
* @param property [description] | |
* @param min [description] | |
* @param max [description] | |
* @param inc [description] Default false. | |
*/ | |
function Spread<G extends Phaser.GameObjects.GameObject[]>(items: G, property: string, min: number, max: number, inc?: number): G; | |
/** | |
* [description] | |
* @param items An array of Game Objects. The contents of this array are updated by this Action. | |
*/ | |
function ToggleVisible<G extends Phaser.GameObjects.GameObject[]>(items: G): G; | |
/** | |
* Wrap each item's coordinates within a rectangle's area. | |
* @param items An array of Game Objects. The contents of this array are updated by this Action. | |
* @param rect The rectangle. | |
* @param padding An amount added to each side of the rectangle during the operation. Default 0. | |
*/ | |
function WrapInRectangle<G extends Phaser.GameObjects.GameObject[]>(items: G, rect: Phaser.Geom.Rectangle, padding?: number): G; | |
} | |
namespace Animations { | |
/** | |
* A Frame based Animation. | |
* | |
* This consists of a key, some default values (like the frame rate) and a bunch of Frame objects. | |
* | |
* The Animation Manager creates these. Game Objects don't own an instance of these directly. | |
* Game Objects have the Animation Component, which are like playheads to global Animations (these objects) | |
* So multiple Game Objects can have playheads all pointing to this one Animation instance. | |
*/ | |
class Animation { | |
/** | |
* | |
* @param manager [description] | |
* @param key [description] | |
* @param config [description] | |
*/ | |
constructor(manager: Phaser.Animations.AnimationManager, key: string, config: AnimationConfig); | |
/** | |
* A reference to the global Animation Manager | |
*/ | |
manager: Phaser.Animations.AnimationManager; | |
/** | |
* The unique identifying string for this animation | |
*/ | |
key: string; | |
/** | |
* A frame based animation (as opposed to a bone based animation) | |
*/ | |
type: string; | |
/** | |
* Extract all the frame data into the frames array | |
*/ | |
frames: Phaser.Animations.AnimationFrame[]; | |
/** | |
* The frame rate of playback in frames per second (default 24 if duration is null) | |
*/ | |
frameRate: integer; | |
/** | |
* How long the animation should play for, in milliseconds. | |
* If the `frameRate` property has been set then it overrides this value, | |
* otherwise the `frameRate` is derived from `duration`. | |
*/ | |
duration: integer; | |
/** | |
* How many ms per frame, not including frame specific modifiers. | |
*/ | |
msPerFrame: integer; | |
/** | |
* Skip frames if the time lags, or always advanced anyway? | |
*/ | |
skipMissedFrames: boolean; | |
/** | |
* The delay in ms before the playback will begin. | |
*/ | |
delay: integer; | |
/** | |
* Number of times to repeat the animation. Set to -1 to repeat forever. | |
*/ | |
repeat: integer; | |
/** | |
* The delay in ms before the a repeat playthrough starts. | |
*/ | |
repeatDelay: integer; | |
/** | |
* Should the animation yoyo? (reverse back down to the start) before repeating? | |
*/ | |
yoyo: boolean; | |
/** | |
* Should sprite.visible = true when the animation starts to play? | |
*/ | |
showOnStart: boolean; | |
/** | |
* Should sprite.visible = false when the animation finishes? | |
*/ | |
hideOnComplete: boolean; | |
/** | |
* Global pause. All Game Objects using this Animation instance are impacted by this property. | |
*/ | |
paused: boolean; | |
/** | |
* Add frames to the end of the animation. | |
* @param config [description] | |
*/ | |
addFrame(config: string | AnimationFrameConfig[]): Phaser.Animations.Animation; | |
/** | |
* Add frame/s into the animation. | |
* @param index [description] | |
* @param config [description] | |
*/ | |
addFrameAt(index: integer, config: string | AnimationFrameConfig[]): Phaser.Animations.Animation; | |
/** | |
* Check if the given frame index is valid. | |
* @param index The index to be checked. | |
*/ | |
checkFrame(index: integer): boolean; | |
/** | |
* [description] | |
* @param component [description] | |
*/ | |
protected completeAnimation(component: Phaser.GameObjects.Components.Animation): void; | |
/** | |
* [description] | |
* @param component [description] | |
* @param includeDelay [description] Default true. | |
*/ | |
protected getFirstTick(component: Phaser.GameObjects.Components.Animation, includeDelay?: boolean): void; | |
/** | |
* Returns the AnimationFrame at the provided index | |
* @param index The index in the AnimationFrame array | |
*/ | |
protected getFrameAt(index: integer): Phaser.Animations.AnimationFrame; | |
/** | |
* [description] | |
* @param textureManager [description] | |
* @param frames [description] | |
* @param defaultTextureKey [description] | |
*/ | |
getFrames(textureManager: Phaser.Textures.TextureManager, frames: string | AnimationFrameConfig[], defaultTextureKey?: string): Phaser.Animations.AnimationFrame[]; | |
/** | |
* [description] | |
* @param component [description] | |
*/ | |
getNextTick(component: Phaser.GameObjects.Components.Animation): void; | |
/** | |
* Returns the frame closest to the given progress value between 0 and 1. | |
* @param value A value between 0 and 1. | |
*/ | |
getFrameByProgress(value: number): Phaser.Animations.AnimationFrame; | |
/** | |
* [description] | |
* @param component [description] | |
*/ | |
nextFrame(component: Phaser.GameObjects.Components.Animation): void; | |
/** | |
* [description] | |
* @param component [description] | |
*/ | |
previousFrame(component: Phaser.GameObjects.Components.Animation): void; | |
/** | |
* [description] | |
* @param frame [description] | |
*/ | |
removeFrame(frame: Phaser.Animations.AnimationFrame): Phaser.Animations.Animation; | |
/** | |
* Removes a frame from the AnimationFrame array at the provided index | |
* and updates the animation accordingly. | |
* @param index The index in the AnimationFrame array | |
*/ | |
removeFrameAt(index: integer): Phaser.Animations.Animation; | |
/** | |
* [description] | |
* @param component [description] | |
*/ | |
repeatAnimation(component: Phaser.GameObjects.Components.Animation): void; | |
/** | |
* [description] | |
* @param component [description] | |
*/ | |
setFrame(component: Phaser.GameObjects.Components.Animation): void; | |
/** | |
* [description] | |
*/ | |
toJSON(): JSONAnimation; | |
/** | |
* [description] | |
*/ | |
updateFrameSequence(): Phaser.Animations.Animation; | |
/** | |
* [description] | |
*/ | |
pause(): Phaser.Animations.Animation; | |
/** | |
* [description] | |
*/ | |
resume(): Phaser.Animations.Animation; | |
/** | |
* [description] | |
*/ | |
destroy(): void; | |
} | |
/** | |
* A single frame in an Animation sequence. | |
* | |
* An AnimationFrame consists of a reference to the Texture it uses for rendering, references to other | |
* frames in the animation, and index data. It also has the ability to fire its own `onUpdate` callback | |
* and modify the animation timing. | |
* | |
* AnimationFrames are generated automatically by the Animation class. | |
*/ | |
class AnimationFrame { | |
/** | |
* | |
* @param textureKey The key of the Texture this AnimationFrame uses. | |
* @param textureFrame The key of the Frame within the Texture that this AnimationFrame uses. | |
* @param index The index of this AnimationFrame within the Animation sequence. | |
* @param frame A reference to the Texture Frame this AnimationFrame uses for rendering. | |
*/ | |
constructor(textureKey: string, textureFrame: string | integer, index: integer, frame: Phaser.Textures.Frame); | |
/** | |
* The key of the Texture this AnimationFrame uses. | |
*/ | |
textureKey: string; | |
/** | |
* The key of the Frame within the Texture that this AnimationFrame uses. | |
*/ | |
textureFrame: string | integer; | |
/** | |
* The index of this AnimationFrame within the Animation sequence. | |
*/ | |
index: integer; | |
/** | |
* A reference to the Texture Frame this AnimationFrame uses for rendering. | |
*/ | |
frame: Phaser.Textures.Frame; | |
/** | |
* Is this the first frame in an animation sequence? | |
*/ | |
readonly isFirst: boolean; | |
/** | |
* Is this the last frame in an animation sequence? | |
*/ | |
readonly isLast: boolean; | |
/** | |
* A reference to the AnimationFrame that comes before this one in the animation, if any. | |
*/ | |
readonly prevFrame: Phaser.Animations.AnimationFrame; | |
/** | |
* A reference to the AnimationFrame that comes after this one in the animation, if any. | |
*/ | |
readonly nextFrame: Phaser.Animations.AnimationFrame; | |
/** | |
* Additional time (in ms) that this frame should appear for during playback. | |
* The value is added onto the msPerFrame set by the animation. | |
*/ | |
duration: number; | |
/** | |
* What % through the animation does this frame come? | |
* This value is generated when the animation is created and cached here. | |
*/ | |
readonly progress: number; | |
/** | |
* Generates a JavaScript object suitable for converting to JSON. | |
*/ | |
toJSON(): JSONAnimationFrame; | |
/** | |
* Destroys this object by removing references to external resources and callbacks. | |
*/ | |
destroy(): void; | |
} | |
/** | |
* The Animation Manager. | |
* | |
* Animations are managed by the global Animation Manager. This is a singleton class that is | |
* responsible for creating and delivering animations and their corresponding data to all Game Objects. | |
* Unlike plugins it is owned by the Game instance, not the Scene. | |
* | |
* Sprites and other Game Objects get the data they need from the AnimationManager. | |
*/ | |
class AnimationManager extends Phaser.Events.EventEmitter { | |
/** | |
* | |
* @param game [description] | |
*/ | |
constructor(game: Phaser.Game); | |
/** | |
* [description] | |
*/ | |
protected game: Phaser.Game; | |
/** | |
* [description] | |
*/ | |
protected textureManager: Phaser.Textures.TextureManager; | |
/** | |
* [description] | |
*/ | |
globalTimeScale: number; | |
/** | |
* [description] | |
*/ | |
protected anims: Phaser.Structs.Map<string, Phaser.Animations.Animation>; | |
/** | |
* [description] | |
*/ | |
paused: boolean; | |
/** | |
* [description] | |
*/ | |
name: string; | |
/** | |
* [description] | |
*/ | |
boot(): void; | |
/** | |
* [description] | |
* @param key [description] | |
* @param animation [description] | |
*/ | |
add(key: string, animation: Phaser.Animations.Animation): Phaser.Animations.AnimationManager; | |
/** | |
* [description] | |
* @param config [description] | |
*/ | |
create(config: AnimationConfig): Phaser.Animations.Animation; | |
/** | |
* [description] | |
* @param data [description] | |
* @param clearCurrentAnimations [description] Default false. | |
*/ | |
fromJSON(data: string | JSONAnimationManager | JSONAnimation, clearCurrentAnimations?: boolean): Phaser.Animations.Animation[]; | |
/** | |
* [description] | |
* @param key [description] | |
* @param config [description] | |
*/ | |
generateFrameNames(key: string, config: GenerateFrameNamesConfig): AnimationFrameConfig[]; | |
/** | |
* [description] | |
* @param key [description] | |
* @param config [description] | |
*/ | |
generateFrameNumbers(key: string, config: GenerateFrameNumbersConfig): AnimationFrameConfig[]; | |
/** | |
* [description] | |
* @param key [description] | |
*/ | |
get(key: string): Phaser.Animations.Animation; | |
/** | |
* Load an Animation into a Game Objects Animation Component. | |
* @param child [description] | |
* @param key [description] | |
* @param startFrame [description] | |
*/ | |
load(child: Phaser.GameObjects.GameObject, key: string, startFrame?: string | integer): Phaser.GameObjects.GameObject; | |
/** | |
* [description] | |
*/ | |
pauseAll(): Phaser.Animations.AnimationManager; | |
/** | |
* [description] | |
* @param key [description] | |
* @param child [description] | |
*/ | |
play(key: string, child: Phaser.GameObjects.GameObject): Phaser.Animations.AnimationManager; | |
/** | |
* [description] | |
* @param key [description] | |
*/ | |
remove(key: string): Phaser.Animations.Animation; | |
/** | |
* [description] | |
*/ | |
resumeAll(): Phaser.Animations.AnimationManager; | |
/** | |
* Takes an array of Game Objects that have the Animation Component and then | |
* starts the given animation playing on them, each one offset by the | |
* `stagger` amount given to this method. | |
* @param key The key of the animation to play on the Game Objects. | |
* @param children An array of Game Objects to play the animation on. They must have the Animation Component. | |
* @param stagger The amount of time, in milliseconds, to offset each play time by. Default 0. | |
*/ | |
staggerPlay<G extends Phaser.GameObjects.GameObject[]>(key: string, children: Phaser.GameObjects.GameObject[], stagger?: number): G; | |
/** | |
* [description] | |
* @param key [description] | |
*/ | |
toJSON(key: string): JSONAnimationManager; | |
/** | |
* [description] | |
*/ | |
destroy(): void; | |
} | |
} | |
/** | |
* The Phaser.Game instance is the main controller for the entire Phaser game. It is responsible | |
* for handling the boot process, parsing the configuration values, creating the renderer, | |
* and setting-up all of the global Phaser systems, such as sound and input. | |
* Once that is complete it will start the Scene Manager and then begin the main game loop. | |
* | |
* You should generally avoid accessing any of the systems created by Game, and instead use those | |
* made available to you via the Phaser.Scene Systems class instead. | |
*/ | |
class Game { | |
/** | |
* | |
* @param GameConfig The configuration object for your Phaser Game instance. | |
*/ | |
constructor(GameConfig?: GameConfig); | |
/** | |
* The parsed Game Configuration object. | |
* | |
* The values stored within this object are read-only and should not be changed at run-time. | |
*/ | |
readonly config: Phaser.Boot.Config; | |
/** | |
* A reference to either the Canvas or WebGL Renderer that this Game is using. | |
*/ | |
renderer: Phaser.Renderer.Canvas.CanvasRenderer | Phaser.Renderer.WebGL.WebGLRenderer; | |
/** | |
* A reference to the HTML Canvas Element that Phaser uses to render the game. | |
* This is created automatically by Phaser unless you provide a `canvas` property | |
* in your Game Config. | |
*/ | |
canvas: HTMLCanvasElement; | |
/** | |
* A reference to the Rendering Context belonging to the Canvas Element this game is rendering to. | |
* If the game is running under Canvas it will be a 2d Canvas Rendering Context. | |
* If the game is running under WebGL it will be a WebGL Rendering Context. | |
* This context is created automatically by Phaser unless you provide a `context` property | |
* in your Game Config. | |
*/ | |
context: CanvasRenderingContext2D | WebGLRenderingContext; | |
/** | |
* A flag indicating when this Game instance has finished its boot process. | |
*/ | |
readonly isBooted: boolean; | |
/** | |
* A flag indicating if this Game is currently running its game step or not. | |
*/ | |
readonly isRunning: boolean; | |
/** | |
* An Event Emitter which is used to broadcast game-level events from the global systems. | |
*/ | |
events: Phaser.Events.EventEmitter; | |
/** | |
* An instance of the Animation Manager. | |
* | |
* The Animation Manager is a global system responsible for managing all animations used within your game. | |
*/ | |
anims: Phaser.Animations.AnimationManager; | |
/** | |
* An instance of the Texture Manager. | |
* | |
* The Texture Manager is a global system responsible for managing all textures being used by your game. | |
*/ | |
textures: Phaser.Textures.TextureManager; | |
/** | |
* An instance of the Cache Manager. | |
* | |
* The Cache Manager is a global system responsible for caching, accessing and releasing external game assets. | |
*/ | |
cache: Phaser.Cache.CacheManager; | |
/** | |
* An instance of the Data Manager | |
*/ | |
registry: Phaser.Data.DataManager; | |
/** | |
* An instance of the Input Manager. | |
* | |
* The Input Manager is a global system responsible for the capture of browser-level input events. | |
*/ | |
input: Phaser.Input.InputManager; | |
/** | |
* An instance of the Scene Manager. | |
* | |
* The Scene Manager is a global system responsible for creating, modifying and updating the Scenes in your game. | |
*/ | |
scene: Phaser.Scenes.SceneManager; | |
/** | |
* A reference to the Device inspector. | |
* | |
* Contains information about the device running this game, such as OS, browser vendor and feature support. | |
* Used by various systems to determine capabilities and code paths. | |
*/ | |
device: Phaser.DeviceConf; | |
/** | |
* An instance of the base Sound Manager. | |
* | |
* The Sound Manager is a global system responsible for the playback and updating of all audio in your game. | |
*/ | |
sound: Phaser.Sound.BaseSoundManager; | |
/** | |
* An instance of the Time Step. | |
* | |
* The Time Step is a global system responsible for setting-up and responding to the browser frame events, processing | |
* them and calculating delta values. It then automatically calls the game step. | |
*/ | |
loop: Phaser.Boot.TimeStep; | |
/** | |
* An instance of the Plugin Manager. | |
* | |
* The Plugin Manager is a global system that allows plugins to register themselves with it, and can then install | |
* those plugins into Scenes as required. | |
*/ | |
plugins: Phaser.Plugins.PluginManager; | |
/** | |
* This method is called automatically when the DOM is ready. It is responsible for creating the renderer, | |
* displaying the Debug Header, adding the game canvas to the DOM and emitting the 'boot' event. | |
* It listens for a 'ready' event from the base systems and once received it will call `Game.start`. | |
*/ | |
protected boot(): void; | |
/** | |
* Called automatically by Game.boot once all of the global systems have finished setting themselves up. | |
* By this point the Game is now ready to start the main loop running. | |
* It will also enable the Visibility Handler. | |
*/ | |
protected start(): void; | |
/** | |
* The main Game Step. Called automatically by the Time Step, once per browser frame (typically as a result of | |
* Request Animation Frame, or Set Timeout on very old browsers.) | |
* | |
* The step will update the global managers first, then proceed to update each Scene in turn, via the Scene Manager. | |
* | |
* It will then render each Scene in turn, via the Renderer. This process emits `prerender` and `postrender` events. | |
* @param time The current timestamp as generated by the Request Animation Frame or SetTimeout. | |
* @param delta The delta time, in ms, elapsed since the last frame. | |
*/ | |
step(time: integer, delta: number): void; | |
/** | |
* A special version of the Game Step for the HEADLESS renderer only. | |
* | |
* The main Game Step. Called automatically by the Time Step, once per browser frame (typically as a result of | |
* Request Animation Frame, or Set Timeout on very old browsers.) | |
* | |
* The step will update the global managers first, then proceed to update each Scene in turn, via the Scene Manager. | |
* | |
* This process emits `prerender` and `postrender` events, even though nothing actually displays. | |
* @param time The current timestamp as generated by the Request Animation Frame or SetTimeout. | |
* @param delta The delta time elapsed since the last frame. | |
*/ | |
headlessStep(time: integer, delta: number): void; | |
/** | |
* Called automatically by the Visibility Handler. | |
* This will pause the main loop and then emit a pause event. | |
*/ | |
protected onHidden(): void; | |
/** | |
* Called automatically by the Visibility Handler. | |
* This will resume the main loop and then emit a resume event. | |
*/ | |
protected onVisible(): void; | |
/** | |
* Called automatically by the Visibility Handler. | |
* This will set the main loop into a 'blurred' state, which pauses it. | |
*/ | |
protected onBlur(): void; | |
/** | |
* Called automatically by the Visibility Handler. | |
* This will set the main loop into a 'focused' state, which resumes it. | |
*/ | |
protected onFocus(): void; | |
/** | |
* Updates the Game Config with the new width and height values given. | |
* Then resizes the Renderer and Input Manager scale. | |
* @param width The new width of the game. | |
* @param height The new height of the game. | |
*/ | |
resize(width: number, height: number): void; | |
/** | |
* Flags this Game instance as needing to be destroyed on the next frame. | |
* It will wait until the current frame has completed and then call `runDestroy` internally. | |
* @param removeCanvas Set to `true` if you would like the parent canvas element removed from the DOM, or `false` to leave it in place. | |
*/ | |
destroy(removeCanvas: boolean): void; | |
} | |
namespace Boot { | |
/** | |
* [description] | |
*/ | |
class Config { | |
/** | |
* | |
* @param GameConfig The configuration object for your Phaser Game instance. | |
*/ | |
constructor(GameConfig?: GameConfig); | |
/** | |
* [description] | |
*/ | |
readonly width: integer | string; | |
/** | |
* [description] | |
*/ | |
readonly height: integer | string; | |
/** | |
* [description] | |
*/ | |
readonly zoom: number; | |
/** | |
* [description] | |
*/ | |
readonly resolution: number; | |
/** | |
* [description] | |
*/ | |
readonly renderType: number; | |
/** | |
* [description] | |
*/ | |
readonly parent: any; | |
/** | |
* Force Phaser to use your own Canvas element instead of creating one. | |
*/ | |
readonly canvas: HTMLCanvasElement; | |
/** | |
* Force Phaser to use your own Canvas context instead of creating one. | |
*/ | |
readonly context: CanvasRenderingContext2D | WebGLRenderingContext; | |
/** | |
* [description] | |
*/ | |
readonly canvasStyle: string; | |
/** | |
* [description] | |
*/ | |
readonly sceneConfig: object; | |
/** | |
* [description] | |
*/ | |
readonly seed: string[]; | |
/** | |
* [description] | |
*/ | |
readonly gameTitle: string; | |
/** | |
* [description] | |
*/ | |
readonly gameURL: string; | |
/** | |
* [description] | |
*/ | |
readonly gameVersion: string; | |
/** | |
* [description] | |
*/ | |
readonly inputKeyboard: boolean; | |
/** | |
* [description] | |
*/ | |
readonly inputKeyboardEventTarget: any; | |
/** | |
* [description] | |
*/ | |
readonly inputMouse: boolean | object; | |
/** | |
* [description] | |
*/ | |
readonly inputMouseEventTarget: any; | |
/** | |
* [description] | |
*/ | |
readonly inputMouseCapture: boolean; | |
/** | |
* [description] | |
*/ | |
readonly inputTouch: boolean; | |
/** | |
* [description] | |
*/ | |
readonly inputTouchEventTarget: any; | |
/** | |
* [description] | |
*/ | |
readonly inputTouchCapture: boolean; | |
/** | |
* [description] | |
*/ | |
readonly inputGamepad: boolean; | |
/** | |
* [description] | |
*/ | |
readonly disableContextMenu: boolean; | |
/** | |
* [description] | |
*/ | |
readonly audio: any; | |
/** | |
* [description] | |
*/ | |
readonly hideBanner: boolean; | |
/** | |
* [description] | |
*/ | |
readonly hidePhaser: boolean; | |
/** | |
* [description] | |
*/ | |
readonly bannerTextColor: string; | |
/** | |
* [description] | |
*/ | |
readonly bannerBackgroundColor: string[]; | |
/** | |
* [description] | |
*/ | |
readonly fps: FPSConfig; | |
/** | |
* [description] | |
*/ | |
readonly antialias: boolean; | |
/** | |
* [description] | |
*/ | |
readonly pixelArt: boolean; | |
/** | |
* [description] | |
*/ | |
readonly autoResize: boolean; | |
/** | |
* [description] | |
*/ | |
readonly roundPixels: boolean; | |
/** | |
* [description] | |
*/ | |
readonly transparent: boolean; | |
/** | |
* [description] | |
*/ | |
readonly zoclearBeforeRenderom: boolean; | |
/** | |
* [description] | |
*/ | |
readonly premultipliedAlpha: boolean; | |
/** | |
* [description] | |
*/ | |
readonly preserveDrawingBuffer: boolean; | |
/** | |
* [description] | |
*/ | |
readonly failIfMajorPerformanceCaveat: boolean; | |
/** | |
* [description] | |
*/ | |
readonly powerPreference: string; | |
/** | |
* [description] | |
*/ | |
readonly backgroundColor: Phaser.Display.Color; | |
/** | |
* [description] | |
*/ | |
readonly preBoot: BootCallback; | |
/** | |
* [description] | |
*/ | |
readonly postBoot: BootCallback; | |
/** | |
* [description] | |
*/ | |
readonly physics: object; | |
/** | |
* [description] | |
*/ | |
readonly defaultPhysicsSystem: boolean; | |
/** | |
* [description] | |
*/ | |
readonly loaderBaseURL: string; | |
/** | |
* [description] | |
*/ | |
readonly loaderPath: string; | |
/** | |
* [description] | |
*/ | |
readonly loaderMaxParallelDownloads: integer; | |
/** | |
* [description] | |
*/ | |
readonly loaderCrossOrigin: string | undefined; | |
/** | |
* [description] | |
*/ | |
readonly loaderResponseType: string; | |
/** | |
* [description] | |
*/ | |
readonly loaderAsync: boolean; | |
/** | |
* [description] | |
*/ | |
readonly loaderUser: string; | |
/** | |
* [description] | |
*/ | |
readonly loaderPassword: string; | |
/** | |
* [description] | |
*/ | |
readonly loaderTimeout: integer; | |
/** | |
* [description] | |
*/ | |
readonly installGlobalPlugins: any; | |
/** | |
* [description] | |
*/ | |
readonly installScenePlugins: any; | |
/** | |
* The plugins installed into every Scene (in addition to CoreScene and Global). | |
*/ | |
readonly defaultPlugins: any; | |
/** | |
* [description] | |
*/ | |
readonly defaultImage: string; | |
/** | |
* [description] | |
*/ | |
readonly missingImage: string; | |
} | |
/** | |
* Called automatically by Phaser.Game and responsible for creating the renderer it will use. | |
* | |
* Relies upon two webpack global flags to be defined: `WEBGL_RENDERER` and `CANVAS_RENDERER` during build time, but not at run-time. | |
* @param game The Phaser.Game instance on which the renderer will be set. | |
*/ | |
function CreateRenderer(game: Phaser.Game): void; | |
/** | |
* Called automatically by Phaser.Game and responsible for creating the console.log debug header. | |
* | |
* You can customize or disable the header via the Game Config object. | |
* @param game The Phaser.Game instance which will output this debug header. | |
*/ | |
function DebugHeader(game: Phaser.Game): void; | |
/** | |
* [description] | |
*/ | |
class TimeStep { | |
/** | |
* | |
* @param game A reference to the Phaser.Game instance that owns this Time Step. | |
*/ | |
constructor(game: Phaser.Game, config: FPSConfig); | |
/** | |
* A reference to the Phaser.Game instance. | |
*/ | |
readonly game: Phaser.Game; | |
/** | |
* [description] | |
*/ | |
readonly raf: Phaser.DOM.RequestAnimationFrame; | |
/** | |
* A flag that is set once the TimeStep has started running and toggled when it stops. | |
*/ | |
readonly started: boolean; | |
/** | |
* A flag that is set once the TimeStep has started running and toggled when it stops. | |
* The difference between this value and `started` is that `running` is toggled when | |
* the TimeStep is sent to sleep, where-as `started` remains `true`, only changing if | |
* the TimeStep is actually stopped, not just paused. | |
*/ | |
readonly running: boolean; | |
/** | |
* The minimum fps rate you want the Time Step to run at. | |
*/ | |
minFps: integer; | |
/** | |
* The target fps rate for the Time Step to run at. | |
* | |
* Setting this value will not actually change the speed at which the browser runs, that is beyond | |
* the control of Phaser. Instead, it allows you to determine performance issues and if the Time Step | |
* is spiraling out of control. | |
*/ | |
targetFps: integer; | |
/** | |
* An exponential moving average of the frames per second. | |
*/ | |
readonly actualFps: integer; | |
/** | |
* [description] | |
*/ | |
readonly nextFpsUpdate: integer; | |
/** | |
* The number of frames processed this second. | |
*/ | |
readonly framesThisSecond: integer; | |
/** | |
* A callback to be invoked each time the Time Step steps. | |
*/ | |
callback: TimeStepCallback; | |
/** | |
* You can force the Time Step to use Set Timeout instead of Request Animation Frame by setting | |
* the `forceSetTimeOut` property to `true` in the Game Configuration object. It cannot be changed at run-time. | |
*/ | |
readonly forceSetTimeOut: boolean; | |
/** | |
* [description] | |
*/ | |
time: integer; | |
/** | |
* [description] | |
*/ | |
startTime: integer; | |
/** | |
* [description] | |
*/ | |
lastTime: integer; | |
/** | |
* [description] | |
*/ | |
readonly frame: integer; | |
/** | |
* [description] | |
*/ | |
readonly inFocus: boolean; | |
/** | |
* [description] | |
*/ | |
delta: integer; | |
/** | |
* [description] | |
*/ | |
deltaIndex: integer; | |
/** | |
* [description] | |
*/ | |
deltaHistory: any[]; | |
/** | |
* [description] | |
*/ | |
deltaSmoothingMax: integer; | |
/** | |
* [description] | |
*/ | |
panicMax: integer; | |
/** | |
* The actual elapsed time in ms between one update and the next. | |
* Unlike with `delta` no smoothing, capping, or averaging is applied to this value. | |
* So please be careful when using this value in calculations. | |
*/ | |
rawDelta: number; | |
/** | |
* Called when the DOM window.onBlur event triggers. | |
*/ | |
blur(): void; | |
/** | |
* Called when the DOM window.onFocus event triggers. | |
*/ | |
focus(): void; | |
/** | |
* Called when the visibility API says the game is 'hidden' (tab switch out of view, etc) | |
*/ | |
pause(): void; | |
/** | |
* Called when the visibility API says the game is 'visible' again (tab switch back into view, etc) | |
*/ | |
resume(): void; | |
/** | |
* [description] | |
*/ | |
resetDelta(): void; | |
/** | |
* Starts the Time Step running, if it is not already doing so. | |
* Called automatically by the Game Boot process. | |
* @param callback The callback to be invoked each time the Time Step steps. | |
*/ | |
start(callback: TimeStepCallback): void; | |
/** | |
* The main step method. This is called each time the browser updates, either by Request Animation Frame, | |
* or by Set Timeout. It is responsible for calculating the delta values, frame totals, cool down history and more. | |
* You generally should never call this method directly. | |
* @param time The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout. | |
*/ | |
step(time: integer): void; | |
/** | |
* Manually calls TimeStep.step, passing in the performance.now value to it. | |
*/ | |
tick(): void; | |
/** | |
* Sends the TimeStep to sleep, stopping Request Animation Frame (or SetTimeout) and toggling the `running` flag to false. | |
*/ | |
sleep(): void; | |
/** | |
* Wakes-up the TimeStep, restarting Request Animation Frame (or SetTimeout) and toggling the `running` flag to true. | |
* The `seamless` argument controls if the wake-up should adjust the start time or not. | |
* @param seamless Adjust the startTime based on the lastTime values. Default false. | |
*/ | |
wake(seamless?: boolean): void; | |
/** | |
* Stops the TimeStep running. | |
*/ | |
stop(): Phaser.Boot.TimeStep; | |
/** | |
* Destroys the TimeStep. This will stop Request Animation Frame, stop the step, clear the callbacks and null | |
* any objects. | |
*/ | |
destroy(): void; | |
} | |
/** | |
* The Visibility Handler is responsible for listening out for document level visibility change events. | |
* This includes `visibilitychange` if the browser supports it, and blur and focus events. It then uses | |
* the provided Event Emitter and fires the related events. | |
* @param eventEmitter The EventEmitter that will emit the visibility events. | |
*/ | |
function VisibilityHandler(eventEmitter: Phaser.Events.EventEmitter): void; | |
} | |
namespace Cache { | |
/** | |
* The BaseCache is a base Cache class that can be used for storing references to any kind of data. | |
* | |
* Data can be added, retrieved and removed based on the given keys. | |
* | |
* Keys are string-based. | |
*/ | |
class BaseCache { | |
/** | |
* The Map in which the cache objects are stored. | |
* | |
* You can query the Map directly or use the BaseCache methods. | |
*/ | |
entries: Phaser.Structs.Map<String, any>; | |
/** | |
* An instance of EventEmitter used by the cache to emit related events. | |
*/ | |
events: Phaser.Events.EventEmitter; | |
/** | |
* Adds an item to this cache. The item is referenced by a unique string, which you are responsible | |
* for setting and keeping track of. The item can only be retrieved by using this string. | |
* @param key The unique key by which the data added to the cache will be referenced. | |
* @param data The data to be stored in the cache. | |
*/ | |
add(key: string, data: any): Phaser.Cache.BaseCache; | |
/** | |
* Checks if this cache contains an item matching the given key. | |
* This performs the same action as `BaseCache.exists`. | |
* @param key The unique key of the item to be checked in this cache. | |
*/ | |
has(key: string): boolean; | |
/** | |
* Checks if this cache contains an item matching the given key. | |
* This performs the same action as `BaseCache.has` and is called directly by the Loader. | |
* @param key The unique key of the item to be checked in this cache. | |
*/ | |
exists(key: string): boolean; | |
/** | |
* Gets an item from this cache based on the given key. | |
* @param key The unique key of the item to be retrieved from this cache. | |
*/ | |
get(key: string): any; | |
/** | |
* Removes and item from this cache based on the given key. | |
* | |
* If an entry matching the key is found it is removed from the cache and a `remove` event emitted. | |
* No additional checks are done on the item removed. If other systems or parts of your game code | |
* are relying on this item, it is up to you to sever those relationships prior to removing the item. | |
* @param key The unique key of the item to remove from the cache. | |
*/ | |
remove(key: string): Phaser.Cache.BaseCache; | |
/** | |
* Destroys this cache and all items within it. | |
*/ | |
destroy(): void; | |
} | |
/** | |
* The Cache Manager is the global cache owned and maintained by the Game instance. | |
* | |
* Various systems, such as the file Loader, rely on this cache in order to store the files | |
* it has loaded. The manager itself doesn't store any files, but instead owns multiple BaseCache | |
* instances, one per type of file. You can also add your own custom caches. | |
*/ | |
class CacheManager { | |
/** | |
* | |
* @param game A reference to the Phaser.Game instance that owns this CacheManager. | |
*/ | |
constructor(game: Phaser.Game); | |
/** | |
* A reference to the Phaser.Game instance that owns this CacheManager. | |
*/ | |
protected game: Phaser.Game; | |
/** | |
* A Cache storing all binary files, typically added via the Loader. | |
*/ | |
binary: Phaser.Cache.BaseCache; | |
/** | |
* A Cache storing all bitmap font data files, typically added via the Loader. | |
* Only the font data is stored in this cache, the textures are part of the Texture Manager. | |
*/ | |
bitmapFont: Phaser.Cache.BaseCache; | |
/** | |
* A Cache storing all JSON data files, typically added via the Loader. | |
*/ | |
json: Phaser.Cache.BaseCache; | |
/** | |
* A Cache storing all physics data files, typically added via the Loader. | |
*/ | |
physics: Phaser.Cache.BaseCache; | |
/** | |
* A Cache storing all shader source files, typically added via the Loader. | |
*/ | |
shader: Phaser.Cache.BaseCache; | |
/** | |
* A Cache storing all non-streaming audio files, typically added via the Loader. | |
*/ | |
audio: Phaser.Cache.BaseCache; | |
/** | |
* A Cache storing all text files, typically added via the Loader. | |
*/ | |
text: Phaser.Cache.BaseCache; | |
/** | |
* A Cache storing all WaveFront OBJ files, typically added via the Loader. | |
*/ | |
obj: Phaser.Cache.BaseCache; | |
/** | |
* A Cache storing all tilemap data files, typically added via the Loader. | |
* Only the data is stored in this cache, the textures are part of the Texture Manager. | |
*/ | |
tilemap: Phaser.Cache.BaseCache; | |
/** | |
* A Cache storing all xml data files, typically added via the Loader. | |
*/ | |
xml: Phaser.Cache.BaseCache; | |
/** | |
* An object that contains your own custom BaseCache entries. | |
* Add to this via the `addCustom` method. | |
*/ | |
custom: {[key: string]: Phaser.Cache.BaseCache}; | |
/** | |
* Add your own custom Cache for storing your own files. | |
* The cache will be available under `Cache.custom.key`. | |
* The cache will only be created if the key is not already in use. | |
* @param key The unique key of your custom cache. | |
*/ | |
addCustom(key: string): Phaser.Cache.BaseCache; | |
/** | |
* Removes all entries from all BaseCaches and destroys all custom caches. | |
*/ | |
destroy(): void; | |
} | |
} | |
namespace Cameras { | |
namespace Scene2D { | |
/** | |
* A Camera. | |
* | |
* The Camera is the way in which all games are rendered in Phaser. They provide a view into your game world, | |
* and can be positioned, rotated, zoomed and scrolled accordingly. | |
* | |
* A Camera consists of two elements: The viewport and the scroll values. | |
* | |
* The viewport is the physical position and size of the Camera within your game. Cameras, by default, are | |
* created the same size as your game, but their position and size can be set to anything. This means if you | |
* wanted to create a camera that was 320x200 in size, positioned in the bottom-right corner of your game, | |
* you'd adjust the viewport to do that (using methods like `setViewport` and `setSize`). | |
* | |
* If you wish to change where the Camera is looking in your game, then you scroll it. You can do this | |
* via the properties `scrollX` and `scrollY` or the method `setScroll`. Scrolling has no impact on the | |
* viewport, and changing the viewport has no impact on the scrolling. | |
* | |
* By default a Camera will render all Game Objects it can see. You can change this using the `ignore` method, | |
* allowing you to filter Game Objects out on a per-Camera basis. | |
* | |
* A Camera also has built-in special effects including Fade, Flash and Camera Shake. | |
*/ | |
class Camera extends Phaser.Events.EventEmitter { | |
/** | |
* | |
* @param x The x position of the Camera, relative to the top-left of the game canvas. | |
* @param y The y position of the Camera, relative to the top-left of the game canvas. | |
* @param width The width of the Camera, in pixels. | |
* @param height The height of the Camera, in pixels. | |
*/ | |
constructor(x: number, y: number, width: number, height: number); | |
/** | |
* A reference to the Scene this camera belongs to. | |
*/ | |
scene: Phaser.Scene; | |
/** | |
* The name of the Camera. This is left empty for your own use. | |
*/ | |
name: string; | |
/** | |
* The x position of the Camera, relative to the top-left of the game canvas. | |
*/ | |
x: number; | |
/** | |
* The y position of the Camera, relative to the top-left of the game canvas. | |
*/ | |
y: number; | |
/** | |
* The width of the Camera, in pixels. | |
*/ | |
width: number; | |
/** | |
* The height of the Camera, in pixels. | |
*/ | |
height: number; | |
/** | |
* Should this camera round its pixel values to integers? | |
*/ | |
roundPixels: boolean; | |
/** | |
* Is this Camera using a bounds to restrict scrolling movement? | |
* Set this property along with the bounds via `Camera.setBounds`. | |
*/ | |
useBounds: boolean; | |
/** | |
* Does this Camera allow the Game Objects it renders to receive input events? | |
*/ | |
inputEnabled: boolean; | |
/** | |
* The horizontal scroll position of this camera. | |
* Optionally restricted via the Camera bounds. | |
*/ | |
scrollX: number; | |
/** | |
* The vertical scroll position of this camera. | |
* Optionally restricted via the Camera bounds. | |
*/ | |
scrollY: number; | |
/** | |
* The Camera zoom value. Change this value to zoom in, or out of, a Scene. | |
* Set to 1 to return to the default zoom level. | |
*/ | |
zoom: number; | |
/** | |
* The rotation of the Camera. This influences the rendering of all Game Objects visible by this camera. | |
*/ | |
rotation: number; | |
/** | |
* A local transform matrix used for internal calculations. | |
*/ | |
matrix: Phaser.GameObjects.Components.TransformMatrix; | |
/** | |
* Does this Camera have a transparent background? | |
*/ | |
transparent: boolean; | |
/** | |
* The background color of this Camera. Only used if `transparent` is `false`. | |
*/ | |
backgroundColor: Phaser.Display.Color; | |
/** | |
* The Camera Fade effect handler. | |
* To fade this camera see the `Camera.fade` methods. | |
*/ | |
fadeEffect: Phaser.Cameras.Scene2D.Effects.Fade; | |
/** | |
* The Camera Flash effect handler. | |
* To flash this camera see the `Camera.flash` method. | |
*/ | |
flashEffect: Phaser.Cameras.Scene2D.Effects.Flash; | |
/** | |
* The Camera Shake effect handler. | |
* To shake this camera see the `Camera.shake` method. | |
*/ | |
shakeEffect: Phaser.Cameras.Scene2D.Effects.Shake; | |
/** | |
* Should the camera cull Game Objects before checking them for input hit tests? | |
* In some special cases it may be beneficial to disable this. | |
*/ | |
disableCull: boolean; | |
/** | |
* A temporary array of culled objects. | |
*/ | |
culledObjects: Phaser.GameObjects.GameObject[]; | |
/** | |
* Scrolls the Camera so that it is looking at the center of the Camera Bounds (if previously enabled) | |
*/ | |
centerToBounds(): Phaser.Cameras.Scene2D.Camera; | |
/** | |
* Scrolls the Camera so that it is re-centered based on its viewport size. | |
*/ | |
centerToSize(): Phaser.Cameras.Scene2D.Camera; | |
/** | |
* Takes an array of Game Objects and returns a new array featuring only those objects | |
* visible by this camera. | |
* @param renderableObjects An array of Game Objects to cull. | |
*/ | |
cull<G extends Phaser.GameObjects.GameObject[]>(renderableObjects: G): G; | |
/** | |
* Fades the Camera in from the given color over the duration specified. | |
* @param duration The duration of the effect in milliseconds. Default 1000. | |
* @param red The amount to fade the red channel towards. A value between 0 and 255. Default 0. | |
* @param green The amount to fade the green channel towards. A value between 0 and 255. Default 0. | |
* @param blue The amount to fade the blue channel towards. A value between 0 and 255. Default 0. | |
* @param callback This callback will be invoked every frame for the duration of the effect. | |
* It is sent two arguments: A reference to the camera and a progress amount between 0 and 1 indicating how complete the effect is. | |
* @param context The context in which the callback is invoked. Defaults to the Scene to which the Camera belongs. | |
*/ | |
fadeIn(duration?: integer, red?: integer, green?: integer, blue?: integer, callback?: Function, context?: any): Phaser.Cameras.Scene2D.Camera; | |
/** | |
* Fades the Camera out to the given color over the duration specified. | |
* This is an alias for Camera.fade that forces the fade to start, regardless of existing fades. | |
* @param duration The duration of the effect in milliseconds. Default 1000. | |
* @param red The amount to fade the red channel towards. A value between 0 and 255. Default 0. | |
* @param green The amount to fade the green channel towards. A value between 0 and 255. Default 0. | |
* @param blue The amount to fade the blue channel towards. A value between 0 and 255. Default 0. | |
* @param callback This callback will be invoked every frame for the duration of the effect. | |
* It is sent two arguments: A reference to the camera and a progress amount between 0 and 1 indicating how complete the effect is. | |
* @param context The context in which the callback is invoked. Defaults to the Scene to which the Camera belongs. | |
*/ | |
fadeOut(duration?: integer, red?: integer, green?: integer, blue?: integer, callback?: Function, context?: any): Phaser.Cameras.Scene2D.Camera; | |
/** | |
* Fades the Camera from the given color to transparent over the duration specified. | |
* @param duration The duration of the effect in milliseconds. Default 1000. | |
* @param red The amount to fade the red channel towards. A value between 0 and 255. Default 0. | |
* @param green The amount to fade the green channel towards. A value between 0 and 255. Default 0. | |
* @param blue The amount to fade the blue channel towards. A value between 0 and 255. Default 0. | |
* @param force Force the effect to start immediately, even if already running. Default false. | |
* @param callback This callback will be invoked every frame for the duration of the effect. | |
* It is sent two arguments: A reference to the camera and a progress amount between 0 and 1 indicating how complete the effect is. | |
* @param context The context in which the callback is invoked. Defaults to the Scene to which the Camera belongs. | |
*/ | |
fadeFrom(duration?: integer, red?: integer, green?: integer, blue?: integer, force?: boolean, callback?: Function, context?: any): Phaser.Cameras.Scene2D.Camera; | |
/** | |
* Fades the Camera from transparent to the given color over the duration specified. | |
* @param duration The duration of the effect in milliseconds. Default 1000. | |
* @param red The amount to fade the red channel towards. A value between 0 and 255. Default 0. | |
* @param green The amount to fade the green channel towards. A value between 0 and 255. Default 0. | |
* @param blue The amount to fade the blue channel towards. A value between 0 and 255. Default 0. | |
* @param force Force the effect to start immediately, even if already running. Default false. | |
* @param callback This callback will be invoked every frame for the duration of the effect. | |
* It is sent two arguments: A reference to the camera and a progress amount between 0 and 1 indicating how complete the effect is. | |
* @param context The context in which the callback is invoked. Defaults to the Scene to which the Camera belongs. | |
*/ | |
fade(duration?: integer, red?: integer, green?: integer, blue?: integer, force?: boolean, callback?: Function, context?: any): Phaser.Cameras.Scene2D.Camera; | |
/** | |
* Flashes the Camera by setting it to the given color immediately and then fading it away again quickly over the duration specified. | |
* @param duration The duration of the effect in milliseconds. Default 250. | |
* @param red The amount to fade the red channel towards. A value between 0 and 255. Default 255. | |
* @param green The amount to fade the green channel towards. A value between 0 and 255. Default 255. | |
* @param blue The amount to fade the blue channel towards. A value between 0 and 255. Default 255. | |
* @param force Force the effect to start immediately, even if already running. Default false. | |
* @param callback This callback will be invoked every frame for the duration of the effect. | |
* It is sent two arguments: A reference to the camera and a progress amount between 0 and 1 indicating how complete the effect is. | |
* @param context The context in which the callback is invoked. Defaults to the Scene to which the Camera belongs. | |
*/ | |
flash(duration?: integer, red?: integer, green?: integer, blue?: integer, force?: boolean, callback?: Function, context?: any): Phaser.Cameras.Scene2D.Camera; | |
/** | |
* Shakes the Camera by the given intensity over the duration specified. | |
* @param duration The duration of the effect in milliseconds. Default 100. | |
* @param intensity The intensity of the shake. Default 0.05. | |
* @param force Force the shake effect to start immediately, even if already running. Default false. | |
* @param callback This callback will be invoked every frame for the duration of the effect. | |
* It is sent two arguments: A reference to the camera and a progress amount between 0 and 1 indicating how complete the effect is. | |
* @param context The context in which the callback is invoked. Defaults to the Scene to which the Camera belongs. | |
*/ | |
shake(duration?: integer, intensity?: number, force?: boolean, callback?: Function, context?: any): Phaser.Cameras.Scene2D.Camera; | |
/** | |
* Converts the given `x` and `y` coordinates into World space, based on this Cameras transform. | |
* You can optionally provide a Vector2, or similar object, to store the results in. | |
* @param x The x position to convert to world space. | |
* @param y The y position to convert to world space. | |
* @param output An optional object to store the results in. If not provided a new Vector2 will be created. | |
*/ | |
getWorldPoint<O extends Phaser.Math.Vector2>(x: number, y: number, output?: O): O; | |
/** | |
* Given a Game Object, or an array of Game Objects, it will update all of their camera filter settings | |
* so that they are ignored by this Camera. This means they will not be rendered by this Camera. | |
* @param gameObject The Game Object, or array of Game Objects, to be ignored by this Camera. | |
*/ | |
ignore(gameObject: Phaser.GameObjects.GameObject | Phaser.GameObjects.GameObject[]): Phaser.Cameras.Scene2D.Camera; | |
/** | |
* Internal preRender step. | |
* @param baseScale The base scale, as set in the Camera Manager. | |
* @param resolution The game resolution. | |
*/ | |
protected preRender(baseScale: number, resolution: number): void; | |
/** | |
* If this Camera has previously had movement bounds set on it, this will remove them. | |
*/ | |
removeBounds(): Phaser.Cameras.Scene2D.Camera; | |
/** | |
* Set the rotation of this Camera. This causes everything it renders to appear rotated. | |
* | |
* Rotating a camera does not rotate the viewport itself, it is applied during rendering. | |
* @param value The cameras angle of rotation, given in degrees. Default 0. | |
*/ | |
setAngle(value?: number): Phaser.Cameras.Scene2D.Camera; | |
/** | |
* Sets the background color for this Camera. | |
* | |
* By default a Camera has a transparent background but it can be given a solid color, with any level | |
* of transparency, via this method. | |
* | |
* The color value can be specified using CSS color notation, hex or numbers. | |
* @param color The color value. In CSS, hex or numeric color notation. Default 'rgba(0,0,0,0)'. | |
*/ | |
setBackgroundColor(color?: string | number | InputColorObject): Phaser.Cameras.Scene2D.Camera; | |
/** | |
* Set the world bounds for this Camera. | |
* | |
* A Camera bounds controls where the camera can scroll to within the world. It does not limit | |
* rendering of the camera, or placement of the viewport within your game. | |
* @param x The top-left x coordinate of the bounds. | |
* @param y The top-left y coordinate of the bounds. | |
* @param width The width of the bounds, in pixels. | |
* @param height The height of the bounds, in pixels. | |
*/ | |
setBounds(x: integer, y: integer, width: integer, height: integer): Phaser.Cameras.Scene2D.Camera; | |
/** | |
* Sets the name of this Camera. | |
* This value is for your own use and isn't used internally. | |
* @param value The name of the Camera. Default ''. | |
*/ | |
setName(value?: string): Phaser.Cameras.Scene2D.Camera; | |
/** | |
* Set the position of the Camera viewport within the game. | |
* | |
* This does not change where the camera is 'looking'. See `setScroll` to control that. | |
* @param x The top-left x coordinate of the Camera viewport. | |
* @param y The top-left y coordinate of the Camera viewport. Default x. | |
*/ | |
setPosition(x: number, y?: number): Phaser.Cameras.Scene2D.Camera; | |
/** | |
* Set the rotation of this Camera. This causes everything it renders to appear rotated. | |
* | |
* Rotating a camera does not rotate the viewport itself, it is applied during rendering. | |
* @param value The rotation of the Camera, in radians. Default 0. | |
*/ | |
setRotation(value?: number): Phaser.Cameras.Scene2D.Camera; | |
/** | |
* Should the Camera round pixel values to whole integers when scrolling? | |
* In some types of game this is required to prevent sub-pixel aliasing. | |
* @param value `true` to round Camera pixels, `false` to not. | |
*/ | |
setRoundPixels(value: boolean): Phaser.Cameras.Scene2D.Camera; | |
/** | |
* Sets the Scene the Camera is bound to. | |
* @param scene The Scene the camera is bound to. | |
*/ | |
setScene(scene: Phaser.Scene): Phaser.Cameras.Scene2D.Camera; | |
/** | |
* Set the position of where the Camera is looking within the game. | |
* You can also modify the properties `Camera.scrollX` and `Camera.scrollY` directly. | |
* Use this method, or the scroll properties, to move your camera around the game world. | |
* | |
* This does not change where the camera viewport is placed. See `setPosition` to control that. | |
* @param x The x coordinate of the Camera in the game world. | |
* @param y The y coordinate of the Camera in the game world. Default x. | |
*/ | |
setScroll(x: number, y?: number): Phaser.Cameras.Scene2D.Camera; | |
/** | |
* Set the size of the Camera viewport. | |
* | |
* By default a Camera is the same size as the game, but can be made smaller via this method, | |
* allowing you to create mini-cam style effects by creating and positioning a smaller Camera | |
* viewport within your game. | |
* @param width The width of the Camera viewport. | |
* @param height The height of the Camera viewport. Default width. | |
*/ | |
setSize(width: integer, height?: integer): Phaser.Cameras.Scene2D.Camera; | |
/** | |
* This method sets the position and size of the Camera viewport in a single call. | |
* | |
* If you're trying to change where the Camera is looking at in your game, then see | |
* the method `Camera.setScroll` instead. This method is for changing the viewport | |
* itself, not what the camera can see. | |
* | |
* By default a Camera is the same size as the game, but can be made smaller via this method, | |
* allowing you to create mini-cam style effects by creating and positioning a smaller Camera | |
* viewport within your game. | |
* @param x The top-left x coordinate of the Camera viewport. | |
* @param y The top-left y coordinate of the Camera viewport. | |
* @param width The width of the Camera viewport. | |
* @param height The height of the Camera viewport. Default width. | |
*/ | |
setViewport(x: number, y: number, width: integer, height?: integer): Phaser.Cameras.Scene2D.Camera; | |
/** | |
* Set the zoom value of the Camera. | |
* | |
* Changing to a smaller value, such as 0.5, will cause the camera to 'zoom out'. | |
* Changing to a larger value, such as 2, will cause the camera to 'zoom in'. | |
* | |
* A value of 1 means 'no zoom' and is the default. | |
* | |
* Changing the zoom does not impact the Camera viewport in any way, it is only applied during rendering. | |
* @param value The zoom value of the Camera. Default 1. | |
*/ | |
setZoom(value?: number): Phaser.Cameras.Scene2D.Camera; | |
/** | |
* Sets the Camera to follow a Game Object. | |
* | |
* When enabled the Camera will automatically adjust its scroll position to keep the target Game Object | |
* in its center. | |
* @param target The target for the Camera to follow. | |
* @param roundPx Round the movement pixels to whole integers? Default false. | |
*/ | |
startFollow(target: Phaser.GameObjects.GameObject | object, roundPx?: boolean): Phaser.Cameras.Scene2D.Camera; | |
/** | |
* Stops a Camera from following a Game Object, if previously set via `Camera.startFollow`. | |
*/ | |
stopFollow(): Phaser.Cameras.Scene2D.Camera; | |
/** | |
* Returns an Object suitable for JSON storage containing all of the Camera viewport and rendering properties. | |
*/ | |
toJSON(): JSONCamera; | |
/** | |
* Resets any active FX, such as a fade, flash or shake. Useful to call after a fade in order to | |
* remove the fade. | |
*/ | |
resetFX(): Phaser.Cameras.Scene2D.Camera; | |
/** | |
* Internal method called automatically by the Camera Manager. | |
* @param time The current timestamp as generated by the Request Animation Frame or SetTimeout. | |
* @param delta The delta time, in ms, elapsed since the last frame. | |
*/ | |
protected update(time: integer, delta: number): void; | |
/** | |
* Destroys this Camera instance. You rarely need to call this directly. | |
* | |
* Called by the Camera Manager. If you wish to destroy a Camera please use `CameraManager.remove` as | |
* cameras are stored in a pool, ready for recycling later, and calling this directly will prevent that. | |
*/ | |
destroy(): void; | |
} | |
/** | |
* [description] | |
*/ | |
class CameraManager { | |
/** | |
* | |
* @param scene The Scene that owns the Camera Manager plugin. | |
*/ | |
constructor(scene: Phaser.Scene); | |
/** | |
* The Scene that owns the Camera Manager plugin. | |
*/ | |
scene: Phaser.Scene; | |
/** | |
* A reference to the Scene.Systems handler for the Scene that owns the Camera Manager. | |
*/ | |
systems: Phaser.Scenes.Systems; | |
/** | |
* The current Camera ID. | |
*/ | |
readonly currentCameraId: number; | |
/** | |
* An Array of the Camera objects being managed by this Camera Manager. | |
*/ | |
cameras: Phaser.Cameras.Scene2D.Camera[]; | |
/** | |
* A pool of Camera objects available to be used by the Camera Manager. | |
*/ | |
cameraPool: Phaser.Cameras.Scene2D.Camera[]; | |
/** | |
* The default Camera in the Camera Manager. | |
*/ | |
main: Phaser.Cameras.Scene2D.Camera; | |
/** | |
* This scale affects all cameras. It's used by Scale Manager. | |
*/ | |
baseScale: number; | |
/** | |
* [description] | |
* @param x [description] Default 0. | |
* @param y [description] Default 0. | |
* @param width [description] | |
* @param height [description] | |
* @param makeMain [description] Default false. | |
* @param name [description] Default ''. | |
*/ | |
add(x?: number, y?: number, width?: number, height?: number, makeMain?: boolean, name?: string): Phaser.Cameras.Scene2D.Camera; | |
/** | |
* [description] | |
* @param camera [description] | |
*/ | |
addExisting(camera: Phaser.Cameras.Scene2D.Camera): Phaser.Cameras.Scene2D.Camera; | |
/** | |
* [description] | |
* @param config [description] | |
*/ | |
fromJSON(config: InputJSONCameraObject | InputJSONCameraObject[]): Phaser.Cameras.Scene2D.CameraManager; | |
/** | |
* [description] | |
* @param name [description] | |
*/ | |
getCamera(name: string): Phaser.Cameras.Scene2D.Camera; | |
/** | |
* [description] | |
* @param pointer [description] | |
*/ | |
getCameraBelowPointer(pointer: Phaser.Input.Pointer): Phaser.Cameras.Scene2D.Camera; | |
/** | |
* [description] | |
* @param camera [description] | |
*/ | |
remove(camera: Phaser.Cameras.Scene2D.Camera): void; | |
/** | |
* [description] | |
* @param renderer The Renderer that will render the children to this camera. | |
* @param children An array of renderable Game Objects. | |
* @param interpolation Interpolation value. Reserved for future use. | |
*/ | |
render(renderer: Phaser.Renderer.Canvas.CanvasRenderer | Phaser.Renderer.WebGL.WebGLRenderer, children: Phaser.GameObjects.GameObject[], interpolation: number): void; | |
/** | |
* [description] | |
*/ | |
resetAll(): Phaser.Cameras.Scene2D.Camera; | |
/** | |
* [description] | |
* @param timestep [description] | |
* @param delta [description] | |
*/ | |
update(timestep: number, delta: number): void; | |
/** | |
* Resizes all cameras to the given dimensions. | |
* @param width The new width of the camera. | |
* @param height The new height of the camera. | |
*/ | |
resize(width: number, height: number): void; | |
} | |
namespace Effects { | |
/** | |
* A Camera Fade effect. | |
* | |
* This effect will fade the camera viewport to the given color, over the duration specified. | |
* | |
* Only the camera viewport is faded. None of the objects it is displaying are impacted, i.e. their colors do | |
* not change. | |
* | |
* The effect will dispatch several events on the Camera itself and you can also specify an `onUpdate` callback, | |
* which is invoked each frame for the duration of the effect, if required. | |
*/ | |
class Fade { | |
/** | |
* | |
* @param camera The camera this effect is acting upon. | |
*/ | |
constructor(camera: Phaser.Cameras.Scene2D.Camera); | |
/** | |
* The Camera this effect belongs to. | |
*/ | |
readonly camera: Phaser.Cameras.Scene2D.Camera; | |
/** | |
* Is this effect actively running? | |
*/ | |
readonly isRunning: boolean; | |
/** | |
* Has this effect finished running? | |
* | |
* This is different from `isRunning` because it remains set to `true` when the effect is over, | |
* until the effect is either reset or started again. | |
*/ | |
readonly isComplete: boolean; | |
/** | |
* The direction of the fade. | |
* `true` = fade out (transparent to color), `false` = fade in (color to transparent) | |
*/ | |
readonly direction: boolean; | |
/** | |
* The duration of the effect, in milliseconds. | |
*/ | |
readonly duration: integer; | |
/** | |
* If this effect is running this holds the current percentage of the progress, a value between 0 and 1. | |
*/ | |
progress: number; | |
/** | |
* Fades the Camera to or from the given color over the duration specified. | |
* @param direction The direction of the fade. `true` = fade out (transparent to color), `false` = fade in (color to transparent) Default true. | |
* @param duration The duration of the effect in milliseconds. Default 1000. | |
* @param red The amount to fade the red channel towards. A value between 0 and 255. Default 0. | |
* @param green The amount to fade the green channel towards. A value between 0 and 255. Default 0. | |
* @param blue The amount to fade the blue channel towards. A value between 0 and 255. Default 0. | |
* @param force Force the effect to start immediately, even if already running. Default false. | |
* @param callback This callback will be invoked every frame for the duration of the effect. | |
* It is sent two arguments: A reference to the camera and a progress amount between 0 and 1 indicating how complete the effect is. | |
* @param context The context in which the callback is invoked. Defaults to the Scene to which the Camera belongs. | |
*/ | |
start(direction?: boolean, duration?: integer, red?: integer, green?: integer, blue?: integer, force?: boolean, callback?: CameraFadeCallback, context?: any): Phaser.Cameras.Scene2D.Camera; | |
/** | |
* The main update loop for this effect. Called automatically by the Camera. | |
* @param time The current timestamp as generated by the Request Animation Frame or SetTimeout. | |
* @param delta The delta time, in ms, elapsed since the last frame. | |
*/ | |
update(time: integer, delta: number): void; | |
/** | |
* Called internally by the Canvas Renderer. | |
* @param ctx The Canvas context to render to. | |
*/ | |
postRenderCanvas(ctx: CanvasRenderingContext2D): boolean; | |
/** | |
* Called internally by the WebGL Renderer. | |
* @param pipeline The WebGL Pipeline to render to. | |
* @param getTintFunction A function that will return the gl safe tint colors. | |
*/ | |
postRenderWebGL(pipeline: Phaser.Renderer.WebGL.Pipelines.FlatTintPipeline, getTintFunction: Function): boolean; | |
/** | |
* Called internally when the effect completes. | |
*/ | |
effectComplete(): void; | |
/** | |
* Resets this camera effect. | |
* If it was previously running, it stops instantly without calling its onComplete callback or emitting an event. | |
*/ | |
reset(): void; | |
/** | |
* Destroys this effect, releasing it from the Camera. | |
*/ | |
destroy(): void; | |
} | |
/** | |
* A Camera Flash effect. | |
* | |
* This effect will flash the camera viewport to the given color, over the duration specified. | |
* | |
* Only the camera viewport is flashed. None of the objects it is displaying are impacted, i.e. their colors do | |
* not change. | |
* | |
* The effect will dispatch several events on the Camera itself and you can also specify an `onUpdate` callback, | |
* which is invoked each frame for the duration of the effect, if required. | |
*/ | |
class Flash { | |
/** | |
* | |
* @param camera The camera this effect is acting upon. | |
*/ | |
constructor(camera: Phaser.Cameras.Scene2D.Camera); | |
/** | |
* The Camera this effect belongs to. | |
*/ | |
readonly camera: Phaser.Cameras.Scene2D.Camera; | |
/** | |
* Is this effect actively running? | |
*/ | |
readonly isRunning: boolean; | |
/** | |
* The duration of the effect, in milliseconds. | |
*/ | |
readonly duration: integer; | |
/** | |
* If this effect is running this holds the current percentage of the progress, a value between 0 and 1. | |
*/ | |
progress: number; | |
/** | |
* Flashes the Camera to or from the given color over the duration specified. | |
* @param duration The duration of the effect in milliseconds. Default 250. | |
* @param red The amount to fade the red channel towards. A value between 0 and 255. Default 255. | |
* @param green The amount to fade the green channel towards. A value between 0 and 255. Default 255. | |
* @param blue The amount to fade the blue channel towards. A value between 0 and 255. Default 255. | |
* @param force Force the effect to start immediately, even if already running. Default false. | |
* @param callback This callback will be invoked every frame for the duration of the effect. | |
* It is sent two arguments: A reference to the camera and a progress amount between 0 and 1 indicating how complete the effect is. | |
* @param context The context in which the callback is invoked. Defaults to the Scene to which the Camera belongs. | |
*/ | |
start(duration?: integer, red?: integer, green?: integer, blue?: integer, force?: boolean, callback?: CameraFlashCallback, context?: any): Phaser.Cameras.Scene2D.Camera; | |
/** | |
* The main update loop for this effect. Called automatically by the Camera. | |
* @param time The current timestamp as generated by the Request Animation Frame or SetTimeout. | |
* @param delta The delta time, in ms, elapsed since the last frame. | |
*/ | |
update(time: integer, delta: number): void; | |
/** | |
* Called internally by the Canvas Renderer. | |
* @param ctx The Canvas context to render to. | |
*/ | |
postRenderCanvas(ctx: CanvasRenderingContext2D): boolean; | |
/** | |
* Called internally by the WebGL Renderer. | |
* @param pipeline The WebGL Pipeline to render to. | |
* @param getTintFunction A function that will return the gl safe tint colors. | |
*/ | |
postRenderWebGL(pipeline: Phaser.Renderer.WebGL.Pipelines.FlatTintPipeline, getTintFunction: Function): boolean; | |
/** | |
* Called internally when the effect completes. | |
*/ | |
effectComplete(): void; | |
/** | |
* Resets this camera effect. | |
* If it was previously running, it stops instantly without calling its onComplete callback or emitting an event. | |
*/ | |
reset(): void; | |
/** | |
* Destroys this effect, releasing it from the Camera. | |
*/ | |
destroy(): void; | |
} | |
/** | |
* A Camera Shake effect. | |
* | |
* This effect will shake the camera viewport by a random amount, bounded by the specified intensity, each frame. | |
* | |
* Only the camera viewport is moved. None of the objects it is displaying are impacted, i.e. their positions do | |
* not change. | |
* | |
* The effect will dispatch several events on the Camera itself and you can also specify an `onUpdate` callback, | |
* which is invoked each frame for the duration of the effect if required. | |
*/ | |
class Shake { | |
/** | |
* | |
* @param camera The camera this effect is acting upon. | |
*/ | |
constructor(camera: Phaser.Cameras.Scene2D.Camera); | |
/** | |
* The Camera this effect belongs to. | |
*/ | |
readonly camera: Phaser.Cameras.Scene2D.Camera; | |
/** | |
* Is this effect actively running? | |
*/ | |
readonly isRunning: boolean; | |
/** | |
* The duration of the effect, in milliseconds. | |
*/ | |
readonly duration: integer; | |
/** | |
* The intensity of the effect. Use small float values. The default when the effect starts is 0.05. | |
* This is a Vector2 object, allowing you to control the shake intensity independently across x and y. | |
* You can modify this value while the effect is active to create more varied shake effects. | |
*/ | |
intensity: Phaser.Math.Vector2; | |
/** | |
* If this effect is running this holds the current percentage of the progress, a value between 0 and 1. | |
*/ | |
progress: number; | |
/** | |
* Shakes the Camera by the given intensity over the duration specified. | |
* @param duration The duration of the effect in milliseconds. Default 100. | |
* @param intensity The intensity of the shake. Default 0.05. | |
* @param force Force the shake effect to start immediately, even if already running. Default false. | |
* @param callback This callback will be invoked every frame for the duration of the effect. | |
* It is sent two arguments: A reference to the camera and a progress amount between 0 and 1 indicating how complete the effect is. | |
* @param context The context in which the callback is invoked. Defaults to the Scene to which the Camera belongs. | |
*/ | |
start(duration?: integer, intensity?: number, force?: boolean, callback?: CameraShakeCallback, context?: any): Phaser.Cameras.Scene2D.Camera; | |
/** | |
* The pre-render step for this effect. Called automatically by the Camera. | |
*/ | |
preRender(): void; | |
/** | |
* The main update loop for this effect. Called automatically by the Camera. | |
* @param time The current timestamp as generated by the Request Animation Frame or SetTimeout. | |
* @param delta The delta time, in ms, elapsed since the last frame. | |
*/ | |
update(time: integer, delta: number): void; | |
/** | |
* Called internally when the effect completes. | |
*/ | |
effectComplete(): void; | |
/** | |
* Resets this camera effect. | |
* If it was previously running, it stops instantly without calling its onComplete callback or emitting an event. | |
*/ | |
reset(): void; | |
/** | |
* Destroys this effect, releasing it from the Camera. | |
*/ | |
destroy(): void; | |
} | |
} | |
} | |
namespace Controls { | |
/** | |
* [description] | |
*/ | |
class FixedKeyControl { | |
/** | |
* | |
* @param config [description] | |
*/ | |
constructor(config: FixedKeyControlConfig); | |
/** | |
* The Camera that this Control will update. | |
*/ | |
camera: Phaser.Cameras.Scene2D.Camera; | |
/** | |
* The Key to be pressed that will move the Camera left. | |
*/ | |
left: Phaser.Input.Keyboard.Key; | |
/** | |
* The Key to be pressed that will move the Camera right. | |
*/ | |
right: Phaser.Input.Keyboard.Key; | |
/** | |
* The Key to be pressed that will move the Camera up. | |
*/ | |
up: Phaser.Input.Keyboard.Key; | |
/** | |
* The Key to be pressed that will move the Camera down. | |
*/ | |
down: Phaser.Input.Keyboard.Key; | |
/** | |
* The Key to be pressed that will zoom the Camera in. | |
*/ | |
zoomIn: Phaser.Input.Keyboard.Key; | |
/** | |
* The Key to be pressed that will zoom the Camera out. | |
*/ | |
zoomOut: Phaser.Input.Keyboard.Key; | |
/** | |
* The speed at which the camera will zoom if the `zoomIn` or `zoomOut` keys are pressed. | |
*/ | |
zoomSpeed: number; | |
/** | |
* The horizontal speed the camera will move. | |
*/ | |
speedX: number; | |
/** | |
* The vertical speed the camera will move. | |
*/ | |
speedY: number; | |
/** | |
* A flag controlling if the Controls will update the Camera or not. | |
*/ | |
active: boolean; | |
/** | |
* Starts the Key Control running, providing it has been linked to a camera. | |
*/ | |
start(): Phaser.Cameras.Controls.FixedKeyControl; | |
/** | |
* Stops this Key Control from running. Call `start` to start it again. | |
*/ | |
stop(): Phaser.Cameras.Controls.FixedKeyControl; | |
/** | |
* Binds this Key Control to a camera. | |
* @param camera The camera to bind this Key Control to. | |
*/ | |
setCamera(camera: Phaser.Cameras.Scene2D.Camera): Phaser.Cameras.Controls.FixedKeyControl; | |
/** | |
* [description] | |
* @param delta [description] | |
*/ | |
update(delta: number): void; | |
/** | |
* Destroys this Key Control. | |
*/ | |
destroy(): void; | |
} | |
/** | |
* This alias will be removed in a future version. | |
* Use `FixedKeyControl` instead. | |
*/ | |
var Fixed: any; | |
/** | |
* This alias will be removed in a future version. | |
* Use `SmoothedKeyControl` instead. | |
*/ | |
var Smoothed: any; | |
/** | |
* [description] | |
*/ | |
class SmoothedKeyControl { | |
/** | |
* | |
* @param config [description] | |
*/ | |
constructor(config: SmoothedKeyControlConfig); | |
/** | |
* The Camera that this Control will update. | |
*/ | |
camera: Phaser.Cameras.Scene2D.Camera; | |
/** | |
* The Key to be pressed that will move the Camera left. | |
*/ | |
left: Phaser.Input.Keyboard.Key; | |
/** | |
* The Key to be pressed that will move the Camera right. | |
*/ | |
right: Phaser.Input.Keyboard.Key; | |
/** | |
* The Key to be pressed that will move the Camera up. | |
*/ | |
up: Phaser.Input.Keyboard.Key; | |
/** | |
* The Key to be pressed that will move the Camera down. | |
*/ | |
down: Phaser.Input.Keyboard.Key; | |
/** | |
* The Key to be pressed that will zoom the Camera in. | |
*/ | |
zoomIn: Phaser.Input.Keyboard.Key; | |
/** | |
* The Key to be pressed that will zoom the Camera out. | |
*/ | |
zoomOut: Phaser.Input.Keyboard.Key; | |
/** | |
* The speed at which the camera will zoom if the `zoomIn` or `zoomOut` keys are pressed. | |
*/ | |
zoomSpeed: number; | |
/** | |
* The horizontal acceleration the camera will move. | |
*/ | |
accelX: number; | |
/** | |
* The vertical acceleration the camera will move. | |
*/ | |
accelY: number; | |
/** | |
* The horizontal drag applied to the camera when it is moving. | |
*/ | |
dragX: number; | |
/** | |
* The vertical drag applied to the camera when it is moving. | |
*/ | |
dragY: number; | |
/** | |
* The maximum horizontal speed the camera will move. | |
*/ | |
maxSpeedX: number; | |
/** | |
* The maximum vertical speed the camera will move. | |
*/ | |
maxSpeedY: number; | |
/** | |
* A flag controlling if the Controls will update the Camera or not. | |
*/ | |
active: boolean; | |
/** | |
* Starts the Key Control running, providing it has been linked to a camera. | |
*/ | |
start(): Phaser.Cameras.Controls.SmoothedKeyControl; | |
/** | |
* Stops this Key Control from running. Call `start` to start it again. | |
*/ | |
stop(): Phaser.Cameras.Controls.SmoothedKeyControl; | |
/** | |
* Binds this Key Control to a camera. | |
* @param camera The camera to bind this Key Control to. | |
*/ | |
setCamera(camera: Phaser.Cameras.Scene2D.Camera): Phaser.Cameras.Controls.SmoothedKeyControl; | |
/** | |
* [description] | |
* @param delta The delta time, in ms, elapsed since the last frame. | |
*/ | |
update(delta: number): void; | |
/** | |
* Destroys this Key Control. | |
*/ | |
destroy(): void; | |
} | |
} | |
namespace Sprite3D { | |
/** | |
* [description] | |
*/ | |
class Camera { | |
/** | |
* | |
* @param scene [description] | |
*/ | |
constructor(scene: Phaser.Scene); | |
/** | |
* [description] | |
* @param x [description] | |
* @param y [description] | |
* @param z [description] | |
*/ | |
setPosition(x: number, y: number, z: number): Phaser.Cameras.Sprite3D.Camera; | |
/** | |
* [description] | |
* @param scene [description] | |
*/ | |
setScene(scene: Phaser.Scene): Phaser.Cameras.Sprite3D.Camera; | |
/** | |
* [description] | |
* @param value [description] | |
*/ | |
setPixelScale(value: number): Phaser.Cameras.Sprite3D.Camera; | |
/** | |
* [description] | |
* @param sprite3D [description] | |
*/ | |
add(sprite3D: Phaser.GameObjects.Sprite3D): Phaser.GameObjects.Sprite3D; | |
/** | |
* [description] | |
* @param child [description] | |
*/ | |
remove(child: Phaser.GameObjects.GameObject): Phaser.Cameras.Sprite3D.Camera; | |
/** | |
* [description] | |
*/ | |
clear(): Phaser.Cameras.Sprite3D.Camera; | |
/** | |
* [description] | |
*/ | |
getChildren(): any[]; | |
/** | |
* [description] | |
* @param x [description] | |
* @param y [description] | |
* @param z [description] | |
* @param key [description] | |
* @param frame [description] | |
* @param visible [description] Default true. | |
*/ | |
create(x: number, y: number, z: number, key: string, frame: string | number, visible?: boolean): Phaser.GameObjects.Sprite3D; | |
/** | |
* [description] | |
* @param quantity [description] | |
* @param key [description] | |
* @param frame [description] | |
* @param visible [description] Default true. | |
*/ | |
createMultiple(quantity: number, key: string, frame: string | number, visible?: boolean): Phaser.GameObjects.Sprite3D[]; | |
/** | |
* [description] | |
* @param size [description] | |
* @param spacing [description] | |
* @param key [description] | |
* @param frame [description] | |
*/ | |
createRect(size: number | Object, spacing: number | Object, key: string, frame?: string | number): Phaser.GameObjects.Sprite3D[]; | |
/** | |
* [description] | |
* @param radius [description] Default 1. | |
* @param sprites [description] | |
*/ | |
randomSphere(radius?: number, sprites?: Phaser.GameObjects.Sprite3D[]): Phaser.Cameras.Sprite3D.Camera; | |
/** | |
* [description] | |
* @param scale [description] Default 1. | |
* @param sprites [description] | |
*/ | |
randomCube(scale?: number, sprites?: Phaser.GameObjects.Sprite3D[]): Phaser.Cameras.Sprite3D.Camera; | |
/** | |
* [description] | |
* @param vec3 [description] | |
* @param sprites [description] | |
*/ | |
translateChildren(vec3: Phaser.Math.Vector3, sprites: Phaser.GameObjects.Sprite3D[]): Phaser.Cameras.Sprite3D.Camera; | |
/** | |
* [description] | |
* @param mat4 [description] | |
* @param sprites [description] | |
*/ | |
transformChildren(mat4: Phaser.Math.Matrix4, sprites: Phaser.GameObjects.Sprite3D[]): Phaser.Cameras.Sprite3D.Camera; | |
/** | |
* Sets the width and height of the viewport. Does not update any matrices. | |
* @param width [description] | |
* @param height [description] | |
*/ | |
setViewport(width: number, height: number): Phaser.Cameras.Sprite3D.Camera; | |
/** | |
* Translates this camera by a specified Vector3 object | |
* or x, y, z parameters. Any undefined x y z values will | |
* default to zero, leaving that component unaffected. | |
* If you wish to set the camera position directly call setPosition instead. | |
* @param x [description] | |
* @param y [description] | |
* @param z [description] | |
*/ | |
translate(x: number | object, y?: number, z?: number): Phaser.Cameras.Sprite3D.Camera; | |
/** | |
* [description] | |
* @param x [description] | |
* @param y [description] | |
* @param z [description] | |
*/ | |
lookAt(x: number | object, y?: number, z?: number): Phaser.Cameras.Sprite3D.Camera; | |
/** | |
* [description] | |
* @param radians [description] | |
* @param axis [description] | |
*/ | |
rotate(radians: number, axis: Phaser.Math.Vector3): Phaser.Cameras.Sprite3D.Camera; | |
/** | |
* [description] | |
* @param point [description] | |
* @param radians [description] | |
* @param axis [description] | |
*/ | |
rotateAround(point: Phaser.Math.Vector3, radians: number, axis: Phaser.Math.Vector3): Phaser.Cameras.Sprite3D.Camera; | |
/** | |
* [description] | |
* @param vec [description] | |
* @param out [description] | |
*/ | |
project(vec: Phaser.Math.Vector3, out: Phaser.Math.Vector4): Phaser.Math.Vector4; | |
/** | |
* [description] | |
* @param vec [description] | |
* @param out [description] | |
*/ | |
unproject(vec: Phaser.Math.Vector4, out: Phaser.Math.Vector3): Phaser.Math.Vector3; | |
/** | |
* [description] | |
* @param x [description] | |
* @param y [description] | |
*/ | |
getPickRay(x: number, y?: number): RayDef; | |
/** | |
* [description] | |
*/ | |
updateChildren(): Phaser.Cameras.Sprite3D.Camera; | |
/** | |
* [description] | |
*/ | |
update(): Phaser.Cameras.Sprite3D.Camera; | |
/** | |
* [description] | |
*/ | |
updateBillboardMatrix(): void; | |
/** | |
* This is a utility function for canvas 3D rendering, | |
* which determines the "point size" of a camera-facing | |
* sprite billboard given its 3D world position | |
* (origin at center of sprite) and its world width | |
* and height in x/y. | |
* | |
* We place into the output Vector2 the scaled width | |
* and height. If no `out` is specified, a new Vector2 | |
* will be created for convenience (this should be avoided | |
* in tight loops). | |
* @param vec The position of the 3D Sprite. | |
* @param size The x and y dimensions. | |
* @param out The result, scaled x and y dimensions. | |
*/ | |
getPointSize(vec: Phaser.Math.Vector2, size: Phaser.Math.Vector2, out: Phaser.Math.Vector2): Phaser.Math.Vector2; | |
/** | |
* [description] | |
*/ | |
destroy(): void; | |
/** | |
* [description] | |
* @param value [description] | |
*/ | |
setX(value: number): Phaser.Cameras.Sprite3D.Camera; | |
/** | |
* [description] | |
* @param value [description] | |
*/ | |
setY(value: number): Phaser.Cameras.Sprite3D.Camera; | |
/** | |
* [description] | |
* @param value [description] | |
*/ | |
setZ(value: number): Phaser.Cameras.Sprite3D.Camera; | |
/** | |
* [description] | |
*/ | |
x: number; | |
/** | |
* [description] | |
*/ | |
y: number; | |
/** | |
* [description] | |
*/ | |
z: number; | |
} | |
/** | |
* [description] | |
*/ | |
var scene: Phaser.Scene; | |
/** | |
* [description] | |
*/ | |
var displayList: Phaser.GameObjects.DisplayList; | |
/** | |
* [description] | |
*/ | |
var updateList: Phaser.GameObjects.UpdateList; | |
/** | |
* [description] | |
*/ | |
var name: string; | |
/** | |
* [description] | |
*/ | |
var direction: Phaser.Math.Vector3; | |
/** | |
* [description] | |
*/ | |
var up: Phaser.Math.Vector3; | |
/** | |
* [description] | |
*/ | |
var position: Phaser.Math.Vector3; | |
/** | |
* [description] | |
*/ | |
var pixelScale: number; | |
/** | |
* [description] | |
*/ | |
var projection: Phaser.Math.Matrix4; | |
/** | |
* [description] | |
*/ | |
var view: Phaser.Math.Matrix4; | |
/** | |
* [description] | |
*/ | |
var combined: Phaser.Math.Matrix4; | |
/** | |
* [description] | |
*/ | |
var invProjectionView: Phaser.Math.Matrix4; | |
/** | |
* [description] | |
*/ | |
var near: number; | |
/** | |
* [description] | |
*/ | |
var far: number; | |
/** | |
* [description] | |
*/ | |
var ray: RayDef; | |
/** | |
* [description] | |
*/ | |
var viewportWidth: number; | |
/** | |
* [description] | |
*/ | |
var viewportHeight: number; | |
/** | |
* [description] | |
*/ | |
var billboardMatrixDirty: boolean; | |
/** | |
* [description] | |
*/ | |
var children: Phaser.Structs.Set<Phaser.GameObjects.GameObject>; | |
/** | |
* [description] | |
*/ | |
class CameraManager { | |
/** | |
* | |
* @param scene [description] | |
*/ | |
constructor(scene: Phaser.Scene); | |
/** | |
* [description] | |
*/ | |
scene: Phaser.Scene; | |
/** | |
* [description] | |
*/ | |
systems: Phaser.Scenes.Systems; | |
/** | |
* An Array of the Camera objects being managed by this Camera Manager. | |
*/ | |
cameras: Phaser.Cameras.Sprite3D.Camera[]; | |
/** | |
* [description] | |
* @param fieldOfView [description] Default 80. | |
* @param width [description] | |
* @param height [description] | |
*/ | |
add(fieldOfView?: number, width?: number, height?: number): Phaser.Cameras.Sprite3D.PerspectiveCamera; | |
/** | |
* [description] | |
* @param width [description] | |
* @param height [description] | |
*/ | |
addOrthographicCamera(width: number, height: number): Phaser.Cameras.Sprite3D.OrthographicCamera; | |
/** | |
* [description] | |
* @param fieldOfView [description] Default 80. | |
* @param width [description] | |
* @param height [description] | |
*/ | |
addPerspectiveCamera(fieldOfView?: number, width?: number, height?: number): Phaser.Cameras.Sprite3D.PerspectiveCamera; | |
/** | |
* [description] | |
* @param name [description] | |
*/ | |
getCamera(name: string): Phaser.Cameras.Sprite3D.OrthographicCamera | Phaser.Cameras.Sprite3D.PerspectiveCamera; | |
/** | |
* [description] | |
* @param camera [description] | |
*/ | |
removeCamera(camera: Phaser.Cameras.Sprite3D.OrthographicCamera | Phaser.Cameras.Sprite3D.PerspectiveCamera): void; | |
/** | |
* [description] | |
*/ | |
removeAll(): Phaser.Cameras.Sprite3D.OrthographicCamera | Phaser.Cameras.Sprite3D.PerspectiveCamera; | |
/** | |
* [description] | |
* @param timestep [description] | |
* @param delta [description] | |
*/ | |
update(timestep: number, delta: number): void; | |
} | |
/** | |
* [description] | |
*/ | |
class OrthographicCamera extends Phaser.Cameras.Sprite3D.Camera { | |
/** | |
* | |
* @param scene [description] | |
* @param viewportWidth [description] Default 0. | |
* @param viewportHeight [description] Default 0. | |
*/ | |
constructor(scene: Phaser.Scene, viewportWidth?: integer, viewportHeight?: integer); | |
/** | |
* [description] | |
*/ | |
viewportWidth: integer; | |
/** | |
* [description] | |
*/ | |
viewportHeight: integer; | |
/** | |
* [description] | |
*/ | |
near: number; | |
/** | |
* [description] | |
* @param yDown [description] | |
* @param viewportWidth [description] | |
* @param viewportHeight [description] | |
*/ | |
setToOrtho(yDown: number, viewportWidth?: number, viewportHeight?: number): Phaser.Cameras.Sprite3D.OrthographicCamera; | |
/** | |
* [description] | |
*/ | |
update(): Phaser.Cameras.Sprite3D.OrthographicCamera; | |
/** | |
* [description] | |
*/ | |
zoom: number; | |
} | |
/** | |
* [description] | |
*/ | |
class PerspectiveCamera extends Phaser.Cameras.Sprite3D.Camera { | |
/** | |
* | |
* @param scene [description] | |
* @param fieldOfView [description] Default 80. | |
* @param viewportWidth [description] Default 0. | |
* @param viewportHeight [description] Default 0. | |
*/ | |
constructor(scene: Phaser.Scene, fieldOfView?: integer, viewportWidth?: integer, viewportHeight?: integer); | |
/** | |
* [description] | |
*/ | |
viewportWidth: integer; | |
/** | |
* [description] | |
*/ | |
viewportHeight: integer; | |
/** | |
* [description] | |
*/ | |
fieldOfView: integer; | |
/** | |
* [description] | |
* @param value [description] | |
*/ | |
setFOV(value: number): Phaser.Cameras.Sprite3D.PerspectiveCamera; | |
/** | |
* [description] | |
*/ | |
update(): Phaser.Cameras.Sprite3D.PerspectiveCamera; | |
} | |
} | |
} | |
/** | |
* Phaser Release Version | |
*/ | |
var VERSION: string; | |
/** | |
* AUTO Detect Renderer. | |
*/ | |
var AUTO: integer; | |
/** | |
* Canvas Renderer. | |
*/ | |
var CANVAS: integer; | |
/** | |
* WebGL Renderer. | |
*/ | |
var WEBGL: integer; | |
/** | |
* Headless Renderer. | |
*/ | |
var HEADLESS: integer; | |
/** | |
* In Phaser the value -1 means 'forever' in lots of cases, this const allows you to use it instead | |
* to help you remember what the value is doing in your code. | |
*/ | |
var FOREVER: integer; | |
/** | |
* Direction constant. | |
*/ | |
var NONE: integer; | |
/** | |
* Direction constant. | |
*/ | |
var UP: integer; | |
/** | |
* Direction constant. | |
*/ | |
var DOWN: integer; | |
/** | |
* Direction constant. | |
*/ | |
var LEFT: integer; | |
/** | |
* Direction constant. | |
*/ | |
var RIGHT: integer; | |
namespace Create { | |
/** | |
* [description] | |
* @param config [description] | |
*/ | |
function GenerateTexture(config: GenerateTextureConfig): HTMLCanvasElement; | |
namespace Palettes { | |
/** | |
* A 16 color palette by [Arne](http://androidarts.com/palette/16pal.htm) | |
*/ | |
var ARNE16: Palette; | |
/** | |
* A 16 color palette inspired by the Commodore 64. | |
*/ | |
var C64: Palette; | |
/** | |
* A 16 color CGA inspired palette by [Arne](http://androidarts.com/palette/16pal.htm) | |
*/ | |
var CGA: Palette; | |
/** | |
* A 16 color JMP palette by [Arne](http://androidarts.com/palette/16pal.htm) | |
*/ | |
var JMP: Palette; | |
/** | |
* A 16 color palette inspired by Japanese computers like the MSX. | |
*/ | |
var MSX: Palette; | |
} | |
} | |
namespace Curves { | |
/** | |
* [description] | |
*/ | |
class CubicBezierCurve extends Phaser.Curves.Curve { | |
/** | |
* | |
* @param p0 Start point, or an array of point pairs. | |
* @param p1 Control Point 1. | |
* @param p2 Control Point 2. | |
* @param p3 End Point. | |
*/ | |
constructor(p0: Phaser.Math.Vector2 | Phaser.Math.Vector2[], p1: Phaser.Math.Vector2, p2: Phaser.Math.Vector2, p3: Phaser.Math.Vector2); | |
/** | |
* [description] | |
*/ | |
p0: Phaser.Math.Vector2; | |
/** | |
* [description] | |
*/ | |
p1: Phaser.Math.Vector2; | |
/** | |
* [description] | |
*/ | |
p2: Phaser.Math.Vector2; | |
/** | |
* [description] | |
*/ | |
p3: Phaser.Math.Vector2; | |
/** | |
* Gets the starting point on the curve. | |
* @param out A Vector2 object to store the result in. If not given will be created. | |
*/ | |
getStartPoint<O extends Phaser.Math.Vector2>(out?: O): O; | |
/** | |
* [description] | |
* @param divisions The amount of divisions used by this curve. | |
*/ | |
getResolution(divisions: number): number; | |
/** | |
* Get point at relative position in curve according to length. | |
* @param t The position along the curve to return. Where 0 is the start and 1 is the end. | |
* @param out A Vector2 object to store the result in. If not given will be created. | |
*/ | |
getPoint<O extends Phaser.Math.Vector2>(t: number, out?: O): O; | |
/** | |
* [description] | |
* @param graphics [description] | |
* @param pointsTotal [description] Default 32. | |
*/ | |
draw<G extends Phaser.GameObjects.Graphics>(graphics: G, pointsTotal?: integer): G; | |
/** | |
* [description] | |
*/ | |
toJSON(): JSONCurve; | |
/** | |
* [description] | |
* @param data The JSON object containing this curve data. | |
*/ | |
static fromJSON(data: JSONCurve): Phaser.Curves.CubicBezierCurve; | |
} | |
/** | |
* A Base Curve class, which all other curve types extend. | |
* | |
* Based on the three.js Curve classes created by [zz85](http://www.lab4games.net/zz85/blog) | |
*/ | |
class Curve { | |
/** | |
* | |
* @param type [description] | |
*/ | |
constructor(type: string); | |
/** | |
* String based identifier for the type of curve. | |
*/ | |
type: string; | |
/** | |
* The default number of divisions within the curve. | |
*/ | |
defaultDivisions: integer; | |
/** | |
* The quantity of arc length divisions within the curve. | |
*/ | |
arcLengthDivisions: integer; | |
/** | |
* An array of cached arc length values. | |
*/ | |
cacheArcLengths: number[]; | |
/** | |
* Does the data of this curve need updating? | |
*/ | |
needsUpdate: boolean; | |
/** | |
* [description] | |
*/ | |
active: boolean; | |
/** | |
* Draws this curve on the given Graphics object. | |
* | |
* The curve is drawn using `Graphics.strokePoints` so will be drawn at whatever the present Graphics stroke color is. | |
* The Graphics object is not cleared before the draw, so the curve will appear on-top of anything else already rendered to it. | |
* @param graphics The Graphics instance onto which this curve will be drawn. | |
* @param pointsTotal The resolution of the curve. The higher the value the smoother it will render, at the cost of rendering performance. Default 32. | |
*/ | |
draw<G extends Phaser.GameObjects.Graphics>(graphics: G, pointsTotal?: integer): G; | |
/** | |
* Returns a Rectangle where the position and dimensions match the bounds of this Curve. | |
* | |
* You can control the accuracy of the bounds. The value given is used to work out how many points | |
* to plot across the curve. Higher values are more accurate at the cost of calculation speed. | |
* @param out The Rectangle to store the bounds in. If falsey a new object will be created. | |
* @param accuracy The accuracy of the bounds calculations. Default 16. | |
*/ | |
getBounds(out?: Phaser.Geom.Rectangle, accuracy?: integer): Phaser.Geom.Rectangle; | |
/** | |
* Returns an array of points, spaced out X distance pixels apart. | |
* The smaller the distance, the larger the array will be. | |
* @param distance The distance, in pixels, between each point along the curve. | |
*/ | |
getDistancePoints(distance: integer): Phaser.Geom.Point[]; | |
/** | |
* [description] | |
* @param out [description] | |
*/ | |
getEndPoint(out: Phaser.Math.Vector2): Phaser.Math.Vector2; | |
/** | |
* [description] | |
*/ | |
getLength(): number; | |
/** | |
* [description] | |
* @param divisions [description] | |
*/ | |
getLengths(divisions?: integer): number[]; | |
/** | |
* [description] | |
* @param u [description] | |
* @param out [description] | |
*/ | |
getPointAt<O extends Phaser.Math.Vector2>(u: number, out?: O): O; | |
/** | |
* [description] | |
* @param divisions [description] | |
*/ | |
getPoints(divisions?: integer): Phaser.Math.Vector2[]; | |
/** | |
* [description] | |
* @param out [description] | |
*/ | |
getRandomPoint<O extends Phaser.Math.Vector2>(out?: O): O; | |
/** | |
* [description] | |
* @param divisions [description] | |
*/ | |
getSpacedPoints(divisions?: integer): Phaser.Math.Vector2[]; | |
/** | |
* [description] | |
* @param out [description] | |
*/ | |
getStartPoint<O extends Phaser.Math.Vector2>(out?: O): O; | |
/** | |
* [description] | |
* @param t [description] | |
* @param out [description] | |
*/ | |
getTangent<O extends Phaser.Math.Vector2>(t: number, out?: O): O; | |
/** | |
* [description] | |
* @param u [description] | |
* @param out [description] | |
*/ | |
getTangentAt<O extends Phaser.Math.Vector2>(u: number, out?: O): O; | |
/** | |
* [description] | |
* @param distance [description] | |
* @param divisions [description] | |
*/ | |
getTFromDistance(distance: integer, divisions?: integer): number; | |
/** | |
* [description] | |
* @param u [description] | |
* @param distance [description] | |
* @param divisions [description] | |
*/ | |
getUtoTmapping(u: number, distance: integer, divisions?: integer): number; | |
/** | |
* [description] | |
*/ | |
updateArcLengths(): void; | |
} | |
/** | |
* [description] | |
*/ | |
class EllipseCurve extends Phaser.Curves.Curve { | |
/** | |
* | |
* @param x [description] Default 0. | |
* @param y [description] Default 0. | |
* @param xRadius [description] Default 0. | |
* @param yRadius [description] Default 0. | |
* @param startAngle [description] Default 0. | |
* @param endAngle [description] Default 360. | |
* @param clockwise [description] Default false. | |
* @param rotation [description] Default 0. | |
*/ | |
constructor(x?: number | EllipseCurveConfig, y?: number, xRadius?: number, yRadius?: number, startAngle?: integer, endAngle?: integer, clockwise?: boolean, rotation?: integer); | |
/** | |
* [description] | |
*/ | |
p0: Phaser.Math.Vector2; | |
/** | |
* Gets the starting point on the curve. | |
* @param out A Vector2 object to store the result in. If not given will be created. | |
*/ | |
getStartPoint<O extends Phaser.Math.Vector2>(out?: O): O; | |
/** | |
* [description] | |
* @param divisions [description] | |
*/ | |
getResolution(divisions: number): number; | |
/** | |
* Get point at relative position in curve according to length. | |
* @param t The position along the curve to return. Where 0 is the start and 1 is the end. | |
* @param out A Vector2 object to store the result in. If not given will be created. | |
*/ | |
getPoint<O extends Phaser.Math.Vector2>(t: number, out?: O): O; | |
/** | |
* Sets the horizontal radius of this curve. | |
* @param value The horizontal radius of this curve. | |
*/ | |
setXRadius(value: number): Phaser.Curves.EllipseCurve; | |
/** | |
* Sets the vertical radius of this curve. | |
* @param value The vertical radius of this curve. | |
*/ | |
setYRadius(value: number): Phaser.Curves.EllipseCurve; | |
/** | |
* Sets the width of this curve. | |
* @param value The width of this curve. | |
*/ | |
setWidth(value: number): Phaser.Curves.EllipseCurve; | |
/** | |
* Sets the height of this curve. | |
* @param value The height of this curve. | |
*/ | |
setHeight(value: number): Phaser.Curves.EllipseCurve; | |
/** | |
* Sets the start angle of this curve. | |
* @param value The start angle of this curve, in radians. | |
*/ | |
setStartAngle(value: number): Phaser.Curves.EllipseCurve; | |
/** | |
* Sets the end angle of this curve. | |
* @param value The end angle of this curve, in radians. | |
*/ | |
setEndAngle(value: number): Phaser.Curves.EllipseCurve; | |
/** | |
* Sets if this curve extends clockwise or anti-clockwise. | |
* @param value The clockwise state of this curve. | |
*/ | |
setClockwise(value: boolean): Phaser.Curves.EllipseCurve; | |
/** | |
* Sets the rotation of this curve. | |
* @param value The rotation of this curve, in radians. | |
*/ | |
setRotation(value: number): Phaser.Curves.EllipseCurve; | |
/** | |
* [description] | |
*/ | |
x: number; | |
/** | |
* [description] | |
*/ | |
y: number; | |
/** | |
* [description] | |
*/ | |
xRadius: number; | |
/** | |
* [description] | |
*/ | |
yRadius: number; | |
/** | |
* [description] | |
*/ | |
startAngle: number; | |
/** | |
* [description] | |
*/ | |
endAngle: number; | |
/** | |
* [description] | |
*/ | |
clockwise: boolean; | |
/** | |
* [description] | |
*/ | |
rotation: number; | |
/** | |
* [description] | |
*/ | |
toJSON(): JSONEllipseCurve; | |
/** | |
* [description] | |
* @param data The JSON object containing this curve data. | |
*/ | |
static fromJSON(data: JSONEllipseCurve): Phaser.Curves.EllipseCurve; | |
} | |
/** | |
* [description] | |
*/ | |
class LineCurve extends Phaser.Curves.Curve { | |
/** | |
* | |
* @param p0 [description] | |
* @param p1 [description] | |
*/ | |
constructor(p0: Phaser.Math.Vector2 | number[], p1?: Phaser.Math.Vector2); | |
/** | |
* [description] | |
*/ | |
p0: Phaser.Math.Vector2; | |
/** | |
* [description] | |
*/ | |
p1: Phaser.Math.Vector2; | |
/** | |
* Returns a Rectangle where the position and dimensions match the bounds of this Curve. | |
* @param out A Rectangle object to store the bounds in. If not given a new Rectangle will be created. | |
*/ | |
getBounds<O extends Phaser.Geom.Rectangle>(out?: O): O; | |
/** | |
* Gets the starting point on the curve. | |
* @param out A Vector2 object to store the result in. If not given will be created. | |
*/ | |
getStartPoint<O extends Phaser.Math.Vector2>(out?: O): O; | |
/** | |
* [description] | |
* @param divisions [description] Default 1. | |
*/ | |
getResolution(divisions?: number): number; | |
/** | |
* Get point at relative position in curve according to length. | |
* @param t The position along the curve to return. Where 0 is the start and 1 is the end. | |
* @param out A Vector2 object to store the result in. If not given will be created. | |
*/ | |
getPoint<O extends Phaser.Math.Vector2>(t: number, out?: O): O; | |
/** | |
* [description] | |
* @param u The position along the curve to return. Where 0 is the start and 1 is the end. | |
* @param out A Vector2 object to store the result in. If not given will be created. | |
*/ | |
getPointAt<O extends Phaser.Math.Vector2>(u: number, out?: O): O; | |
/** | |
* [description] | |
*/ | |
getTangent<O extends Phaser.Math.Vector2>(): O; | |
/** | |
* Draws this curve on the given Graphics object. | |
* | |
* The curve is drawn using `Graphics.lineBetween` so will be drawn at whatever the present Graphics line color is. | |
* The Graphics object is not cleared before the draw, so the curve will appear on-top of anything else already rendered to it. | |
* @param graphics The Graphics instance onto which this curve will be drawn. | |
*/ | |
draw<G extends Phaser.GameObjects.Graphics>(graphics: G): G; | |
/** | |
* [description] | |
*/ | |
toJSON(): JSONCurve; | |
/** | |
* [description] | |
* @param data The JSON object containing this curve data. | |
*/ | |
static fromJSON(data: JSONCurve): Phaser.Curves.LineCurve; | |
} | |
/** | |
* [description] | |
*/ | |
class MoveTo { | |
/** | |
* | |
* @param x [description] | |
* @param y [description] | |
*/ | |
constructor(x?: number, y?: number); | |
/** | |
* [description] | |
*/ | |
active: boolean; | |
/** | |
* [description] | |
*/ | |
p0: Phaser.Math.Vector2; | |
/** | |
* Get point at relative position in curve according to length. | |
* @param t The position along the curve to return. Where 0 is the start and 1 is the end. | |
* @param out A Vector2 object to store the result in. If not given will be created. | |
*/ | |
getPoint<O extends Phaser.Math.Vector2>(t: number, out?: O): O; | |
/** | |
* [description] | |
* @param u [description] | |
* @param out [description] | |
*/ | |
getPointAt<O extends Phaser.Math.Vector2>(u: number, out?: O): O; | |
/** | |
* Gets the resolution of this curve. | |
*/ | |
getResolution(): number; | |
/** | |
* Gets the length of this curve. | |
*/ | |
getLength(): number; | |
/** | |
* [description] | |
*/ | |
toJSON(): JSONCurve; | |
} | |
/** | |
* [description] | |
*/ | |
class Path { | |
/** | |
* | |
* @param x [description] Default 0. | |
* @param y [description] Default 0. | |
*/ | |
constructor(x?: number, y?: number); | |
/** | |
* [description] | |
*/ | |
name: string; | |
/** | |
* [description] | |
*/ | |
curves: Phaser.Curves.Curve[]; | |
/** | |
* [description] | |
*/ | |
cacheLengths: number[]; | |
/** | |
* Automatically closes the path. | |
*/ | |
autoClose: boolean; | |
/** | |
* [description] | |
*/ | |
startPoint: Phaser.Math.Vector2; | |
/** | |
* [description] | |
* @param curve [description] | |
*/ | |
add(curve: Phaser.Curves.Curve): Phaser.Curves.Path; | |
/** | |
* [description] | |
* @param radius [description] | |
* @param clockwise [description] Default false. | |
* @param rotation [description] Default 0. | |
*/ | |
circleTo(radius: number, clockwise?: boolean, rotation?: number): Phaser.Curves.Path; | |
/** | |
* [description] | |
*/ | |
closePath(): Phaser.Curves.Path; | |
/** | |
* [description] | |
* @param x [description] | |
* @param y [description] | |
* @param control1X [description] | |
* @param control1Y [description] | |
* @param control2X [description] | |
* @param control2Y [description] | |
*/ | |
cubicBezierTo(x: number, y: number, control1X: Phaser.Math.Vector2, control1Y: Phaser.Math.Vector2, control2X: Phaser.Math.Vector2, control2Y: Phaser.Math.Vector2): Phaser.Curves.Path; | |
/** | |
* [description] | |
* @param x [description] | |
* @param y [description] | |
* @param controlX [description] | |
* @param controlY [description] | |
*/ | |
quadraticBezierTo(x: number | Phaser.Math.Vector2[], y?: number, controlX?: number, controlY?: number): Phaser.Curves.Path; | |
/** | |
* [description] | |
* @param graphics [description] | |
* @param pointsTotal [description] Default 32. | |
*/ | |
draw<G extends Phaser.GameObjects.Graphics>(graphics: Phaser.GameObjects.Graphics, pointsTotal?: integer): G; | |
/** | |
* Creates an ellipse curve positioned at the previous end point, using the given parameters. | |
* @param xRadius [description] | |
* @param yRadius [description] | |
* @param startAngle [description] | |
* @param endAngle [description] | |
* @param clockwise [description] | |
* @param rotation [description] | |
*/ | |
ellipseTo(xRadius: number, yRadius: number, startAngle: number, endAngle: number, clockwise: boolean, rotation: number): Phaser.Curves.Path; | |
/** | |
* [description] | |
* @param data [description] | |
*/ | |
fromJSON(data: object): Phaser.Curves.Path; | |
/** | |
* [description] | |
* @param out [description] | |
* @param accuracy [description] Default 16. | |
*/ | |
getBounds<O extends Phaser.Math.Vector2>(out?: O, accuracy?: integer): O; | |
/** | |
* [description] | |
*/ | |
getCurveLengths(): number[]; | |
/** | |
* [description] | |
* @param out [description] | |
*/ | |
getEndPoint<O extends Phaser.Math.Vector2>(out?: O): O; | |
/** | |
* [description] | |
*/ | |
getLength(): number; | |
/** | |
* [description] | |
* @param t [description] | |
* @param out [description] | |
*/ | |
getPoint<O extends Phaser.Math.Vector2>(t: number, out?: O): O; | |
/** | |
* [description] | |
* @param divisions [description] Default 12. | |
*/ | |
getPoints(divisions?: integer): Phaser.Math.Vector2[]; | |
/** | |
* [description] | |
* @param out [description] | |
*/ | |
getRandomPoint<O extends Phaser.Math.Vector2>(out?: O): O; | |
/** | |
* [description] | |
* @param divisions [description] Default 40. | |
*/ | |
getSpacedPoints(divisions?: integer): Phaser.Math.Vector2[]; | |
/** | |
* [description] | |
* @param out [description] | |
*/ | |
getStartPoint<O extends Phaser.Math.Vector2>(out?: O): O; | |
/** | |
* [description] | |
* @param x [description] | |
* @param y [description] | |
*/ | |
lineTo(x: number | Phaser.Math.Vector2, y?: number): Phaser.Curves.Path; | |
/** | |
* [description] | |
* @param points [description] | |
*/ | |
splineTo(points: Phaser.Math.Vector2[]): Phaser.Curves.Path; | |
/** | |
* [description] | |
* @param x [description] | |
* @param y [description] | |
*/ | |
moveTo(x: number, y: number): Phaser.Curves.Path; | |
/** | |
* [description] | |
*/ | |
toJSON(): JSONPath; | |
/** | |
* [description] | |
*/ | |
updateArcLengths(): void; | |
/** | |
* [description] | |
*/ | |
destroy(): void; | |
} | |
/** | |
* [description] | |
*/ | |
class QuadraticBezier extends Phaser.Curves.Curve { | |
/** | |
* | |
* @param p0 Start point, or an array of point pairs. | |
* @param p1 Control Point 1. | |
* @param p2 Control Point 2. | |
*/ | |
constructor(p0: Phaser.Math.Vector2 | number[], p1: Phaser.Math.Vector2, p2: Phaser.Math.Vector2); | |
/** | |
* [description] | |
*/ | |
p0: Phaser.Math.Vector2; | |
/** | |
* [description] | |
*/ | |
p1: Phaser.Math.Vector2; | |
/** | |
* [description] | |
*/ | |
p2: Phaser.Math.Vector2; | |
/** | |
* Gets the starting point on the curve. | |
* @param out A Vector2 object to store the result in. If not given will be created. | |
*/ | |
getStartPoint<O extends Phaser.Math.Vector2>(out?: O): O; | |
/** | |
* [description] | |
* @param divisions [description] | |
*/ | |
getResolution(divisions: number): number; | |
/** | |
* Get point at relative position in curve according to length. | |
* @param t The position along the curve to return. Where 0 is the start and 1 is the end. | |
* @param out A Vector2 object to store the result in. If not given will be created. | |
*/ | |
getPoint<O extends Phaser.Math.Vector2>(t: number, out?: O): O; | |
/** | |
* [description] | |
* @param graphics [description] | |
* @param pointsTotal [description] Default 32. | |
*/ | |
draw<G extends Phaser.GameObjects.Graphics>(graphics: G, pointsTotal?: integer): G; | |
/** | |
* [description] | |
*/ | |
toJSON(): JSONCurve; | |
/** | |
* [description] | |
* @param data The JSON object containing this curve data. | |
*/ | |
static fromJSON(data: JSONCurve): Phaser.Curves.QuadraticBezier; | |
} | |
/** | |
* [description] | |
*/ | |
class SplineCurve extends Phaser.Curves.Curve { | |
/** | |
* | |
* @param points [description] | |
*/ | |
constructor(points?: Phaser.Math.Vector2[]); | |
/** | |
* [description] | |
*/ | |
points: Phaser.Math.Vector2[]; | |
/** | |
* [description] | |
* @param points [description] | |
*/ | |
addPoints(points: Phaser.Math.Vector2[] | number[] | number[][]): Phaser.Curves.SplineCurve; | |
/** | |
* [description] | |
* @param x [description] | |
* @param y [description] | |
*/ | |
addPoint(x: number, y: number): Phaser.Math.Vector2; | |
/** | |
* Gets the starting point on the curve. | |
* @param out A Vector2 object to store the result in. If not given will be created. | |
*/ | |
getStartPoint<O extends Phaser.Math.Vector2>(out?: O): O; | |
/** | |
* [description] | |
* @param divisions [description] | |
*/ | |
getResolution(divisions: number): number; | |
/** | |
* Get point at relative position in curve according to length. | |
* @param t The position along the curve to return. Where 0 is the start and 1 is the end. | |
* @param out A Vector2 object to store the result in. If not given will be created. | |
*/ | |
getPoint<O extends Phaser.Math.Vector2>(t: number, out?: O): O; | |
/** | |
* [description] | |
*/ | |
toJSON(): JSONCurve; | |
/** | |
* [description] | |
* @param data The JSON object containing this curve data. | |
*/ | |
static fromJSON(data: JSONCurve): Phaser.Curves.SplineCurve; | |
} | |
} | |
namespace Data { | |
/** | |
* The Data Component features a means to store pieces of data specific to a Game Object, System or Plugin. | |
* You can then search, query it, and retrieve the data. The parent must either extend EventEmitter, | |
* or have a property called `events` that is an instance of it. | |
*/ | |
class DataManager { | |
/** | |
* | |
* @param parent The object that this DataManager belongs to. | |
* @param eventEmitter The DataManager's event emitter. | |
*/ | |
constructor(parent: object, eventEmitter: Phaser.Events.EventEmitter); | |
/** | |
* The object that this DataManager belongs to. | |
*/ | |
parent: any; | |
/** | |
* The DataManager's event emitter. | |
*/ | |
events: Phaser.Events.EventEmitter; | |
/** | |
* The data list. | |
*/ | |
list: {[key: string]: any}; | |
/** | |
* Whether setting data is blocked for this DataManager. | |
* | |
* Used temporarily to allow 'changedata' event listeners to prevent | |
* specific data from being set. | |
*/ | |
blockSet: boolean; | |
/** | |
* Retrieves the value for the given key, or undefined if it doesn't exist. | |
* @param key The key of the value to retrieve. | |
*/ | |
get(key: string): any; | |
/** | |
* Retrieves all data values. | |
*/ | |
getAll(): {[key: string]: any}; | |
/** | |
* Queries the DataManager for the values of keys matching the given search string. | |
* @param search The search string. | |
*/ | |
query(search: string): {[key: string]: any}; | |
/** | |
* Sets the value for the given key. | |
* | |
* Emits the 'changedata' and 'setdata' events. | |
* @param key The key to set the value for. | |
* @param data The value to set. | |
*/ | |
set(key: string, data: any): Phaser.Data.DataManager; | |
/** | |
* Passes all data entries to the given callback. Stores the result of the callback. | |
* @param callback The function to call. | |
* @param scope Value to use as `this` when executing callback. | |
* @param args Additional arguments that will be passed to the callback, after the game object, key, and data. | |
*/ | |
each(callback: DataEachCallback, scope?: any, ...args: any[]): Phaser.Data.DataManager; | |
/** | |
* Merge the given data object into this DataManager's data object. | |
* @param data The data to merge. | |
* @param overwrite Whether to overwrite existing data. Defaults to true. | |
*/ | |
merge(data: {[key: string]: any}, overwrite: boolean): Phaser.Data.DataManager; | |
/** | |
* Remove the value for the given key. | |
* @param key The key to remove | |
*/ | |
remove(key: string): Phaser.Data.DataManager; | |
/** | |
* Retrieves the data associated with the given 'key', deletes it from this Data store, then returns it. | |
* @param key The key of the value to retrieve and delete. | |
*/ | |
pop(key: string): any; | |
/** | |
* Determines whether the given key is set in this Data store. | |
* @param key The key to check. | |
*/ | |
has(key: string): boolean; | |
/** | |
* Freeze or unfreeze this Data store, to allow or prevent setting its values. | |
* @param value Whether to freeze the Data store. | |
*/ | |
setFreeze(value: boolean): Phaser.Data.DataManager; | |
/** | |
* Delete all data in this Data store and unfreeze it. | |
*/ | |
reset(): Phaser.Data.DataManager; | |
/** | |
* Destroy this data manager. | |
*/ | |
destroy(): void; | |
/** | |
* Freeze this Data component, so no values can be set. | |
*/ | |
freeze: boolean; | |
/** | |
* Return the total number of entries in this Data component. | |
*/ | |
count: integer; | |
} | |
/** | |
* The Data Component features a means to store pieces of data specific to a Game Object, System or Plugin. | |
* You can then search, query it, and retrieve the data. The parent must either extend EventEmitter, | |
* or have a property called `events` that is an instance of it. | |
*/ | |
class DataManagerPlugin extends Phaser.Data.DataManager { | |
/** | |
* | |
* @param scene [description] | |
*/ | |
constructor(scene: Phaser.Scene); | |
/** | |
* [description] | |
*/ | |
scene: Phaser.Scene; | |
/** | |
* [description] | |
*/ | |
systems: Phaser.Scenes.Systems; | |
/** | |
* The Scene that owns this plugin is being destroyed. | |
* We need to shutdown and then kill off all external references. | |
*/ | |
destroy(): void; | |
} | |
} | |
namespace Device { | |
/** | |
* Determines the audio playback capabilities of the device running this Phaser Game instance. | |
* These values are read-only and populated during the boot sequence of the game. | |
* They are then referenced by internal game systems and are available for you to access | |
* via `this.sys.game.device.audio` from within any Scene. | |
*/ | |
type Audio = { | |
/** | |
* Can this device play HTML Audio tags? | |
*/ | |
audioData: boolean; | |
/** | |
* Can this device play EC-3 Dolby Digital Plus files? | |
*/ | |
dolby: boolean; | |
/** | |
* Can this device can play m4a files. | |
*/ | |
m4a: boolean; | |
/** | |
* Can this device play mp3 files? | |
*/ | |
mp3: boolean; | |
/** | |
* Can this device play ogg files? | |
*/ | |
ogg: boolean; | |
/** | |
* Can this device play opus files? | |
*/ | |
opus: boolean; | |
/** | |
* Can this device play wav files? | |
*/ | |
wav: boolean; | |
/** | |
* Does this device have the Web Audio API? | |
*/ | |
webAudio: boolean; | |
/** | |
* Can this device play webm files? | |
*/ | |
webm: boolean; | |
}; | |
/** | |
* Determines the browser type and version running this Phaser Game instance. | |
* These values are read-only and populated during the boot sequence of the game. | |
* They are then referenced by internal game systems and are available for you to access | |
* via `this.sys.game.device.browser` from within any Scene. | |
*/ | |
type Browser = { | |
/** | |
* Set to true if running in Chrome. | |
*/ | |
chrome: boolean; | |
/** | |
* Set to true if running in Microsoft Edge browser. | |
*/ | |
edge: boolean; | |
/** | |
* Set to true if running in Firefox. | |
*/ | |
firefox: boolean; | |
/** | |
* Set to true if running in Internet Explorer 11 or less (not Edge). | |
*/ | |
ie: boolean; | |
/** | |
* Set to true if running in Mobile Safari. | |
*/ | |
mobileSafari: boolean; | |
/** | |
* Set to true if running in Opera. | |
*/ | |
opera: boolean; | |
/** | |
* Set to true if running in Safari. | |
*/ | |
safari: boolean; | |
/** | |
* Set to true if running in the Silk browser (as used on the Amazon Kindle) | |
*/ | |
silk: boolean; | |
/** | |
* Set to true if running a Trident version of Internet Explorer (IE11+) | |
*/ | |
trident: boolean; | |
/** | |
* If running in Chrome this will contain the major version number. | |
*/ | |
chromeVersion: number; | |
/** | |
* If running in Firefox this will contain the major version number. | |
*/ | |
firefoxVersion: number; | |
/** | |
* If running in Internet Explorer this will contain the major version number. Beyond IE10 you should use Browser.trident and Browser.tridentVersion. | |
*/ | |
ieVersion: number; | |
/** | |
* If running in Safari this will contain the major version number. | |
*/ | |
safariVersion: number; | |
/** | |
* If running in Internet Explorer 11 this will contain the major version number. See {@link http://msdn.microsoft.com/en-us/library/ie/ms537503(v=vs.85).aspx} | |
*/ | |
tridentVersion: number; | |
}; | |
/** | |
* Determines the canvas features of the browser running this Phaser Game instance. | |
* These values are read-only and populated during the boot sequence of the game. | |
* They are then referenced by internal game systems and are available for you to access | |
* via `this.sys.game.device.canvasFeatures` from within any Scene. | |
*/ | |
type CanvasFeatures = { | |
/** | |
* Set to true if the browser supports inversed alpha. | |
*/ | |
supportInverseAlpha: boolean; | |
/** | |
* Set to true if the browser supports new canvas blend modes. | |
*/ | |
supportNewBlendModes: boolean; | |
}; | |
/** | |
* Determines the features of the browser running this Phaser Game instance. | |
* These values are read-only and populated during the boot sequence of the game. | |
* They are then referenced by internal game systems and are available for you to access | |
* via `this.sys.game.device.features` from within any Scene. | |
*/ | |
type Features = { | |
/** | |
* True if canvas supports a 'copy' bitblt onto itself when the source and destination regions overlap. | |
*/ | |
canvasBitBltShift: boolean; | |
/** | |
* Is canvas available? | |
*/ | |
canvas: boolean; | |
/** | |
* Is file available? | |
*/ | |
file: boolean; | |
/** | |
* Is fileSystem available? | |
*/ | |
fileSystem: boolean; | |
/** | |
* Does the device support the getUserMedia API? | |
*/ | |
getUserMedia: boolean; | |
/** | |
* Is the device big or little endian? (only detected if the browser supports TypedArrays) | |
*/ | |
littleEndian: boolean; | |
/** | |
* Is localStorage available? | |
*/ | |
localStorage: boolean; | |
/** | |
* Is Pointer Lock available? | |
*/ | |
pointerLock: boolean; | |
/** | |
* Does the device context support 32bit pixel manipulation using array buffer views? | |
*/ | |
support32bit: boolean; | |
/** | |
* Does the device support the Vibration API? | |
*/ | |
vibration: boolean; | |
/** | |
* Is webGL available? | |
*/ | |
webGL: boolean; | |
/** | |
* Is worker available? | |
*/ | |
worker: boolean; | |
}; | |
/** | |
* Determines the full screen support of the browser running this Phaser Game instance. | |
* These values are read-only and populated during the boot sequence of the game. | |
* They are then referenced by internal game systems and are available for you to access | |
* via `this.sys.game.device.fullscreen` from within any Scene. | |
*/ | |
type Fullscreen = { | |
/** | |
* Does the browser support the Full Screen API? | |
*/ | |
available: boolean; | |
/** | |
* Does the browser support access to the Keyboard during Full Screen mode? | |
*/ | |
keyboard: boolean; | |
/** | |
* If the browser supports the Full Screen API this holds the call you need to use to cancel it. | |
*/ | |
cancel: string; | |
/** | |
* If the browser supports the Full Screen API this holds the call you need to use to activate it. | |
*/ | |
request: string; | |
}; | |
/** | |
* Determines the input support of the browser running this Phaser Game instance. | |
* These values are read-only and populated during the boot sequence of the game. | |
* They are then referenced by internal game systems and are available for you to access | |
* via `this.sys.game.device.input` from within any Scene. | |
*/ | |
type Input = { | |
/** | |
* The newest type of Wheel/Scroll event supported: 'wheel', 'mousewheel', 'DOMMouseScroll' | |
*/ | |
wheelType: string; | |
/** | |
* Is navigator.getGamepads available? | |
*/ | |
gamepads: boolean; | |
/** | |
* Is mspointer available? | |
*/ | |
mspointer: boolean; | |
/** | |
* Is touch available? | |
*/ | |
touch: boolean; | |
}; | |
/** | |
* Determines the operating system of the device running this Phaser Game instance. | |
* These values are read-only and populated during the boot sequence of the game. | |
* They are then referenced by internal game systems and are available for you to access | |
* via `this.sys.game.device.os` from within any Scene. | |
*/ | |
type OS = { | |
/** | |
* Is running on android? | |
*/ | |
android: boolean; | |
/** | |
* Is running on chromeOS? | |
*/ | |
chromeOS: boolean; | |
/** | |
* Is the game running under CocoonJS? | |
*/ | |
cocoonJS: boolean; | |
/** | |
* Is this game running with CocoonJS.App? | |
*/ | |
cocoonJSApp: boolean; | |
/** | |
* Is the game running under Apache Cordova? | |
*/ | |
cordova: boolean; | |
/** | |
* Is the game running under the Intel Crosswalk XDK? | |
*/ | |
crosswalk: boolean; | |
/** | |
* Is running on a desktop? | |
*/ | |
desktop: boolean; | |
/** | |
* Is the game running under Ejecta? | |
*/ | |
ejecta: boolean; | |
/** | |
* Is the game running under GitHub Electron? | |
*/ | |
electron: boolean; | |
/** | |
* Is running on iOS? | |
*/ | |
iOS: boolean; | |
/** | |
* Is running on iPad? | |
*/ | |
iPad: boolean; | |
/** | |
* Is running on iPhone? | |
*/ | |
iPhone: boolean; | |
/** | |
* Is running on an Amazon Kindle? | |
*/ | |
kindle: boolean; | |
/** | |
* Is running on linux? | |
*/ | |
linux: boolean; | |
/** | |
* Is running on macOS? | |
*/ | |
macOS: boolean; | |
/** | |
* Is the game running under Node.js? | |
*/ | |
node: boolean; | |
/** | |
* Is the game running under Node-Webkit? | |
*/ | |
nodeWebkit: boolean; | |
/** | |
* Set to true if running as a WebApp, i.e. within a WebView | |
*/ | |
webApp: boolean; | |
/** | |
* Is running on windows? | |
*/ | |
windows: boolean; | |
/** | |
* Is running on a Windows Phone? | |
*/ | |
windowsPhone: boolean; | |
/** | |
* If running in iOS this will contain the major version number. | |
*/ | |
iOSVersion: number; | |
/** | |
* PixelRatio of the host device? | |
*/ | |
pixelRatio: number; | |
}; | |
/** | |
* Determines the video support of the browser running this Phaser Game instance. | |
* These values are read-only and populated during the boot sequence of the game. | |
* They are then referenced by internal game systems and are available for you to access | |
* via `this.sys.game.device.video` from within any Scene. | |
*/ | |
type Video = { | |
/** | |
* Can this device play h264 mp4 video files? | |
*/ | |
h264Video: boolean; | |
/** | |
* Can this device play hls video files? | |
*/ | |
hlsVideo: boolean; | |
/** | |
* Can this device play h264 mp4 video files? | |
*/ | |
mp4Video: boolean; | |
/** | |
* Can this device play ogg video files? | |
*/ | |
oggVideo: boolean; | |
/** | |
* Can this device play vp9 video files? | |
*/ | |
vp9Video: boolean; | |
/** | |
* Can this device play webm video files? | |
*/ | |
webmVideo: boolean; | |
}; | |
} | |
type DeviceConf = { | |
/** | |
* The OS Device functions. | |
*/ | |
os: Phaser.Device.OS; | |
/** | |
* The Browser Device functions. | |
*/ | |
browser: Phaser.Device.Browser; | |
/** | |
* The Features Device functions. | |
*/ | |
features: Phaser.Device.Features; | |
/** | |
* The Input Device functions. | |
*/ | |
input: Phaser.Device.Input; | |
/** | |
* The Audio Device functions. | |
*/ | |
audio: Phaser.Device.Audio; | |
/** | |
* The Video Device functions. | |
*/ | |
video: Phaser.Device.Video; | |
/** | |
* The Fullscreen Device functions. | |
*/ | |
fullscreen: Phaser.Device.Fullscreen; | |
/** | |
* The Canvas Device functions. | |
*/ | |
canvasFeatures: Phaser.Device.CanvasFeatures; | |
}; | |
namespace Display { | |
namespace Align { | |
/** | |
* A constant representing a top-left alignment or position. | |
*/ | |
const TOP_LEFT: integer; | |
/** | |
* A constant representing a top-center alignment or position. | |
*/ | |
const TOP_CENTER: integer; | |
/** | |
* A constant representing a top-right alignment or position. | |
*/ | |
const TOP_RIGHT: integer; | |
/** | |
* A constant representing a left-top alignment or position. | |
*/ | |
const LEFT_TOP: integer; | |
/** | |
* A constant representing a left-center alignment or position. | |
*/ | |
const LEFT_CENTER: integer; | |
/** | |
* A constant representing a left-bottom alignment or position. | |
*/ | |
const LEFT_BOTTOM: integer; | |
/** | |
* A constant representing a center alignment or position. | |
*/ | |
const CENTER: integer; | |
/** | |
* A constant representing a right-top alignment or position. | |
*/ | |
const RIGHT_TOP: integer; | |
/** | |
* A constant representing a right-center alignment or position. | |
*/ | |
const RIGHT_CENTER: integer; | |
/** | |
* A constant representing a right-bottom alignment or position. | |
*/ | |
const RIGHT_BOTTOM: integer; | |
/** | |
* A constant representing a bottom-left alignment or position. | |
*/ | |
const BOTTOM_LEFT: integer; | |
/** | |
* A constant representing a bottom-center alignment or position. | |
*/ | |
const BOTTOM_CENTER: integer; | |
/** | |
* A constant representing a bottom-right alignment or position. | |
*/ | |
const BOTTOM_RIGHT: integer; | |
namespace In { | |
/** | |
* Takes given Game Object and aligns it so that it is positioned in the bottom center of the other. | |
* @param gameObject The Game Object that will be positioned. | |
* @param alignIn The Game Object to base the alignment position on. | |
* @param offsetX Optional horizontal offset from the position. Default 0. | |
* @param offsetY Optional vertical offset from the position. Default 0. | |
*/ | |
function BottomCenter<G extends Phaser.GameObjects.GameObject>(gameObject: G, alignIn: Phaser.GameObjects.GameObject, offsetX?: number, offsetY?: number): G; | |
/** | |
* Takes given Game Object and aligns it so that it is positioned in the bottom left of the other. | |
* @param gameObject The Game Object that will be positioned. | |
* @param alignIn The Game Object to base the alignment position on. | |
* @param offsetX Optional horizontal offset from the position. Default 0. | |
* @param offsetY Optional vertical offset from the position. Default 0. | |
*/ | |
function BottomLeft<G extends Phaser.GameObjects.GameObject>(gameObject: G, alignIn: Phaser.GameObjects.GameObject, offsetX?: number, offsetY?: number): G; | |
/** | |
* Takes given Game Object and aligns it so that it is positioned in the bottom right of the other. | |
* @param gameObject The Game Object that will be positioned. | |
* @param alignIn The Game Object to base the alignment position on. | |
* @param offsetX Optional horizontal offset from the position. Default 0. | |
* @param offsetY Optional vertical offset from the position. Default 0. | |
*/ | |
function BottomRight<G extends Phaser.GameObjects.GameObject>(gameObject: G, alignIn: Phaser.GameObjects.GameObject, offsetX?: number, offsetY?: number): G; | |
/** | |
* Takes given Game Object and aligns it so that it is positioned in the center of the other. | |
* @param gameObject The Game Object that will be positioned. | |
* @param alignIn The Game Object to base the alignment position on. | |
* @param offsetX Optional horizontal offset from the position. Default 0. | |
* @param offsetY Optional vertical offset from the position. Default 0. | |
*/ | |
function Center<G extends Phaser.GameObjects.GameObject>(gameObject: G, alignIn: Phaser.GameObjects.GameObject, offsetX?: number, offsetY?: number): G; | |
/** | |
* Takes given Game Object and aligns it so that it is positioned in the left center of the other. | |
* @param gameObject The Game Object that will be positioned. | |
* @param alignIn The Game Object to base the alignment position on. | |
* @param offsetX Optional horizontal offset from the position. Default 0. | |
* @param offsetY Optional vertical offset from the position. Default 0. | |
*/ | |
function LeftCenter<G extends Phaser.GameObjects.GameObject>(gameObject: G, alignIn: Phaser.GameObjects.GameObject, offsetX?: number, offsetY?: number): G; | |
/** | |
* Takes given Game Object and aligns it so that it is positioned relative to the other. | |
* The alignment used is based on the `position` argument, which is an `ALIGN_CONST` value, such as `LEFT_CENTER` or `TOP_RIGHT`. | |
* @param child The Game Object that will be positioned. | |
* @param alignIn The Game Object to base the alignment position on. | |
* @param position The position to align the Game Object with. This is an align constant, such as `ALIGN_CONST.LEFT_CENTER`. | |
* @param offsetX Optional horizontal offset from the position. Default 0. | |
* @param offsetY Optional vertical offset from the position. Default 0. | |
*/ | |
function QuickSet<G extends Phaser.GameObjects.GameObject>(child: G, alignIn: Phaser.GameObjects.GameObject, position: integer, offsetX?: number, offsetY?: number): G; | |
/** | |
* Takes given Game Object and aligns it so that it is positioned in the right center of the other. | |
* @param gameObject The Game Object that will be positioned. | |
* @param alignIn The Game Object to base the alignment position on. | |
* @param offsetX Optional horizontal offset from the position. Default 0. | |
* @param offsetY Optional vertical offset from the position. Default 0. | |
*/ | |
function RightCenter<G extends Phaser.GameObjects.GameObject>(gameObject: G, alignIn: Phaser.GameObjects.GameObject, offsetX?: number, offsetY?: number): G; | |
/** | |
* Takes given Game Object and aligns it so that it is positioned in the top center of the other. | |
* @param gameObject The Game Object that will be positioned. | |
* @param alignIn The Game Object to base the alignment position on. | |
* @param offsetX Optional horizontal offset from the position. Default 0. | |
* @param offsetY Optional vertical offset from the position. Default 0. | |
*/ | |
function TopCenter<G extends Phaser.GameObjects.GameObject>(gameObject: G, alignIn: Phaser.GameObjects.GameObject, offsetX?: number, offsetY?: number): G; | |
/** | |
* Takes given Game Object and aligns it so that it is positioned in the top left of the other. | |
* @param gameObject The Game Object that will be positioned. | |
* @param alignIn The Game Object to base the alignment position on. | |
* @param offsetX Optional horizontal offset from the position. Default 0. | |
* @param offsetY Optional vertical offset from the position. Default 0. | |
*/ | |
function TopLeft<G extends Phaser.GameObjects.GameObject>(gameObject: G, alignIn: Phaser.GameObjects.GameObject, offsetX?: number, offsetY?: number): G; | |
/** | |
* Takes given Game Object and aligns it so that it is positioned in the top right of the other. | |
* @param gameObject The Game Object that will be positioned. | |
* @param alignIn The Game Object to base the alignment position on. | |
* @param offsetX Optional horizontal offset from the position. Default 0. | |
* @param offsetY Optional vertical offset from the position. Default 0. | |
*/ | |
function TopRight<G extends Phaser.GameObjects.GameObject>(gameObject: G, alignIn: Phaser.GameObjects.GameObject, offsetX?: number, offsetY?: number): G; | |
} | |
namespace To { | |
/** | |
* Takes given Game Object and aligns it so that it is positioned next to the bottom center position of the other. | |
* @param gameObject The Game Object that will be positioned. | |
* @param alignTo The Game Object to base the alignment position on. | |
* @param offsetX Optional horizontal offset from the position. Default 0. | |
* @param offsetY Optional vertical offset from the position. Default 0. | |
*/ | |
function BottomCenter<G extends Phaser.GameObjects.GameObject>(gameObject: G, alignTo: Phaser.GameObjects.GameObject, offsetX?: number, offsetY?: number): G; | |
/** | |
* Takes given Game Object and aligns it so that it is positioned next to the bottom left position of the other. | |
* @param gameObject The Game Object that will be positioned. | |
* @param alignTo The Game Object to base the alignment position on. | |
* @param offsetX Optional horizontal offset from the position. Default 0. | |
* @param offsetY Optional vertical offset from the position. Default 0. | |
*/ | |
function BottomLeft<G extends Phaser.GameObjects.GameObject>(gameObject: G, alignTo: Phaser.GameObjects.GameObject, offsetX?: number, offsetY?: number): G; | |
/** | |
* Takes given Game Object and aligns it so that it is positioned next to the bottom right position of the other. | |
* @param gameObject The Game Object that will be positioned. | |
* @param alignTo The Game Object to base the alignment position on. | |
* @param offsetX Optional horizontal offset from the position. Default 0. | |
* @param offsetY Optional vertical offset from the position. Default 0. | |
*/ | |
function BottomRight<G extends Phaser.GameObjects.GameObject>(gameObject: G, alignTo: Phaser.GameObjects.GameObject, offsetX?: number, offsetY?: number): G; | |
/** | |
* Takes given Game Object and aligns it so that it is positioned next to the left bottom position of the other. | |
* @param gameObject The Game Object that will be positioned. | |
* @param alignTo The Game Object to base the alignment position on. | |
* @param offsetX Optional horizontal offset from the position. Default 0. | |
* @param offsetY Optional vertical offset from the position. Default 0. | |
*/ | |
function LeftBottom<G extends Phaser.GameObjects.GameObject>(gameObject: G, alignTo: Phaser.GameObjects.GameObject, offsetX?: number, offsetY?: number): G; | |
/** | |
* Takes given Game Object and aligns it so that it is positioned next to the left center position of the other. | |
* @param gameObject The Game Object that will be positioned. | |
* @param alignTo The Game Object to base the alignment position on. | |
* @param offsetX Optional horizontal offset from the position. Default 0. | |
* @param offsetY Optional vertical offset from the position. Default 0. | |
*/ | |
function LeftCenter<G extends Phaser.GameObjects.GameObject>(gameObject: G, alignTo: Phaser.GameObjects.GameObject, offsetX?: number, offsetY?: number): G; | |
/** | |
* Takes given Game Object and aligns it so that it is positioned next to the left top position of the other. | |
* @param gameObject The Game Object that will be positioned. | |
* @param alignTo The Game Object to base the alignment position on. | |
* @param offsetX Optional horizontal offset from the position. Default 0. | |
* @param offsetY Optional vertical offset from the position. Default 0. | |
*/ | |
function LeftTop<G extends Phaser.GameObjects.GameObject>(gameObject: G, alignTo: Phaser.GameObjects.GameObject, offsetX?: number, offsetY?: number): G; | |
/** | |
* Takes given Game Object and aligns it so that it is positioned next to the right bottom position of the other. | |
* @param gameObject The Game Object that will be positioned. | |
* @param alignTo The Game Object to base the alignment position on. | |
* @param offsetX Optional horizontal offset from the position. Default 0. | |
* @param offsetY Optional vertical offset from the position. Default 0. | |
*/ | |
function RightBottom<G extends Phaser.GameObjects.GameObject>(gameObject: G, alignTo: Phaser.GameObjects.GameObject, offsetX?: number, offsetY?: number): G; | |
/** | |
* Takes given Game Object and aligns it so that it is positioned next to the right center position of the other. | |
* @param gameObject The Game Object that will be positioned. | |
* @param alignTo The Game Object to base the alignment position on. | |
* @param offsetX Optional horizontal offset from the position. Default 0. | |
* @param offsetY Optional vertical offset from the position. Default 0. | |
*/ | |
function RightCenter<G extends Phaser.GameObjects.GameObject>(gameObject: G, alignTo: Phaser.GameObjects.GameObject, offsetX?: number, offsetY?: number): G; | |
/** | |
* Takes given Game Object and aligns it so that it is positioned next to the right top position of the other. | |
* @param gameObject The Game Object that will be positioned. | |
* @param alignTo The Game Object to base the alignment position on. | |
* @param offsetX Optional horizontal offset from the position. Default 0. | |
* @param offsetY Optional vertical offset from the position. Default 0. | |
*/ | |
function RightTop<G extends Phaser.GameObjects.GameObject>(gameObject: G, alignTo: Phaser.GameObjects.GameObject, offsetX?: number, offsetY?: number): G; | |
/** | |
* Takes given Game Object and aligns it so that it is positioned next to the top center position of the other. | |
* @param gameObject The Game Object that will be positioned. | |
* @param alignTo The Game Object to base the alignment position on. | |
* @param offsetX Optional horizontal offset from the position. Default 0. | |
* @param offsetY Optional vertical offset from the position. Default 0. | |
*/ | |
function TopCenter<G extends Phaser.GameObjects.GameObject>(gameObject: G, alignTo: Phaser.GameObjects.GameObject, offsetX?: number, offsetY?: number): G; | |
/** | |
* Takes given Game Object and aligns it so that it is positioned next to the top left position of the other. | |
* @param gameObject The Game Object that will be positioned. | |
* @param alignTo The Game Object to base the alignment position on. | |
* @param offsetX Optional horizontal offset from the position. Default 0. | |
* @param offsetY Optional vertical offset from the position. Default 0. | |
*/ | |
function TopLeft<G extends Phaser.GameObjects.GameObject>(gameObject: G, alignTo: Phaser.GameObjects.GameObject, offsetX?: number, offsetY?: number): G; | |
/** | |
* Takes given Game Object and aligns it so that it is positioned next to the top right position of the other. | |
* @param gameObject The Game Object that will be positioned. | |
* @param alignTo The Game Object to base the alignment position on. | |
* @param offsetX Optional horizontal offset from the position. Default 0. | |
* @param offsetY Optional vertical offset from the position. Default 0. | |
*/ | |
function TopRight<G extends Phaser.GameObjects.GameObject>(gameObject: G, alignTo: Phaser.GameObjects.GameObject, offsetX?: number, offsetY?: number): G; | |
} | |
} | |
namespace Bounds { | |
/** | |
* Positions the Game Object so that it is centered on the given coordinates. | |
* @param gameObject The Game Object that will be re-positioned. | |
* @param x The horizontal coordinate to position the Game Object on. | |
* @param y The vertical coordinate to position the Game Object on. | |
*/ | |
function CenterOn<G extends Phaser.GameObjects.GameObject>(gameObject: G, x: number, y: number): G; | |
/** | |
* Returns the bottom coordinate from the bounds of the Game Object. | |
* @param gameObject The Game Object to get the bounds value from. | |
*/ | |
function GetBottom(gameObject: Phaser.GameObjects.GameObject): number; | |
/** | |
* Returns the center x coordinate from the bounds of the Game Object. | |
* @param gameObject The Game Object to get the bounds value from. | |
*/ | |
function GetCenterX(gameObject: Phaser.GameObjects.GameObject): number; | |
/** | |
* Returns the center y coordinate from the bounds of the Game Object. | |
* @param gameObject The Game Object to get the bounds value from. | |
*/ | |
function GetCenterY(gameObject: Phaser.GameObjects.GameObject): number; | |
/** | |
* Returns the left coordinate from the bounds of the Game Object. | |
* @param gameObject The Game Object to get the bounds value from. | |
*/ | |
function GetLeft(gameObject: Phaser.GameObjects.GameObject): number; | |
/** | |
* Returns the amount the Game Object is visually offset from its x coordinate. | |
* This is the same as `width * origin.x`. | |
* This value will only be > 0 if `origin.x` is not equal to zero. | |
* @param gameObject The Game Object to get the bounds value from. | |
*/ | |
function GetOffsetX(gameObject: Phaser.GameObjects.GameObject): number; | |
/** | |
* Returns the amount the Game Object is visually offset from its y coordinate. | |
* This is the same as `width * origin.y`. | |
* This value will only be > 0 if `origin.y` is not equal to zero. | |
* @param gameObject The Game Object to get the bounds value from. | |
*/ | |
function GetOffsetY(gameObject: Phaser.GameObjects.GameObject): number; | |
/** | |
* Returns the right coordinate from the bounds of the Game Object. | |
* @param gameObject The Game Object to get the bounds value from. | |
*/ | |
function GetRight(gameObject: Phaser.GameObjects.GameObject): number; | |
/** | |
* Returns the top coordinate from the bounds of the Game Object. | |
* @param gameObject The Game Object to get the bounds value from. | |
*/ | |
function GetTop(gameObject: Phaser.GameObjects.GameObject): number; | |
/** | |
* Positions the Game Object so that the bottom of its bounds aligns with the given coordinate. | |
* @param gameObject The Game Object that will be re-positioned. | |
* @param value The coordinate to position the Game Object bounds on. | |
*/ | |
function SetBottom<G extends Phaser.GameObjects.GameObject>(gameObject: G, value: number): G; | |
/** | |
* Positions the Game Object so that the center top of its bounds aligns with the given coordinate. | |
* @param gameObject The Game Object that will be re-positioned. | |
* @param x The coordinate to position the Game Object bounds on. | |
*/ | |
function SetCenterX<G extends Phaser.GameObjects.GameObject>(gameObject: G, x: number): G; | |
/** | |
* Positions the Game Object so that the center top of its bounds aligns with the given coordinate. | |
* @param gameObject The Game Object that will be re-positioned. | |
* @param y The coordinate to position the Game Object bounds on. | |
*/ | |
function SetCenterY<G extends Phaser.GameObjects.GameObject>(gameObject: G, y: number): G; | |
/** | |
* Positions the Game Object so that the left of its bounds aligns with the given coordinate. | |
* @param gameObject The Game Object that will be re-positioned. | |
* @param value The coordinate to position the Game Object bounds on. | |
*/ | |
function SetLeft<G extends Phaser.GameObjects.GameObject>(gameObject: G, value: number): G; | |
/** | |
* Positions the Game Object so that the left of its bounds aligns with the given coordinate. | |
* @param gameObject The Game Object that will be re-positioned. | |
* @param value The coordinate to position the Game Object bounds on. | |
*/ | |
function SetRight<G extends Phaser.GameObjects.GameObject>(gameObject: G, value: number): G; | |
/** | |
* Positions the Game Object so that the top of its bounds aligns with the given coordinate. | |
* @param gameObject The Game Object that will be re-positioned. | |
* @param value The coordinate to position the Game Object bounds on. | |
*/ | |
function SetTop<G extends Phaser.GameObjects.GameObject>(gameObject: G, value: number): G; | |
} | |
namespace Canvas { | |
namespace CanvasInterpolation { | |
/** | |
* Sets the CSS image-rendering property on the given canvas to be 'crisp' (aka 'optimize contrast' on webkit). | |
* @param canvas The canvas object to have the style set on. | |
*/ | |
function setCrisp(canvas: HTMLCanvasElement): HTMLCanvasElement; | |
/** | |
* Sets the CSS image-rendering property on the given canvas to be 'bicubic' (aka 'auto'). | |
* @param canvas The canvas object to have the style set on. | |
*/ | |
function setBicubic(canvas: HTMLCanvasElement): HTMLCanvasElement; | |
} | |
/** | |
* The CanvasPool is a global static object, that allows Phaser to recycle and pool 2D Context Canvas DOM elements. | |
* It does not pool WebGL Contexts, because once the context options are set they cannot be modified again, | |
* which is useless for some of the Phaser pipelines / renderer. | |
* | |
* This singleton is instantiated as soon as Phaser loads, before a Phaser.Game instance has even been created. | |
* Which means all instances of Phaser Games on the same page can share the one single pool. | |
*/ | |
namespace CanvasPool { | |
/** | |
* Creates a new Canvas DOM element, or pulls one from the pool if free. | |
* @param parent The parent of the Canvas object. | |
* @param width The width of the Canvas. Default 1. | |
* @param height The height of the Canvas. Default 1. | |
* @param canvasType The type of the Canvas. Either `Phaser.CANVAS` or `Phaser.WEBGL`. Default Phaser.CANVAS. | |
* @param selfParent Use the generated Canvas element as the parent? Default false. | |
*/ | |
function create(parent: any, width?: integer, height?: integer, canvasType?: integer, selfParent?: boolean): HTMLCanvasElement; | |
/** | |
* Creates a new Canvas DOM element, or pulls one from the pool if free. | |
* @param parent The parent of the Canvas object. | |
* @param width The width of the Canvas. Default 1. | |
* @param height The height of the Canvas. Default 1. | |
*/ | |
function create2D(parent: any, width?: integer, height?: integer): HTMLCanvasElement; | |
/** | |
* Creates a new Canvas DOM element, or pulls one from the pool if free. | |
* @param parent The parent of the Canvas object. | |
* @param width The width of the Canvas. Default 1. | |
* @param height The height of the Canvas. Default 1. | |
*/ | |
function createWebGL(parent: any, width?: integer, height?: integer): HTMLCanvasElement; | |
/** | |
* Gets the first free canvas index from the pool. | |
* @param canvasType The type of the Canvas. Either `Phaser.CANVAS` or `Phaser.WEBGL`. Default Phaser.CANVAS. | |
*/ | |
function first(canvasType?: integer): HTMLCanvasElement; | |
/** | |
* Looks up a canvas based on its parent, and if found puts it back in the pool, freeing it up for re-use. | |
* The canvas has its width and height set to 1, and its parent attribute nulled. | |
* @param parent [description] | |
*/ | |
function remove(parent: any): void; | |
/** | |
* Gets the total number of used canvas elements in the pool. | |
*/ | |
function total(): integer; | |
/** | |
* Gets the total number of free canvas elements in the pool. | |
*/ | |
function free(): integer; | |
/** | |
* Disable context smoothing on any new Canvas element created. | |
*/ | |
function disableSmoothing(): void; | |
/** | |
* Enable context smoothing on any new Canvas element created. | |
*/ | |
function enableSmoothing(): void; | |
} | |
namespace Smoothing { | |
/** | |
* Gets the Smoothing Enabled vendor prefix being used on the given context, or null if not set. | |
* @param context [description] | |
*/ | |
function getPrefix(context: CanvasRenderingContext2D | WebGLRenderingContext): string; | |
/** | |
* Sets the Image Smoothing property on the given context. Set to false to disable image smoothing. | |
* By default browsers have image smoothing enabled, which isn't always what you visually want, especially | |
* when using pixel art in a game. Note that this sets the property on the context itself, so that any image | |
* drawn to the context will be affected. This sets the property across all current browsers but support is | |
* patchy on earlier browsers, especially on mobile. | |
* @param context [description] | |
*/ | |
function enable(context: CanvasRenderingContext2D | WebGLRenderingContext): CanvasRenderingContext2D | WebGLRenderingContext; | |
/** | |
* Sets the Image Smoothing property on the given context. Set to false to disable image smoothing. | |
* By default browsers have image smoothing enabled, which isn't always what you visually want, especially | |
* when using pixel art in a game. Note that this sets the property on the context itself, so that any image | |
* drawn to the context will be affected. This sets the property across all current browsers but support is | |
* patchy on earlier browsers, especially on mobile. | |
* @param context [description] | |
*/ | |
function disable(context: CanvasRenderingContext2D | WebGLRenderingContext): CanvasRenderingContext2D | WebGLRenderingContext; | |
/** | |
* Returns `true` if the given context has image smoothing enabled, otherwise returns `false`. | |
* Returns null if no smoothing prefix is available. | |
* @param context [description] | |
*/ | |
function isEnabled(context: CanvasRenderingContext2D | WebGLRenderingContext): boolean; | |
} | |
/** | |
* Sets the touch-action property on the canvas style. Can be used to disable default browser touch actions. | |
* @param canvas The canvas element to have the style applied to. | |
* @param value The touch action value to set on the canvas. Set to `none` to disable touch actions. Default 'none'. | |
*/ | |
function TouchAction(canvas: HTMLCanvasElement, value?: string): HTMLCanvasElement; | |
/** | |
* Sets the user-select property on the canvas style. Can be used to disable default browser selection actions. | |
* @param canvas The canvas element to have the style applied to. | |
* @param value The touch callout value to set on the canvas. Set to `none` to disable touch callouts. Default 'none'. | |
*/ | |
function UserSelect(canvas: HTMLCanvasElement, value?: string): HTMLCanvasElement; | |
} | |
/** | |
* The Color class holds a single color value and allows for easy modification and reading of it. | |
*/ | |
class Color { | |
/** | |
* | |
* @param red The red color value. A number between 0 and 255. Default 0. | |
* @param green The green color value. A number between 0 and 255. Default 0. | |
* @param blue The blue color value. A number between 0 and 255. Default 0. | |
* @param alpha The alpha value. A number between 0 and 255. Default 255. | |
*/ | |
constructor(red?: integer, green?: integer, blue?: integer, alpha?: integer); | |
/** | |
* An array containing the calculated color values for WebGL use. | |
*/ | |
gl: number[]; | |
/** | |
* Sets this color to be transparent. Sets all values to zero. | |
*/ | |
transparent(): Phaser.Display.Color; | |
/** | |
* Sets the color of this Color component. | |
* @param red The red color value. A number between 0 and 255. | |
* @param green The green color value. A number between 0 and 255. | |
* @param blue The blue color value. A number between 0 and 255. | |
* @param alpha The alpha value. A number between 0 and 255. Default 255. | |
*/ | |
setTo(red: integer, green: integer, blue: integer, alpha?: integer): Phaser.Display.Color; | |
/** | |
* Sets the red, green, blue and alpha GL values of this Color component. | |
* @param red The red color value. A number between 0 and 1. | |
* @param green The green color value. A number between 0 and 1. | |
* @param blue The blue color value. A number between 0 and 1. | |
* @param alpha The alpha value. A number between 0 and 1. Default 1. | |
*/ | |
setGLTo(red: number, green: number, blue: number, alpha?: number): Phaser.Display.Color; | |
/** | |
* Sets the color based on the color object given. | |
* @param color An object containing `r`, `g`, `b` and optionally `a` values in the range 0 to 255. | |
*/ | |
setFromRGB(color: InputColorObject): Phaser.Display.Color; | |
/** | |
* Updates the internal cache values. | |
*/ | |
update(): Phaser.Display.Color; | |
/** | |
* Returns a new Color component using the values from this one. | |
*/ | |
clone(): Phaser.Display.Color; | |
/** | |
* The color of this Color component, not including the alpha channel. | |
*/ | |
readonly color: number; | |
/** | |
* The color of this Color component, including the alpha channel. | |
*/ | |
readonly color32: number; | |
/** | |
* The color of this Color component as a string which can be used in CSS color values. | |
*/ | |
readonly rgba: string; | |
/** | |
* The red color value, normalized to the range 0 to 1. | |
*/ | |
redGL: number; | |
/** | |
* The green color value, normalized to the range 0 to 1. | |
*/ | |
greenGL: number; | |
/** | |
* The blue color value, normalized to the range 0 to 1. | |
*/ | |
blueGL: number; | |
/** | |
* The alpha color value, normalized to the range 0 to 1. | |
*/ | |
alphaGL: number; | |
/** | |
* The red color value, normalized to the range 0 to 255. | |
*/ | |
red: number; | |
/** | |
* The green color value, normalized to the range 0 to 255. | |
*/ | |
green: number; | |
/** | |
* The blue color value, normalized to the range 0 to 255. | |
*/ | |
blue: number; | |
/** | |
* The alpha color value, normalized to the range 0 to 255. | |
*/ | |
alpha: number; | |
/** | |
* Converts the given color value into an Object containing r,g,b and a properties. | |
* @param color A color value, optionally including the alpha value. | |
*/ | |
static ColorToRGBA(color: number): ColorObject; | |
/** | |
* Returns a string containing a hex representation of the given color component. | |
* @param color The color channel to get the hex value for, must be a value between 0 and 255. | |
*/ | |
static ComponentToHex(color: integer): string; | |
/** | |
* Given 3 separate color values this will return an integer representation of it. | |
* @param red The red color value. A number between 0 and 255. | |
* @param green The green color value. A number between 0 and 255. | |
* @param blue The blue color value. A number between 0 and 255. | |
*/ | |
static GetColor(red: integer, green: integer, blue: integer): number; | |
/** | |
* Given an alpha and 3 color values this will return an integer representation of it. | |
* @param red The red color value. A number between 0 and 255. | |
* @param green The green color value. A number between 0 and 255. | |
* @param blue The blue color value. A number between 0 and 255. | |
* @param alpha The alpha color value. A number between 0 and 255. | |
*/ | |
static GetColor32(red: integer, green: integer, blue: integer, alpha: integer): number; | |
/** | |
* Converts a hex string into a Phaser Color object. | |
* | |
* The hex string can supplied as `'#0033ff'` or the short-hand format of `'#03f'`; it can begin with an optional "#" or "0x", or be unprefixed. | |
* | |
* An alpha channel is _not_ supported. | |
* @param hex The hex color value to convert, such as `#0033ff` or the short-hand format: `#03f`. | |
*/ | |
static HexStringToColor(hex: string): Phaser.Display.Color; | |
/** | |
* Converts HSL (hue, saturation and lightness) values to a Phaser Color object. | |
* @param h The hue value in the range 0 to 1. | |
* @param s The saturation value in the range 0 to 1. | |
* @param l The lightness value in the range 0 to 1. | |
*/ | |
static HSLToColor(h: number, s: number, l: number): Phaser.Display.Color; | |
/** | |
* Get HSV color wheel values in an array which will be 360 elements in size. | |
* @param s The saturation, in the range 0 - 1. Default 1. | |
* @param v The value, in the range 0 - 1. Default 1. | |
*/ | |
static HSVColorWheel(s?: number, v?: number): any[]; | |
/** | |
* Converts an HSV (hue, saturation and value) color value to RGB. | |
* Conversion formula from http://en.wikipedia.org/wiki/HSL_color_space. | |
* Assumes HSV values are contained in the set [0, 1]. | |
* Based on code by Michael Jackson (https://github.com/mjijackson) | |
* @param h The hue, in the range 0 - 1. | |
* @param s The saturation, in the range 0 - 1. | |
* @param v The value, in the range 0 - 1. | |
*/ | |
static HSVToRGB(h: number, s: number, v: number): ColorObject; | |
/** | |
* Converts a hue to an RGB color. | |
* Based on code by Michael Jackson (https://github.com/mjijackson) | |
*/ | |
static HueToComponent(p: number, q: number, t: number): number; | |
/** | |
* Converts the given color value into an instance of a Color object. | |
* @param input The color value to convert into a Color object. | |
*/ | |
static IntegerToColor(input: integer): Phaser.Display.Color; | |
/** | |
* Return the component parts of a color as an Object with the properties alpha, red, green, blue. | |
* | |
* Alpha will only be set if it exists in the given color (0xAARRGGBB) | |
* @param input The color value to convert into a Color object. | |
*/ | |
static IntegerToRGB(input: integer): ColorObject; | |
/** | |
* Converts an object containing `r`, `g`, `b` and `a` properties into a Color class instance. | |
* @param input An object containing `r`, `g`, `b` and `a` properties in the range 0 to 255. | |
*/ | |
static ObjectToColor(input: InputColorObject): Phaser.Display.Color; | |
/** | |
* Creates a new Color object where the r, g, and b values have been set to random values | |
* based on the given min max values. | |
* @param min The minimum value to set the random range from (between 0 and 255) Default 0. | |
* @param max The maximum value to set the random range from (between 0 and 255) Default 255. | |
*/ | |
static RandomRGB(min?: integer, max?: integer): Phaser.Display.Color; | |
/** | |
* Converts a CSS 'web' string into a Phaser Color object. | |
* | |
* The web string can be in the format `'rgb(r,g,b)'` or `'rgba(r,g,b,a)'` where r/g/b are in the range [0..255] and a is in the range [0..1]. | |
* @param rgb The CSS format color string, using the `rgb` or `rgba` format. | |
*/ | |
static RGBStringToColor(rgb: string): Phaser.Display.Color; | |
/** | |
* Converts an RGB color value to HSV (hue, saturation and value). | |
* Conversion forumla from http://en.wikipedia.org/wiki/HSL_color_space. | |
* Assumes RGB values are contained in the set [0, 255] and returns h, s and v in the set [0, 1]. | |
* Based on code by Michael Jackson (https://github.com/mjijackson) | |
* @param r The red color value. A number between 0 and 255. | |
* @param g The green color value. A number between 0 and 255. | |
* @param b The blue color value. A number between 0 and 255. | |
*/ | |
static RGBToHSV(r: integer, g: integer, b: integer): HSLColorObject; | |
/** | |
* Converts the color values into an HTML compatible color string, prefixed with either `#` or `0x`. | |
* @param r The red color value. A number between 0 and 255. | |
* @param g The green color value. A number between 0 and 255. | |
* @param b The blue color value. A number between 0 and 255. | |
* @param a The alpha value. A number between 0 and 255. Default 255. | |
* @param prefix The prefix of the string. Either `#` or `0x`. Default #. | |
*/ | |
static RGBToString(r: integer, g: integer, b: integer, a?: integer, prefix?: string): string; | |
/** | |
* Converts the given source color value into an instance of a Color class. | |
* The value can be either a string, prefixed with `rgb` or a hex string, a number or an Object. | |
* @param input The source color value to convert. | |
*/ | |
static ValueToColor(input: string | number | InputColorObject): Phaser.Display.Color; | |
} | |
namespace Masks { | |
/** | |
* [description] | |
*/ | |
class BitmapMask { | |
/** | |
* | |
* @param scene [description] | |
* @param renderable A renderable Game Object that uses a texture, such as a Sprite. | |
*/ | |
constructor(scene: Phaser.Scene, renderable: Phaser.GameObjects.GameObject); | |
/** | |
* A renderable Game Object that uses a texture, such as a Sprite. | |
*/ | |
bitmapMask: Phaser.GameObjects.GameObject; | |
/** | |
* [description] | |
*/ | |
maskTexture: WebGLTexture; | |
/** | |
* [description] | |
*/ | |
mainTexture: WebGLTexture; | |
/** | |
* [description] | |
*/ | |
dirty: boolean; | |
/** | |
* [description] | |
*/ | |
mainFramebuffer: WebGLFramebuffer; | |
/** | |
* [description] | |
*/ | |
maskFramebuffer: WebGLFramebuffer; | |
/** | |
* [description] | |
*/ | |
invertAlpha: boolean; | |
/** | |
* [description] | |
* @param renderable A renderable Game Object that uses a texture, such as a Sprite. | |
*/ | |
setBitmap(renderable: Phaser.GameObjects.GameObject): void; | |
/** | |
* [description] | |
* @param renderer [description] | |
* @param maskedObject [description] | |
* @param camera The Camera to render to. | |
*/ | |
preRenderWebGL(renderer: Phaser.Renderer.Canvas.CanvasRenderer | Phaser.Renderer.WebGL.WebGLRenderer, maskedObject: Phaser.GameObjects.GameObject, camera: Phaser.Cameras.Scene2D.Camera): void; | |
/** | |
* [description] | |
* @param renderer [description] | |
*/ | |
postRenderWebGL(renderer: Phaser.Renderer.Canvas.CanvasRenderer | Phaser.Renderer.WebGL.WebGLRenderer): void; | |
/** | |
* [description] | |
* @param renderer [description] | |
* @param mask [description] | |
* @param camera The Camera to render to. | |
*/ | |
preRenderCanvas(renderer: Phaser.Renderer.Canvas.CanvasRenderer | Phaser.Renderer.WebGL.WebGLRenderer, mask: Phaser.GameObjects.GameObject, camera: Phaser.Cameras.Scene2D.Camera): void; | |
/** | |
* [description] | |
* @param renderer [description] | |
*/ | |
postRenderCanvas(renderer: Phaser.Renderer.Canvas.CanvasRenderer | Phaser.Renderer.WebGL.WebGLRenderer): void; | |
/** | |
* Destroys this BitmapMask and nulls any references it holds. | |
* | |
* Note that if a Game Object is currently using this mask it will _not_ automatically detect you have destroyed it, | |
* so be sure to call `clearMask` on any Game Object using it, before destroying it. | |
*/ | |
destroy(): void; | |
} | |
/** | |
* [description] | |
*/ | |
class GeometryMask { | |
/** | |
* | |
* @param scene [description] | |
* @param graphicsGeometry [description] | |
*/ | |
constructor(scene: Phaser.Scene, graphicsGeometry: Phaser.GameObjects.Graphics); | |
/** | |
* [description] | |
*/ | |
geometryMask: Phaser.GameObjects.Graphics; | |
/** | |
* [description] | |
* @param graphicsGeometry [description] | |
*/ | |
setShape(graphicsGeometry: Phaser.GameObjects.Graphics): void; | |
/** | |
* [description] | |
* @param renderer [description] | |
* @param mask [description] | |
* @param camera [description] | |
*/ | |
preRenderWebGL(renderer: Phaser.Renderer.Canvas.CanvasRenderer | Phaser.Renderer.WebGL.WebGLRenderer, mask: Phaser.GameObjects.GameObject, camera: Phaser.Cameras.Scene2D.Camera): void; | |
/** | |
* [description] | |
* @param renderer [description] | |
*/ | |
postRenderWebGL(renderer: Phaser.Renderer.Canvas.CanvasRenderer | Phaser.Renderer.WebGL.WebGLRenderer): void; | |
/** | |
* [description] | |
* @param renderer [description] | |
* @param mask [description] | |
* @param camera [description] | |
*/ | |
preRenderCanvas(renderer: Phaser.Renderer.Canvas.CanvasRenderer | Phaser.Renderer.WebGL.WebGLRenderer, mask: Phaser.GameObjects.GameObject, camera: Phaser.Cameras.Scene2D.Camera): void; | |
/** | |
* [description] | |
* @param renderer [description] | |
*/ | |
postRenderCanvas(renderer: Phaser.Renderer.Canvas.CanvasRenderer | Phaser.Renderer.WebGL.WebGLRenderer): void; | |
/** | |
* Destroys this GeometryMask and nulls any references it holds. | |
* | |
* Note that if a Game Object is currently using this mask it will _not_ automatically detect you have destroyed it, | |
* so be sure to call `clearMask` on any Game Object using it, before destroying it. | |
*/ | |
destroy(): void; | |
} | |
} | |
} | |
namespace DOM { | |
/** | |
* Adds the given element to the DOM. If a parent is provided the element is added as a child of the parent, providing it was able to access it. | |
* If no parent was given or falls back to using `document.body`. | |
* @param element The element to be added to the DOM. Usually a Canvas object. | |
* @param parent The parent in which to add the element. Can be a string which is passed to `getElementById` or an actual DOM object. | |
* @param overflowHidden Whether or not to hide overflowing content inside the parent. Default true. | |
*/ | |
function AddToDOM(element: HTMLElement, parent?: string | HTMLElement, overflowHidden?: boolean): HTMLElement; | |
/** | |
* Inspects the readyState of the document. If the document is already complete then it invokes the given callback. | |
* If not complete it sets up several event listeners such as `deviceready`, and once those fire, it invokes the callback. | |
* Called automatically by the Phaser.Game instance. Should not usually be accessed directly. | |
* @param callback The callback to be invoked when the device is ready and the DOM content is loaded. | |
*/ | |
function DOMContentLoaded(callback: ContentLoadedCallback): void; | |
/** | |
* Takes the given data string and parses it as XML. | |
* First tries to use the window.DOMParser and reverts to the Microsoft.XMLDOM if that fails. | |
* The parsed XML object is returned, or `null` if there was an error while parsing the data. | |
* @param data The XML source stored in a string. | |
*/ | |
function ParseXML(data: string): DOMParser | ActiveXObject; | |
/** | |
* Attempts to remove the element from its parentNode in the DOM. | |
* @param element The DOM element to remove from its parent node. | |
*/ | |
function RemoveFromDOM(element: HTMLElement): void; | |
/** | |
* Abstracts away the use of RAF or setTimeOut for the core game update loop. | |
* This is invoked automatically by the Phaser.Game instance. | |
*/ | |
class RequestAnimationFrame { | |
/** | |
* True if RequestAnimationFrame is running, otherwise false. | |
*/ | |
isRunning: boolean; | |
/** | |
* The callback to be invoked each step. | |
*/ | |
callback: FrameRequestCallback; | |
/** | |
* The most recent timestamp. Either a DOMHighResTimeStamp under RAF or `Date.now` under SetTimeout. | |
*/ | |
tick: number; | |
/** | |
* True if the step is using setTimeout instead of RAF. | |
*/ | |
isSetTimeOut: boolean; | |
/** | |
* The setTimeout or RAF callback ID used when canceling them. | |
*/ | |
timeOutID: number; | |
/** | |
* The previous time the step was called. | |
*/ | |
lastTime: number; | |
/** | |
* The RAF step function. | |
* Updates the local tick value, invokes the callback and schedules another call to requestAnimationFrame. | |
*/ | |
step: FrameRequestCallback; | |
/** | |
* The SetTimeout step function. | |
* Updates the local tick value, invokes the callback and schedules another call to setTimeout. | |
*/ | |
stepTimeout: Function; | |
/** | |
* Starts the requestAnimationFrame or setTimeout process running. | |
* @param callback The callback to invoke each step. | |
* @param forceSetTimeOut Should it use SetTimeout, even if RAF is available? | |
*/ | |
start(callback: FrameRequestCallback, forceSetTimeOut: boolean): void; | |
/** | |
* Stops the requestAnimationFrame or setTimeout from running. | |
*/ | |
stop(): void; | |
/** | |
* Stops the step from running and clears the callback reference. | |
*/ | |
destroy(): void; | |
} | |
} | |
namespace Events { | |
/** | |
* EventEmitter is a Scene Systems plugin compatible version of eventemitter3. | |
*/ | |
class EventEmitter { | |
/** | |
* Removes all listeners. | |
*/ | |
shutdown(): void; | |
/** | |
* Removes all listeners. | |
*/ | |
destroy(): void; | |
/** | |
* Return an array listing the events for which the emitter has registered listeners. | |
*/ | |
eventNames(): any[]; | |
/** | |
* Return the listeners registered for a given event. | |
* @param event The event name. | |
*/ | |
listeners(event: string | symbol): any[]; | |
/** | |
* Return the number of listeners listening to a given event. | |
* @param event The event name. | |
*/ | |
listenerCount(event: string | symbol): number; | |
/** | |
* Calls each of the listeners registered for a given event. | |
* @param event The event name. | |
* @param args Additional arguments that will be passed to the event handler. | |
*/ | |
emit(event: string | symbol, ...args: any[]): boolean; | |
/** | |
* Add a listener for a given event. | |
* @param event The event name. | |
* @param fn The listener function. | |
* @param context The context to invoke the listener with. Default this. | |
*/ | |
on(event: string | symbol, fn: Function, context?: any): Phaser.Events.EventEmitter; | |
/** | |
* Add a listener for a given event. | |
* @param event The event name. | |
* @param fn The listener function. | |
* @param context The context to invoke the listener with. Default this. | |
*/ | |
addListener(event: string | symbol, fn: Function, context?: any): Phaser.Events.EventEmitter; | |
/** | |
* Add a one-time listener for a given event. | |
* @param event The event name. | |
* @param fn The listener function. | |
* @param context The context to invoke the listener with. Default this. | |
*/ | |
once(event: string | symbol, fn: Function, context?: any): Phaser.Events.EventEmitter; | |
/** | |
* Remove the listeners of a given event. | |
* @param event The event name. | |
* @param fn Only remove the listeners that match this function. | |
* @param context Only remove the listeners that have this context. | |
* @param once Only remove one-time listeners. | |
*/ | |
removeListener(event: string | symbol, fn: Function, context: any, once: boolean): Phaser.Events.EventEmitter; | |
/** | |
* Remove the listeners of a given event. | |
* @param event The event name. | |
* @param fn Only remove the listeners that match this function. | |
* @param context Only remove the listeners that have this context. | |
* @param once Only remove one-time listeners. | |
*/ | |
off(event: string | symbol, fn: Function, context: any, once: boolean): Phaser.Events.EventEmitter; | |
/** | |
* Remove all listeners, or those of the specified event. | |
* @param event The event name. | |
*/ | |
removeAllListeners(event?: string | symbol): Phaser.Events.EventEmitter; | |
} | |
} | |
namespace GameObjects { | |
/** | |
* [description] | |
*/ | |
class DynamicBitmapText extends Phaser.GameObjects.GameObject implements Phaser.GameObjects.Components.Alpha, Phaser.GameObjects.Components.BlendMode, Phaser.GameObjects.Components.Depth, Phaser.GameObjects.Components.Mask, Phaser.GameObjects.Components.Origin, Phaser.GameObjects.Components.Pipeline, Phaser.GameObjects.Components.ScrollFactor, Phaser.GameObjects.Components.Texture, Phaser.GameObjects.Components.Tint, Phaser.GameObjects.Components.Transform, Phaser.GameObjects.Components.Visible { | |
/** | |
* | |
* @param scene The Scene to which this Game Object belongs. It can only belong to one Scene at any given time. | |
* @param x The x coordinate of this Game Object in world space. | |
* @param y The y coordinate of this Game Object in world space. | |
* @param font [description] | |
* @param text [description] | |
* @param size [description] | |
*/ | |
constructor(scene: Phaser.Scene, x: number, y: number, font: string, text?: string | string[], size?: number); | |
/** | |
* [description] | |
*/ | |
font: string; | |
/** | |
* [description] | |
*/ | |
fontData: object; | |
/** | |
* [description] | |
*/ | |
text: string; | |
/** | |
* [description] | |
*/ | |
fontSize: number; | |
/** | |
* Adds/Removes spacing between characters | |
* Can be a negative or positive number | |
*/ | |
letterSpacing: number; | |
/** | |
* [description] | |
*/ | |
scrollX: number; | |
/** | |
* [description] | |
*/ | |
scrollY: number; | |
/** | |
* [description] | |
*/ | |
cropWidth: number; | |
/** | |
* [description] | |
*/ | |
cropHeight: number; | |
/** | |
* [description] | |
*/ | |
"displayCallback;": DisplayCallback; | |
/** | |
* [description] | |
* @param width [description] | |
* @param height [description] | |
*/ | |
setSize(width: number, height: number): Phaser.GameObjects.DynamicBitmapText; | |
/** | |
* [description] | |
* @param callback [description] | |
*/ | |
setDisplayCallback(callback: DisplayCallback): Phaser.GameObjects.DynamicBitmapText; | |
/** | |
* [description] | |
* @param size [description] | |
*/ | |
setFontSize(size: number): Phaser.GameObjects.DynamicBitmapText; | |
/** | |
* [description] | |
* @param value The string, or array of strings, to be set as the content of this BitmapText. | |
*/ | |
setText(value: string | string[]): Phaser.GameObjects.DynamicBitmapText; | |
/** | |
* [description] | |
* @param value [description] | |
*/ | |
setScrollX(value: number): Phaser.GameObjects.DynamicBitmapText; | |
/** | |
* [description] | |
* @param value [description] | |
*/ | |
setScrollY(value: number): Phaser.GameObjects.DynamicBitmapText; | |
/** | |
* [description] | |
* @param round [description] | |
*/ | |
getTextBounds(round: boolean): TextBounds; | |
/** | |
* [description] | |
*/ | |
width: number; | |
/** | |
* [description] | |
*/ | |
height: number; | |
/** | |
* [description] | |
*/ | |
toJSON(): JSONBitmapText; | |
/** | |
* Clears all alpha values associated with this Game Object. | |
* Immediately sets the alpha levels back to 1 (fully opaque) | |
*/ | |
clearAlpha(): Phaser.GameObjects.GameObject; | |
/** | |
* Set the Alpha level of this Game Object. The alpha controls the opacity of the Game Object as it renders. | |
* Alpha values are provided as a float between 0, fully transparent, and 1, fully opaque. | |
* | |
* If your game is running under WebGL you can optionally specify four different alpha values, each of which | |
* correspond to the four corners of the Game Object. Under Canvas only the `topLeft` value given is used. | |
* @param topLeft The alpha value used for the top-left of the Game Object. If this is the only value given it's applied across the whole Game Object. Default 1. | |
* @param topRight The alpha value used for the top-right of the Game Object. WebGL only. | |
* @param bottomLeft The alpha value used for the bottom-left of the Game Object. WebGL only. | |
* @param bottomRight The alpha value used for the bottom-right of the Game Object. WebGL only. | |
*/ | |
setAlpha(topLeft?: number, topRight?: number, bottomLeft?: number, bottomRight?: number): Phaser.GameObjects.GameObject; | |
/** | |
* The alpha value of the Game Object. | |
* | |
* This is a global value, impacting the entire Game Object, not just a region of it. | |
*/ | |
alpha: number; | |
/** | |
* The alpha value starting from the top-left of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
alphaTopLeft: number; | |
/** | |
* The alpha value starting from the top-right of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
alphaTopRight: number; | |
/** | |
* The alpha value starting from the bottom-left of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
alphaBottomLeft: number; | |
/** | |
* The alpha value starting from the bottom-right of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
alphaBottomRight: number; | |
/** | |
* Sets the Blend Mode being used by this Game Object. | |
* | |
* This can be a const, such as `Phaser.BlendModes.SCREEN`, or an integer, such as 4 (for Overlay) | |
* | |
* Under WebGL only the following Blend Modes are available: | |
* | |
* * ADD | |
* * MULTIPLY | |
* * SCREEN | |
* | |
* Canvas has more available depending on browser support. | |
* | |
* You can also create your own custom Blend Modes in WebGL. | |
* | |
* Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending | |
* on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these | |
* reasons try to be careful about the construction of your Scene and the frequency of which blend modes | |
* are used. | |
*/ | |
blendMode: Phaser.BlendModes | string; | |
/** | |
* Sets the Blend Mode being used by this Game Object. | |
* | |
* This can be a const, such as `Phaser.BlendModes.SCREEN`, or an integer, such as 4 (for Overlay) | |
* | |
* Under WebGL only the following Blend Modes are available: | |
* | |
* * ADD | |
* * MULTIPLY | |
* * SCREEN | |
* | |
* Canvas has more available depending on browser support. | |
* | |
* You can also create your own custom Blend Modes in WebGL. | |
* | |
* Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending | |
* on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these | |
* reasons try to be careful about the construction of your Scene and the frequency of which blend modes | |
* are used. | |
* @param value The BlendMode value. Either a string or a CONST. | |
*/ | |
setBlendMode(value: string | Phaser.BlendModes): Phaser.GameObjects.GameObject; | |
/** | |
* The depth of this Game Object within the Scene. | |
* | |
* The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order | |
* of Game Objects, without actually moving their position in the display list. | |
* | |
* The depth starts from zero (the default value) and increases from that point. A Game Object with a higher depth | |
* value will always render in front of one with a lower value. | |
* | |
* Setting the depth will queue a depth sort event within the Scene. | |
*/ | |
depth: number; | |
/** | |
* The depth of this Game Object within the Scene. | |
* | |
* The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order | |
* of Game Objects, without actually moving their position in the display list. | |
* | |
* The depth starts from zero (the default value) and increases from that point. A Game Object with a higher depth | |
* value will always render in front of one with a lower value. | |
* | |
* Setting the depth will queue a depth sort event within the Scene. | |
* @param value The depth of this Game Object. | |
*/ | |
setDepth(value: integer): Phaser.GameObjects.GameObject; | |
/** | |
* The Mask this Game Object is using during render. | |
*/ | |
mask: Phaser.Display.Masks.BitmapMask | Phaser.Display.Masks.GeometryMask; | |
/** | |
* Sets the mask that this Game Object will use to render with. | |
* | |
* The mask must have been previously created and can be either a | |
* GeometryMask or a BitmapMask. | |
* | |
* Note: Bitmap Masks only work on WebGL. Geometry Masks work on both WebGL and Canvas. | |
* | |
* If a mask is already set on this Game Object it will be immediately replaced. | |
* @param mask The mask this Game Object will use when rendering. | |
*/ | |
setMask(mask: Phaser.Display.Masks.BitmapMask | Phaser.Display.Masks.GeometryMask): Phaser.GameObjects.GameObject; | |
/** | |
* Clears the mask that this Game Object was using. | |
* @param destroyMask Destroy the mask before clearing it? Default false. | |
*/ | |
clearMask(destroyMask?: boolean): Phaser.GameObjects.GameObject; | |
/** | |
* Creates and returns a Bitmap Mask. This mask can be used by any Game Object, | |
* including this one. | |
* | |
* To create the mask you need to pass in a reference to a renderable Game Object. | |
* A renderable Game Object is one that uses a texture to render with, such as an | |
* Image, Sprite, Render Texture or BitmapText. | |
* | |
* If you do not provide a renderable object, and this Game Object has a texture, | |
* it will use itself as the object. This means you can call this method to create | |
* a Bitmap Mask from any renderable Game Object. | |
* @param renderable A renderable Game Object that uses a texture, such as a Sprite. | |
*/ | |
createBitmapMask(renderable?: Phaser.GameObjects.GameObject): Phaser.Display.Masks.BitmapMask; | |
/** | |
* Creates and returns a Geometry Mask. This mask can be used by any Game Object, | |
* including this one. | |
* | |
* To create the mask you need to pass in a reference to a Graphics Game Object. | |
* | |
* If you do not provide a graphics object, and this Game Object is an instance | |
* of a Graphics object, then it will use itself to create the mask. | |
* | |
* This means you can call this method to create a Geometry Mask from any Graphics Game Object. | |
* @param graphics A Graphics Game Object. The geometry within it will be used as the mask. | |
*/ | |
createGeometryMask(graphics?: Phaser.GameObjects.Graphics): Phaser.Display.Masks.GeometryMask; | |
/** | |
* The horizontal origin of this Game Object. | |
* The origin maps the relationship between the size and position of the Game Object. | |
* The default value is 0.5, meaning all Game Objects are positioned based on their center. | |
* Setting the value to 0 means the position now relates to the left of the Game Object. | |
*/ | |
originX: number; | |
/** | |
* The vertical origin of this Game Object. | |
* The origin maps the relationship between the size and position of the Game Object. | |
* The default value is 0.5, meaning all Game Objects are positioned based on their center. | |
* Setting the value to 0 means the position now relates to the top of the Game Object. | |
*/ | |
originY: number; | |
/** | |
* The horizontal display origin of this Game Object. | |
* The origin is a normalized value between 0 and 1. | |
* The displayOrigin is a pixel value, based on the size of the Game Object combined with the origin. | |
*/ | |
displayOriginX: number; | |
/** | |
* The vertical display origin of this Game Object. | |
* The origin is a normalized value between 0 and 1. | |
* The displayOrigin is a pixel value, based on the size of the Game Object combined with the origin. | |
*/ | |
displayOriginY: number; | |
/** | |
* Sets the origin of this Game Object. | |
* | |
* The values are given in the range 0 to 1. | |
* @param x The horizontal origin value. Default 0.5. | |
* @param y The vertical origin value. If not defined it will be set to the value of `x`. Default x. | |
*/ | |
setOrigin(x?: number, y?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the origin of this Game Object based on the Pivot values in its Frame. | |
*/ | |
setOriginFromFrame(): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the display origin of this Game Object. | |
* The difference between this and setting the origin is that you can use pixel values for setting the display origin. | |
* @param x The horizontal display origin value. Default 0. | |
* @param y The vertical display origin value. If not defined it will be set to the value of `x`. Default x. | |
*/ | |
setDisplayOrigin(x?: number, y?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Updates the Display Origin cached values internally stored on this Game Object. | |
* You don't usually call this directly, but it is exposed for edge-cases where you may. | |
*/ | |
updateDisplayOrigin(): Phaser.GameObjects.GameObject; | |
/** | |
* [description] | |
*/ | |
defaultPipeline: Phaser.Renderer.WebGL.WebGLPipeline; | |
/** | |
* [description] | |
*/ | |
pipeline: Phaser.Renderer.WebGL.WebGLPipeline; | |
/** | |
* Sets the initial WebGL Pipeline of this Game Object. | |
* This should only be called during the instantiation of the Game Object. | |
* @param pipelineName The name of the pipeline to set on this Game Object. | |
*/ | |
initPipeline(pipelineName: string): boolean; | |
/** | |
* Sets the active WebGL Pipeline of this Game Object. | |
* @param pipelineName The name of the pipeline to set on this Game Object. | |
*/ | |
setPipeline(pipelineName: string): boolean; | |
/** | |
* Resets the WebGL Pipeline of this Game Object back to the default it was created with. | |
*/ | |
resetPipeline(): boolean; | |
/** | |
* Gets the name of the WebGL Pipeline this Game Object is currently using. | |
*/ | |
getPipelineName(): string; | |
/** | |
* The horizontal scroll factor of this Game Object. | |
* | |
* The scroll factor controls the influence of the movement of a Camera upon this Game Object. | |
* | |
* When a camera scrolls it will change the location at which this Game Object is rendered on-screen. | |
* It does not change the Game Objects actual position values. | |
* | |
* A value of 1 means it will move exactly in sync with a camera. | |
* A value of 0 means it will not move at all, even if the camera moves. | |
* Other values control the degree to which the camera movement is mapped to this Game Object. | |
*/ | |
scrollFactorX: number; | |
/** | |
* The vertical scroll factor of this Game Object. | |
* | |
* The scroll factor controls the influence of the movement of a Camera upon this Game Object. | |
* | |
* When a camera scrolls it will change the location at which this Game Object is rendered on-screen. | |
* It does not change the Game Objects actual position values. | |
* | |
* A value of 1 means it will move exactly in sync with a camera. | |
* A value of 0 means it will not move at all, even if the camera moves. | |
* Other values control the degree to which the camera movement is mapped to this Game Object. | |
*/ | |
scrollFactorY: number; | |
/** | |
* Sets the scroll factor of this Game Object. | |
* | |
* The scroll factor controls the influence of the movement of a Camera upon this Game Object. | |
* | |
* When a camera scrolls it will change the location at which this Game Object is rendered on-screen. | |
* It does not change the Game Objects actual position values. | |
* | |
* A value of 1 means it will move exactly in sync with a camera. | |
* A value of 0 means it will not move at all, even if the camera moves. | |
* Other values control the degree to which the camera movement is mapped to this Game Object. | |
* @param x The horizontal scroll factor of this Game Object. | |
* @param y The vertical scroll factor of this Game Object. If not set it will use the `x` value. Default x. | |
*/ | |
setScrollFactor(x: number, y?: number): Phaser.GameObjects.GameObject; | |
/** | |
* The Texture this Game Object is using to render with. | |
*/ | |
texture: Phaser.Textures.Texture | Phaser.Textures.CanvasTexture; | |
/** | |
* The Texture Frame this Game Object is using to render with. | |
*/ | |
frame: Phaser.Textures.Frame; | |
/** | |
* Sets the texture and frame this Game Object will use to render with. | |
* | |
* Textures are referenced by their string-based keys, as stored in the Texture Manager. | |
* @param key The key of the texture to be used, as stored in the Texture Manager. | |
* @param frame The name or index of the frame within the Texture. | |
*/ | |
setTexture(key: string, frame?: string | integer): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the frame this Game Object will use to render with. | |
* | |
* The Frame has to belong to the current Texture being used. | |
* | |
* It can be either a string or an index. | |
* | |
* Calling `setFrame` will modify the `width` and `height` properties of your Game Object. | |
* It will also change the `origin` if the Frame has a custom pivot point, as exported from packages like Texture Packer. | |
* @param frame The name or index of the frame within the Texture. | |
* @param updateSize Should this call adjust the size of the Game Object? Default true. | |
* @param updateOrigin Should this call adjust the origin of the Game Object? Default true. | |
*/ | |
setFrame(frame: string | integer, updateSize?: boolean, updateOrigin?: boolean): Phaser.GameObjects.GameObject; | |
/** | |
* Clears all tint values associated with this Game Object. | |
* Immediately sets the alpha levels back to 0xffffff (no tint) | |
*/ | |
clearTint(): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the tint values for this Game Object. | |
* @param topLeft The tint being applied to the top-left of the Game Object. If not other values are given this value is applied evenly, tinting the whole Game Object. Default 0xffffff. | |
* @param topRight The tint being applied to the top-right of the Game Object. | |
* @param bottomLeft The tint being applied to the bottom-left of the Game Object. | |
* @param bottomRight The tint being applied to the bottom-right of the Game Object. | |
*/ | |
setTint(topLeft?: integer, topRight?: integer, bottomLeft?: integer, bottomRight?: integer): Phaser.GameObjects.GameObject; | |
/** | |
* The tint value being applied to the top-left of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
tintTopLeft: integer; | |
/** | |
* The tint value being applied to the top-right of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
tintTopRight: integer; | |
/** | |
* The tint value being applied to the bottom-left of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
tintBottomLeft: integer; | |
/** | |
* The tint value being applied to the bottom-right of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
tintBottomRight: integer; | |
/** | |
* The tint value being applied to the whole of the Game Object. | |
*/ | |
tint: integer; | |
/** | |
* The x position of this Game Object. | |
*/ | |
x: number; | |
/** | |
* The y position of this Game Object. | |
*/ | |
y: number; | |
/** | |
* The z position of this Game Object. | |
* Note: Do not use this value to set the z-index, instead see the `depth` property. | |
*/ | |
z: number; | |
/** | |
* The w position of this Game Object. | |
*/ | |
w: number; | |
/** | |
* The horizontal scale of this Game Object. | |
*/ | |
scaleX: number; | |
/** | |
* The vertical scale of this Game Object. | |
*/ | |
scaleY: number; | |
/** | |
* The angle of this Game Object as expressed in degrees. | |
* | |
* Where 0 is to the right, 90 is down, 180 is left. | |
* | |
* If you prefer to work in radians, see the `rotation` property instead. | |
*/ | |
angle: integer; | |
/** | |
* The angle of this Game Object in radians. | |
* | |
* If you prefer to work in degrees, see the `angle` property instead. | |
*/ | |
rotation: number; | |
/** | |
* Sets the position of this Game Object. | |
* @param x The x position of this Game Object. Default 0. | |
* @param y The y position of this Game Object. If not set it will use the `x` value. Default x. | |
* @param z The z position of this Game Object. Default 0. | |
* @param w The w position of this Game Object. Default 0. | |
*/ | |
setPosition(x?: number, y?: number, z?: number, w?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the position of this Game Object to be a random position within the confines of | |
* the given area. | |
* | |
* If no area is specified a random position between 0 x 0 and the game width x height is used instead. | |
* | |
* The position does not factor in the size of this Game Object, meaning that only the origin is | |
* guaranteed to be within the area. | |
* @param x The x position of the top-left of the random area. Default 0. | |
* @param y The y position of the top-left of the random area. Default 0. | |
* @param width The width of the random area. | |
* @param height The height of the random area. | |
*/ | |
setRandomPosition(x?: number, y?: number, width?: number, height?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the rotation of this Game Object. | |
* @param radians The rotation of this Game Object, in radians. Default 0. | |
*/ | |
setRotation(radians?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the angle of this Game Object. | |
* @param degrees The rotation of this Game Object, in degrees. Default 0. | |
*/ | |
setAngle(degrees?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the scale of this Game Object. | |
* @param x The horizontal scale of this Game Object. | |
* @param y The vertical scale of this Game Object. If not set it will use the `x` value. Default x. | |
*/ | |
setScale(x: number, y?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the x position of this Game Object. | |
* @param value The x position of this Game Object. Default 0. | |
*/ | |
setX(value?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the y position of this Game Object. | |
* @param value The y position of this Game Object. Default 0. | |
*/ | |
setY(value?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the z position of this Game Object. | |
* @param value The z position of this Game Object. Default 0. | |
*/ | |
setZ(value?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the w position of this Game Object. | |
* @param value The w position of this Game Object. Default 0. | |
*/ | |
setW(value?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Gets the local transform matrix for this Game Object. | |
* @param tempMatrix The matrix to populate with the values from this Game Object. | |
*/ | |
getLocalTransformMatrix(tempMatrix?: Phaser.GameObjects.Components.TransformMatrix): Phaser.GameObjects.Components.TransformMatrix; | |
/** | |
* Gets the world transform matrix for this Game Object, factoring in any parent Containers. | |
* @param tempMatrix The matrix to populate with the values from this Game Object. | |
*/ | |
getWorldTransformMatrix(tempMatrix?: Phaser.GameObjects.Components.TransformMatrix): Phaser.GameObjects.Components.TransformMatrix; | |
/** | |
* The visible state of the Game Object. | |
* | |
* An invisible Game Object will skip rendering, but will still process update logic. | |
*/ | |
visible: boolean; | |
/** | |
* Sets the visibility of this Game Object. | |
* | |
* An invisible Game Object will skip rendering, but will still process update logic. | |
* @param value The visible state of the Game Object. | |
*/ | |
setVisible(value: boolean): Phaser.GameObjects.GameObject; | |
} | |
namespace RetroFont { | |
/** | |
* Text Set 1 = !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~ | |
*/ | |
var TEXT_SET1: string; | |
/** | |
* Text Set 2 = !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ | |
*/ | |
var TEXT_SET2: string; | |
/** | |
* Text Set 3 = ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789 | |
*/ | |
var TEXT_SET3: string; | |
/** | |
* Text Set 4 = ABCDEFGHIJKLMNOPQRSTUVWXYZ 0123456789 | |
*/ | |
var TEXT_SET4: string; | |
/** | |
* Text Set 5 = ABCDEFGHIJKLMNOPQRSTUVWXYZ.,/() '!?-*:0123456789 | |
*/ | |
var TEXT_SET5: string; | |
/** | |
* Text Set 6 = ABCDEFGHIJKLMNOPQRSTUVWXYZ!?:;0123456789"(),-.' | |
*/ | |
var TEXT_SET6: string; | |
/** | |
* Text Set 7 = AGMSY+:4BHNTZ!;5CIOU.?06DJPV,(17EKQW")28FLRX-'39 | |
*/ | |
var TEXT_SET7: string; | |
/** | |
* Text Set 8 = 0123456789 .ABCDEFGHIJKLMNOPQRSTUVWXYZ | |
*/ | |
var TEXT_SET8: string; | |
/** | |
* Text Set 9 = ABCDEFGHIJKLMNOPQRSTUVWXYZ()-0123456789.:,'"?! | |
*/ | |
var TEXT_SET9: string; | |
/** | |
* Text Set 10 = ABCDEFGHIJKLMNOPQRSTUVWXYZ | |
*/ | |
var TEXT_SET10: string; | |
/** | |
* Text Set 11 = ABCDEFGHIJKLMNOPQRSTUVWXYZ.,"-+!?()':;0123456789 | |
*/ | |
var TEXT_SET11: string; | |
/** | |
* Parses a Retro Font configuration object so you can pass it to the BitmapText constructor | |
* and create a BitmapText object using a fixed-width retro font. | |
* @param scene A reference to the Phaser Scene. | |
* @param config The font configuration object. | |
*/ | |
function Parse(scene: Phaser.Scene, config: Phaser.GameObjects.RetroFont.Config): void; | |
type Config = { | |
/** | |
* [description] | |
*/ | |
image: string; | |
/** | |
* If the font set doesn't start at the top left of the given image, specify the X coordinate offset here. | |
*/ | |
"offset.x": number; | |
/** | |
* If the font set doesn't start at the top left of the given image, specify the Y coordinate offset here. | |
*/ | |
"offset.y": number; | |
/** | |
* The width of each character in the font set. | |
*/ | |
width: number; | |
/** | |
* The height of each character in the font set. | |
*/ | |
height: number; | |
/** | |
* The characters used in the font set, in display order. You can use the TEXT_SET consts for common font set arrangements. | |
*/ | |
chars: string; | |
/** | |
* The number of characters per row in the font set. If not given charsPerRow will be the image width / characterWidth. | |
*/ | |
charsPerRow: number; | |
/** | |
* If the characters in the font set have horizontal spacing between them set the required amount here. | |
*/ | |
"spacing.x": number; | |
/** | |
* If the characters in the font set have vertical spacing between them set the required amount here. | |
*/ | |
"spacing.y": number; | |
}; | |
} | |
/** | |
* [description] | |
*/ | |
class BitmapText extends Phaser.GameObjects.GameObject implements Phaser.GameObjects.Components.Alpha, Phaser.GameObjects.Components.BlendMode, Phaser.GameObjects.Components.Depth, Phaser.GameObjects.Components.Mask, Phaser.GameObjects.Components.Origin, Phaser.GameObjects.Components.Pipeline, Phaser.GameObjects.Components.ScaleMode, Phaser.GameObjects.Components.ScrollFactor, Phaser.GameObjects.Components.Texture, Phaser.GameObjects.Components.Tint, Phaser.GameObjects.Components.Transform, Phaser.GameObjects.Components.Visible { | |
/** | |
* | |
* @param scene The Scene to which this Game Object belongs. It can only belong to one Scene at any given time. | |
* @param x The x coordinate of this Game Object in world space. | |
* @param y The y coordinate of this Game Object in world space. | |
* @param font [description] | |
* @param text [description] | |
* @param size [description] | |
*/ | |
constructor(scene: Phaser.Scene, x: number, y: number, font: string, text?: string | string[], size?: number); | |
/** | |
* [description] | |
*/ | |
font: string; | |
/** | |
* [description] | |
*/ | |
fontData: object; | |
/** | |
* [description] | |
*/ | |
text: string; | |
/** | |
* [description] | |
*/ | |
fontSize: number; | |
/** | |
* Adds/Removes spacing between characters | |
* Can be a negative or positive number | |
*/ | |
letterSpacing: number; | |
/** | |
* [description] | |
* @param size [description] | |
*/ | |
setFontSize(size: number): Phaser.GameObjects.BitmapText; | |
/** | |
* Sets the letter spacing between each character of this Bitmap Text. | |
* Can be a positive value to increase the space, or negative to reduce it. | |
* Spacing is applied after the kerning values have been set. | |
* @param spacing The amount of horizontal space to add between each character. Default 0. | |
*/ | |
setLetterSpacing(spacing?: number): Phaser.GameObjects.BitmapText; | |
/** | |
* [description] | |
* @param value The string, or array of strings, to be set as the content of this BitmapText. | |
*/ | |
setText(value: string | string[]): Phaser.GameObjects.BitmapText; | |
/** | |
* [description] | |
* @param round [description] | |
*/ | |
getTextBounds(round: boolean): TextBounds; | |
/** | |
* [description] | |
*/ | |
width: number; | |
/** | |
* [description] | |
*/ | |
height: number; | |
/** | |
* [description] | |
*/ | |
toJSON(): JSONBitmapText; | |
/** | |
* Clears all alpha values associated with this Game Object. | |
* Immediately sets the alpha levels back to 1 (fully opaque) | |
*/ | |
clearAlpha(): Phaser.GameObjects.GameObject; | |
/** | |
* Set the Alpha level of this Game Object. The alpha controls the opacity of the Game Object as it renders. | |
* Alpha values are provided as a float between 0, fully transparent, and 1, fully opaque. | |
* | |
* If your game is running under WebGL you can optionally specify four different alpha values, each of which | |
* correspond to the four corners of the Game Object. Under Canvas only the `topLeft` value given is used. | |
* @param topLeft The alpha value used for the top-left of the Game Object. If this is the only value given it's applied across the whole Game Object. Default 1. | |
* @param topRight The alpha value used for the top-right of the Game Object. WebGL only. | |
* @param bottomLeft The alpha value used for the bottom-left of the Game Object. WebGL only. | |
* @param bottomRight The alpha value used for the bottom-right of the Game Object. WebGL only. | |
*/ | |
setAlpha(topLeft?: number, topRight?: number, bottomLeft?: number, bottomRight?: number): Phaser.GameObjects.GameObject; | |
/** | |
* The alpha value of the Game Object. | |
* | |
* This is a global value, impacting the entire Game Object, not just a region of it. | |
*/ | |
alpha: number; | |
/** | |
* The alpha value starting from the top-left of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
alphaTopLeft: number; | |
/** | |
* The alpha value starting from the top-right of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
alphaTopRight: number; | |
/** | |
* The alpha value starting from the bottom-left of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
alphaBottomLeft: number; | |
/** | |
* The alpha value starting from the bottom-right of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
alphaBottomRight: number; | |
/** | |
* Sets the Blend Mode being used by this Game Object. | |
* | |
* This can be a const, such as `Phaser.BlendModes.SCREEN`, or an integer, such as 4 (for Overlay) | |
* | |
* Under WebGL only the following Blend Modes are available: | |
* | |
* * ADD | |
* * MULTIPLY | |
* * SCREEN | |
* | |
* Canvas has more available depending on browser support. | |
* | |
* You can also create your own custom Blend Modes in WebGL. | |
* | |
* Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending | |
* on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these | |
* reasons try to be careful about the construction of your Scene and the frequency of which blend modes | |
* are used. | |
*/ | |
blendMode: Phaser.BlendModes | string; | |
/** | |
* Sets the Blend Mode being used by this Game Object. | |
* | |
* This can be a const, such as `Phaser.BlendModes.SCREEN`, or an integer, such as 4 (for Overlay) | |
* | |
* Under WebGL only the following Blend Modes are available: | |
* | |
* * ADD | |
* * MULTIPLY | |
* * SCREEN | |
* | |
* Canvas has more available depending on browser support. | |
* | |
* You can also create your own custom Blend Modes in WebGL. | |
* | |
* Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending | |
* on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these | |
* reasons try to be careful about the construction of your Scene and the frequency of which blend modes | |
* are used. | |
* @param value The BlendMode value. Either a string or a CONST. | |
*/ | |
setBlendMode(value: string | Phaser.BlendModes): Phaser.GameObjects.GameObject; | |
/** | |
* The depth of this Game Object within the Scene. | |
* | |
* The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order | |
* of Game Objects, without actually moving their position in the display list. | |
* | |
* The depth starts from zero (the default value) and increases from that point. A Game Object with a higher depth | |
* value will always render in front of one with a lower value. | |
* | |
* Setting the depth will queue a depth sort event within the Scene. | |
*/ | |
depth: number; | |
/** | |
* The depth of this Game Object within the Scene. | |
* | |
* The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order | |
* of Game Objects, without actually moving their position in the display list. | |
* | |
* The depth starts from zero (the default value) and increases from that point. A Game Object with a higher depth | |
* value will always render in front of one with a lower value. | |
* | |
* Setting the depth will queue a depth sort event within the Scene. | |
* @param value The depth of this Game Object. | |
*/ | |
setDepth(value: integer): Phaser.GameObjects.GameObject; | |
/** | |
* The Mask this Game Object is using during render. | |
*/ | |
mask: Phaser.Display.Masks.BitmapMask | Phaser.Display.Masks.GeometryMask; | |
/** | |
* Sets the mask that this Game Object will use to render with. | |
* | |
* The mask must have been previously created and can be either a | |
* GeometryMask or a BitmapMask. | |
* | |
* Note: Bitmap Masks only work on WebGL. Geometry Masks work on both WebGL and Canvas. | |
* | |
* If a mask is already set on this Game Object it will be immediately replaced. | |
* @param mask The mask this Game Object will use when rendering. | |
*/ | |
setMask(mask: Phaser.Display.Masks.BitmapMask | Phaser.Display.Masks.GeometryMask): Phaser.GameObjects.GameObject; | |
/** | |
* Clears the mask that this Game Object was using. | |
* @param destroyMask Destroy the mask before clearing it? Default false. | |
*/ | |
clearMask(destroyMask?: boolean): Phaser.GameObjects.GameObject; | |
/** | |
* Creates and returns a Bitmap Mask. This mask can be used by any Game Object, | |
* including this one. | |
* | |
* To create the mask you need to pass in a reference to a renderable Game Object. | |
* A renderable Game Object is one that uses a texture to render with, such as an | |
* Image, Sprite, Render Texture or BitmapText. | |
* | |
* If you do not provide a renderable object, and this Game Object has a texture, | |
* it will use itself as the object. This means you can call this method to create | |
* a Bitmap Mask from any renderable Game Object. | |
* @param renderable A renderable Game Object that uses a texture, such as a Sprite. | |
*/ | |
createBitmapMask(renderable?: Phaser.GameObjects.GameObject): Phaser.Display.Masks.BitmapMask; | |
/** | |
* Creates and returns a Geometry Mask. This mask can be used by any Game Object, | |
* including this one. | |
* | |
* To create the mask you need to pass in a reference to a Graphics Game Object. | |
* | |
* If you do not provide a graphics object, and this Game Object is an instance | |
* of a Graphics object, then it will use itself to create the mask. | |
* | |
* This means you can call this method to create a Geometry Mask from any Graphics Game Object. | |
* @param graphics A Graphics Game Object. The geometry within it will be used as the mask. | |
*/ | |
createGeometryMask(graphics?: Phaser.GameObjects.Graphics): Phaser.Display.Masks.GeometryMask; | |
/** | |
* The horizontal origin of this Game Object. | |
* The origin maps the relationship between the size and position of the Game Object. | |
* The default value is 0.5, meaning all Game Objects are positioned based on their center. | |
* Setting the value to 0 means the position now relates to the left of the Game Object. | |
*/ | |
originX: number; | |
/** | |
* The vertical origin of this Game Object. | |
* The origin maps the relationship between the size and position of the Game Object. | |
* The default value is 0.5, meaning all Game Objects are positioned based on their center. | |
* Setting the value to 0 means the position now relates to the top of the Game Object. | |
*/ | |
originY: number; | |
/** | |
* The horizontal display origin of this Game Object. | |
* The origin is a normalized value between 0 and 1. | |
* The displayOrigin is a pixel value, based on the size of the Game Object combined with the origin. | |
*/ | |
displayOriginX: number; | |
/** | |
* The vertical display origin of this Game Object. | |
* The origin is a normalized value between 0 and 1. | |
* The displayOrigin is a pixel value, based on the size of the Game Object combined with the origin. | |
*/ | |
displayOriginY: number; | |
/** | |
* Sets the origin of this Game Object. | |
* | |
* The values are given in the range 0 to 1. | |
* @param x The horizontal origin value. Default 0.5. | |
* @param y The vertical origin value. If not defined it will be set to the value of `x`. Default x. | |
*/ | |
setOrigin(x?: number, y?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the origin of this Game Object based on the Pivot values in its Frame. | |
*/ | |
setOriginFromFrame(): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the display origin of this Game Object. | |
* The difference between this and setting the origin is that you can use pixel values for setting the display origin. | |
* @param x The horizontal display origin value. Default 0. | |
* @param y The vertical display origin value. If not defined it will be set to the value of `x`. Default x. | |
*/ | |
setDisplayOrigin(x?: number, y?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Updates the Display Origin cached values internally stored on this Game Object. | |
* You don't usually call this directly, but it is exposed for edge-cases where you may. | |
*/ | |
updateDisplayOrigin(): Phaser.GameObjects.GameObject; | |
/** | |
* [description] | |
*/ | |
defaultPipeline: Phaser.Renderer.WebGL.WebGLPipeline; | |
/** | |
* [description] | |
*/ | |
pipeline: Phaser.Renderer.WebGL.WebGLPipeline; | |
/** | |
* Sets the initial WebGL Pipeline of this Game Object. | |
* This should only be called during the instantiation of the Game Object. | |
* @param pipelineName The name of the pipeline to set on this Game Object. | |
*/ | |
initPipeline(pipelineName: string): boolean; | |
/** | |
* Sets the active WebGL Pipeline of this Game Object. | |
* @param pipelineName The name of the pipeline to set on this Game Object. | |
*/ | |
setPipeline(pipelineName: string): boolean; | |
/** | |
* Resets the WebGL Pipeline of this Game Object back to the default it was created with. | |
*/ | |
resetPipeline(): boolean; | |
/** | |
* Gets the name of the WebGL Pipeline this Game Object is currently using. | |
*/ | |
getPipelineName(): string; | |
/** | |
* The Scale Mode being used by this Game Object. | |
* Can be either `ScaleModes.LINEAR` or `ScaleModes.NEAREST`. | |
*/ | |
scaleMode: Phaser.ScaleModes; | |
/** | |
* Sets the Scale Mode being used by this Game Object. | |
* Can be either `ScaleModes.LINEAR` or `ScaleModes.NEAREST`. | |
* @param value The Scale Mode to be used by this Game Object. | |
*/ | |
setScaleMode(value: Phaser.ScaleModes): Phaser.GameObjects.GameObject; | |
/** | |
* The horizontal scroll factor of this Game Object. | |
* | |
* The scroll factor controls the influence of the movement of a Camera upon this Game Object. | |
* | |
* When a camera scrolls it will change the location at which this Game Object is rendered on-screen. | |
* It does not change the Game Objects actual position values. | |
* | |
* A value of 1 means it will move exactly in sync with a camera. | |
* A value of 0 means it will not move at all, even if the camera moves. | |
* Other values control the degree to which the camera movement is mapped to this Game Object. | |
*/ | |
scrollFactorX: number; | |
/** | |
* The vertical scroll factor of this Game Object. | |
* | |
* The scroll factor controls the influence of the movement of a Camera upon this Game Object. | |
* | |
* When a camera scrolls it will change the location at which this Game Object is rendered on-screen. | |
* It does not change the Game Objects actual position values. | |
* | |
* A value of 1 means it will move exactly in sync with a camera. | |
* A value of 0 means it will not move at all, even if the camera moves. | |
* Other values control the degree to which the camera movement is mapped to this Game Object. | |
*/ | |
scrollFactorY: number; | |
/** | |
* Sets the scroll factor of this Game Object. | |
* | |
* The scroll factor controls the influence of the movement of a Camera upon this Game Object. | |
* | |
* When a camera scrolls it will change the location at which this Game Object is rendered on-screen. | |
* It does not change the Game Objects actual position values. | |
* | |
* A value of 1 means it will move exactly in sync with a camera. | |
* A value of 0 means it will not move at all, even if the camera moves. | |
* Other values control the degree to which the camera movement is mapped to this Game Object. | |
* @param x The horizontal scroll factor of this Game Object. | |
* @param y The vertical scroll factor of this Game Object. If not set it will use the `x` value. Default x. | |
*/ | |
setScrollFactor(x: number, y?: number): Phaser.GameObjects.GameObject; | |
/** | |
* The Texture this Game Object is using to render with. | |
*/ | |
texture: Phaser.Textures.Texture | Phaser.Textures.CanvasTexture; | |
/** | |
* The Texture Frame this Game Object is using to render with. | |
*/ | |
frame: Phaser.Textures.Frame; | |
/** | |
* Sets the texture and frame this Game Object will use to render with. | |
* | |
* Textures are referenced by their string-based keys, as stored in the Texture Manager. | |
* @param key The key of the texture to be used, as stored in the Texture Manager. | |
* @param frame The name or index of the frame within the Texture. | |
*/ | |
setTexture(key: string, frame?: string | integer): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the frame this Game Object will use to render with. | |
* | |
* The Frame has to belong to the current Texture being used. | |
* | |
* It can be either a string or an index. | |
* | |
* Calling `setFrame` will modify the `width` and `height` properties of your Game Object. | |
* It will also change the `origin` if the Frame has a custom pivot point, as exported from packages like Texture Packer. | |
* @param frame The name or index of the frame within the Texture. | |
* @param updateSize Should this call adjust the size of the Game Object? Default true. | |
* @param updateOrigin Should this call adjust the origin of the Game Object? Default true. | |
*/ | |
setFrame(frame: string | integer, updateSize?: boolean, updateOrigin?: boolean): Phaser.GameObjects.GameObject; | |
/** | |
* Clears all tint values associated with this Game Object. | |
* Immediately sets the alpha levels back to 0xffffff (no tint) | |
*/ | |
clearTint(): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the tint values for this Game Object. | |
* @param topLeft The tint being applied to the top-left of the Game Object. If not other values are given this value is applied evenly, tinting the whole Game Object. Default 0xffffff. | |
* @param topRight The tint being applied to the top-right of the Game Object. | |
* @param bottomLeft The tint being applied to the bottom-left of the Game Object. | |
* @param bottomRight The tint being applied to the bottom-right of the Game Object. | |
*/ | |
setTint(topLeft?: integer, topRight?: integer, bottomLeft?: integer, bottomRight?: integer): Phaser.GameObjects.GameObject; | |
/** | |
* The tint value being applied to the top-left of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
tintTopLeft: integer; | |
/** | |
* The tint value being applied to the top-right of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
tintTopRight: integer; | |
/** | |
* The tint value being applied to the bottom-left of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
tintBottomLeft: integer; | |
/** | |
* The tint value being applied to the bottom-right of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
tintBottomRight: integer; | |
/** | |
* The tint value being applied to the whole of the Game Object. | |
*/ | |
tint: integer; | |
/** | |
* The x position of this Game Object. | |
*/ | |
x: number; | |
/** | |
* The y position of this Game Object. | |
*/ | |
y: number; | |
/** | |
* The z position of this Game Object. | |
* Note: Do not use this value to set the z-index, instead see the `depth` property. | |
*/ | |
z: number; | |
/** | |
* The w position of this Game Object. | |
*/ | |
w: number; | |
/** | |
* The horizontal scale of this Game Object. | |
*/ | |
scaleX: number; | |
/** | |
* The vertical scale of this Game Object. | |
*/ | |
scaleY: number; | |
/** | |
* The angle of this Game Object as expressed in degrees. | |
* | |
* Where 0 is to the right, 90 is down, 180 is left. | |
* | |
* If you prefer to work in radians, see the `rotation` property instead. | |
*/ | |
angle: integer; | |
/** | |
* The angle of this Game Object in radians. | |
* | |
* If you prefer to work in degrees, see the `angle` property instead. | |
*/ | |
rotation: number; | |
/** | |
* Sets the position of this Game Object. | |
* @param x The x position of this Game Object. Default 0. | |
* @param y The y position of this Game Object. If not set it will use the `x` value. Default x. | |
* @param z The z position of this Game Object. Default 0. | |
* @param w The w position of this Game Object. Default 0. | |
*/ | |
setPosition(x?: number, y?: number, z?: number, w?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the position of this Game Object to be a random position within the confines of | |
* the given area. | |
* | |
* If no area is specified a random position between 0 x 0 and the game width x height is used instead. | |
* | |
* The position does not factor in the size of this Game Object, meaning that only the origin is | |
* guaranteed to be within the area. | |
* @param x The x position of the top-left of the random area. Default 0. | |
* @param y The y position of the top-left of the random area. Default 0. | |
* @param width The width of the random area. | |
* @param height The height of the random area. | |
*/ | |
setRandomPosition(x?: number, y?: number, width?: number, height?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the rotation of this Game Object. | |
* @param radians The rotation of this Game Object, in radians. Default 0. | |
*/ | |
setRotation(radians?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the angle of this Game Object. | |
* @param degrees The rotation of this Game Object, in degrees. Default 0. | |
*/ | |
setAngle(degrees?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the scale of this Game Object. | |
* @param x The horizontal scale of this Game Object. | |
* @param y The vertical scale of this Game Object. If not set it will use the `x` value. Default x. | |
*/ | |
setScale(x: number, y?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the x position of this Game Object. | |
* @param value The x position of this Game Object. Default 0. | |
*/ | |
setX(value?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the y position of this Game Object. | |
* @param value The y position of this Game Object. Default 0. | |
*/ | |
setY(value?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the z position of this Game Object. | |
* @param value The z position of this Game Object. Default 0. | |
*/ | |
setZ(value?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the w position of this Game Object. | |
* @param value The w position of this Game Object. Default 0. | |
*/ | |
setW(value?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Gets the local transform matrix for this Game Object. | |
* @param tempMatrix The matrix to populate with the values from this Game Object. | |
*/ | |
getLocalTransformMatrix(tempMatrix?: Phaser.GameObjects.Components.TransformMatrix): Phaser.GameObjects.Components.TransformMatrix; | |
/** | |
* Gets the world transform matrix for this Game Object, factoring in any parent Containers. | |
* @param tempMatrix The matrix to populate with the values from this Game Object. | |
*/ | |
getWorldTransformMatrix(tempMatrix?: Phaser.GameObjects.Components.TransformMatrix): Phaser.GameObjects.Components.TransformMatrix; | |
/** | |
* The visible state of the Game Object. | |
* | |
* An invisible Game Object will skip rendering, but will still process update logic. | |
*/ | |
visible: boolean; | |
/** | |
* Sets the visibility of this Game Object. | |
* | |
* An invisible Game Object will skip rendering, but will still process update logic. | |
* @param value The visible state of the Game Object. | |
*/ | |
setVisible(value: boolean): Phaser.GameObjects.GameObject; | |
} | |
/** | |
* A Blitter Game Object. | |
* | |
* The Blitter Game Object is a special kind of container that creates, updates and manages Bob objects. | |
* Bobs are designed for rendering speed rather than flexibility. They consist of a texture, or frame from a texture, | |
* a position and an alpha value. You cannot scale or rotate them. They use a batched drawing method for speed | |
* during rendering. | |
* | |
* A Blitter Game Object has one texture bound to it. Bobs created by the Blitter can use any Frame from this | |
* Texture to render with, but they cannot use any other Texture. It is this single texture-bind that allows | |
* them their speed. | |
* | |
* If you have a need to blast a large volume of frames around the screen then Blitter objects are well worth | |
* investigating. They are especially useful for using as a base for your own special effects systems. | |
*/ | |
class Blitter extends Phaser.GameObjects.GameObject implements Phaser.GameObjects.Components.Alpha, Phaser.GameObjects.Components.BlendMode, Phaser.GameObjects.Components.Depth, Phaser.GameObjects.Components.Mask, Phaser.GameObjects.Components.Pipeline, Phaser.GameObjects.Components.ScaleMode, Phaser.GameObjects.Components.ScrollFactor, Phaser.GameObjects.Components.Size, Phaser.GameObjects.Components.Texture, Phaser.GameObjects.Components.Transform, Phaser.GameObjects.Components.Visible { | |
/** | |
* | |
* @param scene The Scene to which this Game Object belongs. It can only belong to one Scene at any given time. | |
* @param x The x coordinate of this Game Object in world space. Default 0. | |
* @param y The y coordinate of this Game Object in world space. Default 0. | |
* @param texture The key of the texture this Game Object will use for rendering. The Texture must already exist in the Texture Manager. Default '__DEFAULT'. | |
* @param frame The Frame of the Texture that this Game Object will use. Only set if the Texture has multiple frames, such as a Texture Atlas or Sprite Sheet. Default 0. | |
*/ | |
constructor(scene: Phaser.Scene, x?: number, y?: number, texture?: string, frame?: string | integer); | |
/** | |
* [description] | |
*/ | |
children: Phaser.Structs.List<Phaser.GameObjects.Blitter.Bob>; | |
/** | |
* [description] | |
*/ | |
renderList: Phaser.GameObjects.Blitter.Bob[]; | |
/** | |
* [description] | |
* @param x The x position of the Bob. Bob coordinate are relative to the position of the Blitter object. | |
* @param y The y position of the Bob. Bob coordinate are relative to the position of the Blitter object. | |
* @param frame The Frame the Bob will use. It _must_ be part of the Texture the parent Blitter object is using. | |
* @param visible Should the created Bob render or not? Default true. | |
* @param index The position in the Blitters Display List to add the new Bob at. Defaults to the top of the list. | |
*/ | |
create(x: number, y: number, frame?: string | integer | Phaser.Textures.Frame, visible?: boolean, index?: integer): Phaser.GameObjects.Blitter.Bob; | |
/** | |
* [description] | |
* @param callback The callback to invoke after creating a bob. It will be sent two arguments: The Bob and the index of the Bob. | |
* @param quantity The quantity of Bob objects to create. | |
* @param frame The Frame the Bobs will use. It must be part of the Blitter Texture. | |
* @param visible [description] Default true. | |
*/ | |
createFromCallback(callback: Phaser.GameObjects.Blitter.BlitterFromCallback, quantity: integer, frame?: string | integer | Phaser.Textures.Frame | string[] | integer[] | Phaser.Textures.Frame[], visible?: boolean): Phaser.GameObjects.Blitter.Bob[]; | |
/** | |
* [description] | |
* @param quantity The quantity of Bob objects to create. | |
* @param frame The Frame the Bobs will use. It must be part of the Blitter Texture. | |
* @param visible [description] Default true. | |
*/ | |
createMultiple(quantity: integer, frame?: string | integer | Phaser.Textures.Frame | string[] | integer[] | Phaser.Textures.Frame[], visible?: boolean): Phaser.GameObjects.Blitter.Bob[]; | |
/** | |
* [description] | |
* @param child [description] | |
*/ | |
childCanRender(child: Phaser.GameObjects.Blitter.Bob): boolean; | |
/** | |
* [description] | |
*/ | |
getRenderList(): Phaser.GameObjects.Blitter.Bob[]; | |
/** | |
* [description] | |
*/ | |
clear(): void; | |
/** | |
* Clears all alpha values associated with this Game Object. | |
* Immediately sets the alpha levels back to 1 (fully opaque) | |
*/ | |
clearAlpha(): Phaser.GameObjects.GameObject; | |
/** | |
* Set the Alpha level of this Game Object. The alpha controls the opacity of the Game Object as it renders. | |
* Alpha values are provided as a float between 0, fully transparent, and 1, fully opaque. | |
* | |
* If your game is running under WebGL you can optionally specify four different alpha values, each of which | |
* correspond to the four corners of the Game Object. Under Canvas only the `topLeft` value given is used. | |
* @param topLeft The alpha value used for the top-left of the Game Object. If this is the only value given it's applied across the whole Game Object. Default 1. | |
* @param topRight The alpha value used for the top-right of the Game Object. WebGL only. | |
* @param bottomLeft The alpha value used for the bottom-left of the Game Object. WebGL only. | |
* @param bottomRight The alpha value used for the bottom-right of the Game Object. WebGL only. | |
*/ | |
setAlpha(topLeft?: number, topRight?: number, bottomLeft?: number, bottomRight?: number): Phaser.GameObjects.GameObject; | |
/** | |
* The alpha value of the Game Object. | |
* | |
* This is a global value, impacting the entire Game Object, not just a region of it. | |
*/ | |
alpha: number; | |
/** | |
* The alpha value starting from the top-left of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
alphaTopLeft: number; | |
/** | |
* The alpha value starting from the top-right of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
alphaTopRight: number; | |
/** | |
* The alpha value starting from the bottom-left of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
alphaBottomLeft: number; | |
/** | |
* The alpha value starting from the bottom-right of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
alphaBottomRight: number; | |
/** | |
* Sets the Blend Mode being used by this Game Object. | |
* | |
* This can be a const, such as `Phaser.BlendModes.SCREEN`, or an integer, such as 4 (for Overlay) | |
* | |
* Under WebGL only the following Blend Modes are available: | |
* | |
* * ADD | |
* * MULTIPLY | |
* * SCREEN | |
* | |
* Canvas has more available depending on browser support. | |
* | |
* You can also create your own custom Blend Modes in WebGL. | |
* | |
* Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending | |
* on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these | |
* reasons try to be careful about the construction of your Scene and the frequency of which blend modes | |
* are used. | |
*/ | |
blendMode: Phaser.BlendModes | string; | |
/** | |
* Sets the Blend Mode being used by this Game Object. | |
* | |
* This can be a const, such as `Phaser.BlendModes.SCREEN`, or an integer, such as 4 (for Overlay) | |
* | |
* Under WebGL only the following Blend Modes are available: | |
* | |
* * ADD | |
* * MULTIPLY | |
* * SCREEN | |
* | |
* Canvas has more available depending on browser support. | |
* | |
* You can also create your own custom Blend Modes in WebGL. | |
* | |
* Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending | |
* on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these | |
* reasons try to be careful about the construction of your Scene and the frequency of which blend modes | |
* are used. | |
* @param value The BlendMode value. Either a string or a CONST. | |
*/ | |
setBlendMode(value: string | Phaser.BlendModes): Phaser.GameObjects.GameObject; | |
/** | |
* The depth of this Game Object within the Scene. | |
* | |
* The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order | |
* of Game Objects, without actually moving their position in the display list. | |
* | |
* The depth starts from zero (the default value) and increases from that point. A Game Object with a higher depth | |
* value will always render in front of one with a lower value. | |
* | |
* Setting the depth will queue a depth sort event within the Scene. | |
*/ | |
depth: number; | |
/** | |
* The depth of this Game Object within the Scene. | |
* | |
* The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order | |
* of Game Objects, without actually moving their position in the display list. | |
* | |
* The depth starts from zero (the default value) and increases from that point. A Game Object with a higher depth | |
* value will always render in front of one with a lower value. | |
* | |
* Setting the depth will queue a depth sort event within the Scene. | |
* @param value The depth of this Game Object. | |
*/ | |
setDepth(value: integer): Phaser.GameObjects.GameObject; | |
/** | |
* The Mask this Game Object is using during render. | |
*/ | |
mask: Phaser.Display.Masks.BitmapMask | Phaser.Display.Masks.GeometryMask; | |
/** | |
* Sets the mask that this Game Object will use to render with. | |
* | |
* The mask must have been previously created and can be either a | |
* GeometryMask or a BitmapMask. | |
* | |
* Note: Bitmap Masks only work on WebGL. Geometry Masks work on both WebGL and Canvas. | |
* | |
* If a mask is already set on this Game Object it will be immediately replaced. | |
* @param mask The mask this Game Object will use when rendering. | |
*/ | |
setMask(mask: Phaser.Display.Masks.BitmapMask | Phaser.Display.Masks.GeometryMask): Phaser.GameObjects.GameObject; | |
/** | |
* Clears the mask that this Game Object was using. | |
* @param destroyMask Destroy the mask before clearing it? Default false. | |
*/ | |
clearMask(destroyMask?: boolean): Phaser.GameObjects.GameObject; | |
/** | |
* Creates and returns a Bitmap Mask. This mask can be used by any Game Object, | |
* including this one. | |
* | |
* To create the mask you need to pass in a reference to a renderable Game Object. | |
* A renderable Game Object is one that uses a texture to render with, such as an | |
* Image, Sprite, Render Texture or BitmapText. | |
* | |
* If you do not provide a renderable object, and this Game Object has a texture, | |
* it will use itself as the object. This means you can call this method to create | |
* a Bitmap Mask from any renderable Game Object. | |
* @param renderable A renderable Game Object that uses a texture, such as a Sprite. | |
*/ | |
createBitmapMask(renderable?: Phaser.GameObjects.GameObject): Phaser.Display.Masks.BitmapMask; | |
/** | |
* Creates and returns a Geometry Mask. This mask can be used by any Game Object, | |
* including this one. | |
* | |
* To create the mask you need to pass in a reference to a Graphics Game Object. | |
* | |
* If you do not provide a graphics object, and this Game Object is an instance | |
* of a Graphics object, then it will use itself to create the mask. | |
* | |
* This means you can call this method to create a Geometry Mask from any Graphics Game Object. | |
* @param graphics A Graphics Game Object. The geometry within it will be used as the mask. | |
*/ | |
createGeometryMask(graphics?: Phaser.GameObjects.Graphics): Phaser.Display.Masks.GeometryMask; | |
/** | |
* [description] | |
*/ | |
defaultPipeline: Phaser.Renderer.WebGL.WebGLPipeline; | |
/** | |
* [description] | |
*/ | |
pipeline: Phaser.Renderer.WebGL.WebGLPipeline; | |
/** | |
* Sets the initial WebGL Pipeline of this Game Object. | |
* This should only be called during the instantiation of the Game Object. | |
* @param pipelineName The name of the pipeline to set on this Game Object. | |
*/ | |
initPipeline(pipelineName: string): boolean; | |
/** | |
* Sets the active WebGL Pipeline of this Game Object. | |
* @param pipelineName The name of the pipeline to set on this Game Object. | |
*/ | |
setPipeline(pipelineName: string): boolean; | |
/** | |
* Resets the WebGL Pipeline of this Game Object back to the default it was created with. | |
*/ | |
resetPipeline(): boolean; | |
/** | |
* Gets the name of the WebGL Pipeline this Game Object is currently using. | |
*/ | |
getPipelineName(): string; | |
/** | |
* The Scale Mode being used by this Game Object. | |
* Can be either `ScaleModes.LINEAR` or `ScaleModes.NEAREST`. | |
*/ | |
scaleMode: Phaser.ScaleModes; | |
/** | |
* Sets the Scale Mode being used by this Game Object. | |
* Can be either `ScaleModes.LINEAR` or `ScaleModes.NEAREST`. | |
* @param value The Scale Mode to be used by this Game Object. | |
*/ | |
setScaleMode(value: Phaser.ScaleModes): Phaser.GameObjects.GameObject; | |
/** | |
* The horizontal scroll factor of this Game Object. | |
* | |
* The scroll factor controls the influence of the movement of a Camera upon this Game Object. | |
* | |
* When a camera scrolls it will change the location at which this Game Object is rendered on-screen. | |
* It does not change the Game Objects actual position values. | |
* | |
* A value of 1 means it will move exactly in sync with a camera. | |
* A value of 0 means it will not move at all, even if the camera moves. | |
* Other values control the degree to which the camera movement is mapped to this Game Object. | |
*/ | |
scrollFactorX: number; | |
/** | |
* The vertical scroll factor of this Game Object. | |
* | |
* The scroll factor controls the influence of the movement of a Camera upon this Game Object. | |
* | |
* When a camera scrolls it will change the location at which this Game Object is rendered on-screen. | |
* It does not change the Game Objects actual position values. | |
* | |
* A value of 1 means it will move exactly in sync with a camera. | |
* A value of 0 means it will not move at all, even if the camera moves. | |
* Other values control the degree to which the camera movement is mapped to this Game Object. | |
*/ | |
scrollFactorY: number; | |
/** | |
* Sets the scroll factor of this Game Object. | |
* | |
* The scroll factor controls the influence of the movement of a Camera upon this Game Object. | |
* | |
* When a camera scrolls it will change the location at which this Game Object is rendered on-screen. | |
* It does not change the Game Objects actual position values. | |
* | |
* A value of 1 means it will move exactly in sync with a camera. | |
* A value of 0 means it will not move at all, even if the camera moves. | |
* Other values control the degree to which the camera movement is mapped to this Game Object. | |
* @param x The horizontal scroll factor of this Game Object. | |
* @param y The vertical scroll factor of this Game Object. If not set it will use the `x` value. Default x. | |
*/ | |
setScrollFactor(x: number, y?: number): Phaser.GameObjects.GameObject; | |
/** | |
* The native (un-scaled) width of this Game Object. | |
*/ | |
width: number; | |
/** | |
* The native (un-scaled) height of this Game Object. | |
*/ | |
height: number; | |
/** | |
* The displayed width of this Game Object. | |
* This value takes into account the scale factor. | |
*/ | |
displayWidth: number; | |
/** | |
* The displayed height of this Game Object. | |
* This value takes into account the scale factor. | |
*/ | |
displayHeight: number; | |
/** | |
* Sets the size of this Game Object to be that of the given Frame. | |
* @param frame The frame to base the size of this Game Object on. | |
*/ | |
setSizeToFrame(frame: Phaser.Textures.Frame): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the size of this Game Object. | |
* @param width The width of this Game Object. | |
* @param height The height of this Game Object. | |
*/ | |
setSize(width: number, height: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the display size of this Game Object. | |
* Calling this will adjust the scale. | |
* @param width The width of this Game Object. | |
* @param height The height of this Game Object. | |
*/ | |
setDisplaySize(width: number, height: number): Phaser.GameObjects.GameObject; | |
/** | |
* The Texture this Game Object is using to render with. | |
*/ | |
texture: Phaser.Textures.Texture | Phaser.Textures.CanvasTexture; | |
/** | |
* The Texture Frame this Game Object is using to render with. | |
*/ | |
frame: Phaser.Textures.Frame; | |
/** | |
* Sets the texture and frame this Game Object will use to render with. | |
* | |
* Textures are referenced by their string-based keys, as stored in the Texture Manager. | |
* @param key The key of the texture to be used, as stored in the Texture Manager. | |
* @param frame The name or index of the frame within the Texture. | |
*/ | |
setTexture(key: string, frame?: string | integer): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the frame this Game Object will use to render with. | |
* | |
* The Frame has to belong to the current Texture being used. | |
* | |
* It can be either a string or an index. | |
* | |
* Calling `setFrame` will modify the `width` and `height` properties of your Game Object. | |
* It will also change the `origin` if the Frame has a custom pivot point, as exported from packages like Texture Packer. | |
* @param frame The name or index of the frame within the Texture. | |
* @param updateSize Should this call adjust the size of the Game Object? Default true. | |
* @param updateOrigin Should this call adjust the origin of the Game Object? Default true. | |
*/ | |
setFrame(frame: string | integer, updateSize?: boolean, updateOrigin?: boolean): Phaser.GameObjects.GameObject; | |
/** | |
* The x position of this Game Object. | |
*/ | |
x: number; | |
/** | |
* The y position of this Game Object. | |
*/ | |
y: number; | |
/** | |
* The z position of this Game Object. | |
* Note: Do not use this value to set the z-index, instead see the `depth` property. | |
*/ | |
z: number; | |
/** | |
* The w position of this Game Object. | |
*/ | |
w: number; | |
/** | |
* The horizontal scale of this Game Object. | |
*/ | |
scaleX: number; | |
/** | |
* The vertical scale of this Game Object. | |
*/ | |
scaleY: number; | |
/** | |
* The angle of this Game Object as expressed in degrees. | |
* | |
* Where 0 is to the right, 90 is down, 180 is left. | |
* | |
* If you prefer to work in radians, see the `rotation` property instead. | |
*/ | |
angle: integer; | |
/** | |
* The angle of this Game Object in radians. | |
* | |
* If you prefer to work in degrees, see the `angle` property instead. | |
*/ | |
rotation: number; | |
/** | |
* Sets the position of this Game Object. | |
* @param x The x position of this Game Object. Default 0. | |
* @param y The y position of this Game Object. If not set it will use the `x` value. Default x. | |
* @param z The z position of this Game Object. Default 0. | |
* @param w The w position of this Game Object. Default 0. | |
*/ | |
setPosition(x?: number, y?: number, z?: number, w?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the position of this Game Object to be a random position within the confines of | |
* the given area. | |
* | |
* If no area is specified a random position between 0 x 0 and the game width x height is used instead. | |
* | |
* The position does not factor in the size of this Game Object, meaning that only the origin is | |
* guaranteed to be within the area. | |
* @param x The x position of the top-left of the random area. Default 0. | |
* @param y The y position of the top-left of the random area. Default 0. | |
* @param width The width of the random area. | |
* @param height The height of the random area. | |
*/ | |
setRandomPosition(x?: number, y?: number, width?: number, height?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the rotation of this Game Object. | |
* @param radians The rotation of this Game Object, in radians. Default 0. | |
*/ | |
setRotation(radians?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the angle of this Game Object. | |
* @param degrees The rotation of this Game Object, in degrees. Default 0. | |
*/ | |
setAngle(degrees?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the scale of this Game Object. | |
* @param x The horizontal scale of this Game Object. | |
* @param y The vertical scale of this Game Object. If not set it will use the `x` value. Default x. | |
*/ | |
setScale(x: number, y?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the x position of this Game Object. | |
* @param value The x position of this Game Object. Default 0. | |
*/ | |
setX(value?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the y position of this Game Object. | |
* @param value The y position of this Game Object. Default 0. | |
*/ | |
setY(value?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the z position of this Game Object. | |
* @param value The z position of this Game Object. Default 0. | |
*/ | |
setZ(value?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the w position of this Game Object. | |
* @param value The w position of this Game Object. Default 0. | |
*/ | |
setW(value?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Gets the local transform matrix for this Game Object. | |
* @param tempMatrix The matrix to populate with the values from this Game Object. | |
*/ | |
getLocalTransformMatrix(tempMatrix?: Phaser.GameObjects.Components.TransformMatrix): Phaser.GameObjects.Components.TransformMatrix; | |
/** | |
* Gets the world transform matrix for this Game Object, factoring in any parent Containers. | |
* @param tempMatrix The matrix to populate with the values from this Game Object. | |
*/ | |
getWorldTransformMatrix(tempMatrix?: Phaser.GameObjects.Components.TransformMatrix): Phaser.GameObjects.Components.TransformMatrix; | |
/** | |
* The visible state of the Game Object. | |
* | |
* An invisible Game Object will skip rendering, but will still process update logic. | |
*/ | |
visible: boolean; | |
/** | |
* Sets the visibility of this Game Object. | |
* | |
* An invisible Game Object will skip rendering, but will still process update logic. | |
* @param value The visible state of the Game Object. | |
*/ | |
setVisible(value: boolean): Phaser.GameObjects.GameObject; | |
} | |
/** | |
* Builds a Game Object using the provided configuration object. | |
* @param scene [description] | |
* @param gameObject [description] | |
* @param config [description] | |
*/ | |
function BuildGameObject(scene: Phaser.Scene, gameObject: Phaser.GameObjects.GameObject, config: GameObjectConfig): Phaser.GameObjects.GameObject; | |
/** | |
* Adds an Animation component to a Sprite and populates it based on the given config. | |
* @param sprite [description] | |
* @param config [description] | |
*/ | |
function BuildGameObjectAnimation(sprite: Phaser.GameObjects.Sprite, config: object): Phaser.GameObjects.Sprite; | |
namespace Components { | |
/** | |
* Provides methods used for setting the alpha properties of a Game Object. | |
* Should be applied as a mixin and not used directly. | |
*/ | |
interface Alpha { | |
/** | |
* Clears all alpha values associated with this Game Object. | |
* Immediately sets the alpha levels back to 1 (fully opaque) | |
*/ | |
clearAlpha(): Phaser.GameObjects.GameObject; | |
/** | |
* Set the Alpha level of this Game Object. The alpha controls the opacity of the Game Object as it renders. | |
* Alpha values are provided as a float between 0, fully transparent, and 1, fully opaque. | |
* | |
* If your game is running under WebGL you can optionally specify four different alpha values, each of which | |
* correspond to the four corners of the Game Object. Under Canvas only the `topLeft` value given is used. | |
* @param topLeft The alpha value used for the top-left of the Game Object. If this is the only value given it's applied across the whole Game Object. Default 1. | |
* @param topRight The alpha value used for the top-right of the Game Object. WebGL only. | |
* @param bottomLeft The alpha value used for the bottom-left of the Game Object. WebGL only. | |
* @param bottomRight The alpha value used for the bottom-right of the Game Object. WebGL only. | |
*/ | |
setAlpha(topLeft?: number, topRight?: number, bottomLeft?: number, bottomRight?: number): Phaser.GameObjects.GameObject; | |
/** | |
* The alpha value of the Game Object. | |
* | |
* This is a global value, impacting the entire Game Object, not just a region of it. | |
*/ | |
alpha: number; | |
/** | |
* The alpha value starting from the top-left of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
alphaTopLeft: number; | |
/** | |
* The alpha value starting from the top-right of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
alphaTopRight: number; | |
/** | |
* The alpha value starting from the bottom-left of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
alphaBottomLeft: number; | |
/** | |
* The alpha value starting from the bottom-right of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
alphaBottomRight: number; | |
} | |
interface Animation { | |
/** | |
* The Game Object to which this animation controller belongs. | |
*/ | |
parent: Phaser.GameObjects.GameObject; | |
/** | |
* A reference to the global Animation Manager. | |
*/ | |
animationManager: Phaser.Animations.AnimationManager; | |
/** | |
* Is an animation currently playing or not? | |
*/ | |
isPlaying: boolean; | |
/** | |
* The current Animation loaded into this Animation Controller. | |
*/ | |
currentAnim: Phaser.Animations.Animation; | |
/** | |
* The current AnimationFrame being displayed by this Animation Controller. | |
*/ | |
currentFrame: Phaser.Animations.AnimationFrame; | |
/** | |
* The frame rate of playback in frames per second. | |
* The default is 24 if the `duration` property is `null`. | |
*/ | |
frameRate: number; | |
/** | |
* How long the animation should play for, in milliseconds. | |
* If the `frameRate` property has been set then it overrides this value, | |
* otherwise the `frameRate` is derived from `duration`. | |
*/ | |
duration: number; | |
/** | |
* ms per frame, not including frame specific modifiers that may be present in the Animation data. | |
*/ | |
msPerFrame: number; | |
/** | |
* Skip frames if the time lags, or always advanced anyway? | |
*/ | |
skipMissedFrames: boolean; | |
/** | |
* Will the playhead move forwards (`true`) or in reverse (`false`) | |
*/ | |
forward: boolean; | |
/** | |
* Internal time overflow accumulator. | |
*/ | |
accumulator: number; | |
/** | |
* The time point at which the next animation frame will change. | |
*/ | |
nextTick: number; | |
/** | |
* An internal counter keeping track of how many repeats are left to play. | |
*/ | |
repeatCounter: number; | |
/** | |
* An internal flag keeping track of pending repeats. | |
*/ | |
pendingRepeat: boolean; | |
/** | |
* Sets the amount of time, in milliseconds, that the animation will be delayed before starting playback. | |
* @param value The amount of time, in milliseconds, to wait before starting playback. Default 0. | |
*/ | |
setDelay(value?: integer): Phaser.GameObjects.GameObject; | |
/** | |
* Gets the amount of time, in milliseconds that the animation will be delayed before starting playback. | |
*/ | |
getDelay(): integer; | |
/** | |
* Waits for the specified delay, in milliseconds, then starts playback of the requested animation. | |
* @param delay The delay, in milliseconds, to wait before starting the animation playing. | |
* @param key The key of the animation to play. | |
* @param startFrame The frame of the animation to start from. Default 0. | |
*/ | |
delayedPlay(delay: integer, key: string, startFrame?: integer): Phaser.GameObjects.GameObject; | |
/** | |
* Returns the key of the animation currently loaded into this component. | |
*/ | |
getCurrentKey(): string; | |
/** | |
* Internal method used to load an animation into this component. | |
* @param key [description] | |
* @param startFrame [description] Default 0. | |
*/ | |
load(key: string, startFrame?: integer): Phaser.GameObjects.GameObject; | |
/** | |
* Pause the current animation and set the `isPlaying` property to `false`. | |
* You can optionally pause it at a specific frame. | |
* @param atFrame An optional frame to set after pausing the animation. | |
*/ | |
pause(atFrame?: Phaser.Animations.AnimationFrame): Phaser.GameObjects.GameObject; | |
/** | |
* Resumes playback of a paused animation and sets the `isPlaying` property to `true`. | |
* You can optionally tell it to start playback from a specific frame. | |
* @param fromFrame An optional frame to set before restarting playback. | |
*/ | |
resume(fromFrame?: Phaser.Animations.AnimationFrame): Phaser.GameObjects.GameObject; | |
/** | |
* `true` if the current animation is paused, otherwise `false`. | |
*/ | |
readonly isPaused: boolean; | |
/** | |
* Plays an Animation on the Game Object that owns this Animation Component. | |
* @param key The string-based key of the animation to play, as defined previously in the Animation Manager. | |
* @param ignoreIfPlaying If an animation is already playing then ignore this call. Default false. | |
* @param startFrame Optionally start the animation playing from this frame index. Default 0. | |
*/ | |
play(key: string, ignoreIfPlaying?: boolean, startFrame?: integer): Phaser.GameObjects.GameObject; | |
/** | |
* Returns a value between 0 and 1 indicating how far this animation is through, ignoring repeats and yoyos. | |
* If the animation has a non-zero repeat defined, `getProgress` and `getTotalProgress` will be different | |
* because `getProgress` doesn't include any repeats or repeat delays, whereas `getTotalProgress` does. | |
*/ | |
getProgress(): number; | |
/** | |
* Takes a value between 0 and 1 and uses it to set how far this animation is through playback. | |
* Does not factor in repeats or yoyos, but does handle playing forwards or backwards. | |
* @param value [description] Default 0. | |
*/ | |
setProgress(value?: number): Phaser.GameObjects.GameObject; | |
/** | |
* [description] | |
* @param event [description] | |
*/ | |
remove(event?: Phaser.Animations.Animation): void; | |
/** | |
* Gets the number of times that the animation will repeat | |
* after its first iteration. For example, if returns 1, the animation will | |
* play a total of twice (the initial play plus 1 repeat). | |
* A value of -1 means the animation will repeat indefinitely. | |
*/ | |
getRepeat(): integer; | |
/** | |
* Sets the number of times that the animation should repeat | |
* after its first iteration. For example, if repeat is 1, the animation will | |
* play a total of twice (the initial play plus 1 repeat). | |
* To repeat indefinitely, use -1. repeat should always be an integer. | |
* @param value [description] | |
*/ | |
setRepeat(value: integer): Phaser.GameObjects.GameObject; | |
/** | |
* Gets the amount of delay between repeats, if any. | |
*/ | |
getRepeatDelay(): number; | |
/** | |
* Sets the amount of time in seconds between repeats. | |
* For example, if `repeat` is 2 and `repeatDelay` is 10, the animation will play initially, | |
* then wait for 10 seconds before repeating, then play again, then wait another 10 seconds | |
* before doing its final repeat. | |
* @param value The delay to wait between repeats, in seconds. | |
*/ | |
setRepeatDelay(value: number): Phaser.GameObjects.GameObject; | |
/** | |
* Restarts the current animation from its beginning, optionally including its delay value. | |
* @param includeDelay [description] Default false. | |
*/ | |
restart(includeDelay?: boolean): Phaser.GameObjects.GameObject; | |
/** | |
* Immediately stops the current animation from playing and dispatches the `animationcomplete` event. | |
*/ | |
stop(): Phaser.GameObjects.GameObject; | |
/** | |
* Stops the current animation from playing after the specified time delay, given in milliseconds. | |
* @param delay The number of milliseconds to wait before stopping this animation. | |
*/ | |
stopAfterDelay(delay: integer): Phaser.GameObjects.GameObject; | |
/** | |
* Stops the current animation from playing when it next repeats. | |
*/ | |
stopOnRepeat(): Phaser.GameObjects.GameObject; | |
/** | |
* Stops the current animation from playing when it next sets the given frame. | |
* If this frame doesn't exist within the animation it will not stop it from playing. | |
* @param delay The frame to check before stopping this animation. | |
*/ | |
stopOnFrame(delay: Phaser.Animations.AnimationFrame): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the Time Scale factor, allowing you to make the animation go go faster or slower than default. | |
* Where 1 = normal speed (the default), 0.5 = half speed, 2 = double speed, etc. | |
* @param value The time scale factor, where 1 is no change, 0.5 is half speed, etc. Default 1. | |
*/ | |
setTimeScale(value?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Gets the Time Scale factor. | |
*/ | |
getTimeScale(): number; | |
/** | |
* Returns the total number of frames in this animation. | |
*/ | |
getTotalFrames(): integer; | |
/** | |
* The internal update loop for the Animation Component. | |
* @param timestamp [description] | |
* @param delta The delta time, in ms, elapsed since the last frame. | |
*/ | |
update(timestamp: number, delta: number): void; | |
/** | |
* Sets the given Animation Frame as being the current frame | |
* and applies it to the parent Game Object, adjusting its size and origin as needed. | |
* @param animationFrame The Animation Frame to set as being current. | |
*/ | |
setCurrentFrame(animationFrame: Phaser.Animations.AnimationFrame): Phaser.GameObjects.GameObject; | |
/** | |
* Sets if the current Animation will yoyo when it reaches the end. | |
* A yoyo'ing animation will play through consecutively, and then reverse-play back to the start again. | |
* @param value `true` if the animation should yoyo, `false` to not. Default false. | |
*/ | |
setYoyo(value?: boolean): Phaser.GameObjects.GameObject; | |
/** | |
* Gets if the current Animation will yoyo when it reaches the end. | |
* A yoyo'ing animation will play through consecutively, and then reverse-play back to the start again. | |
*/ | |
getYoyo(): boolean; | |
/** | |
* [description] | |
*/ | |
destroy(): void; | |
} | |
/** | |
* Provides methods used for setting the blend mode of a Game Object. | |
* Should be applied as a mixin and not used directly. | |
*/ | |
interface BlendMode { | |
/** | |
* Sets the Blend Mode being used by this Game Object. | |
* | |
* This can be a const, such as `Phaser.BlendModes.SCREEN`, or an integer, such as 4 (for Overlay) | |
* | |
* Under WebGL only the following Blend Modes are available: | |
* | |
* * ADD | |
* * MULTIPLY | |
* * SCREEN | |
* | |
* Canvas has more available depending on browser support. | |
* | |
* You can also create your own custom Blend Modes in WebGL. | |
* | |
* Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending | |
* on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these | |
* reasons try to be careful about the construction of your Scene and the frequency of which blend modes | |
* are used. | |
*/ | |
blendMode: Phaser.BlendModes | string; | |
/** | |
* Sets the Blend Mode being used by this Game Object. | |
* | |
* This can be a const, such as `Phaser.BlendModes.SCREEN`, or an integer, such as 4 (for Overlay) | |
* | |
* Under WebGL only the following Blend Modes are available: | |
* | |
* * ADD | |
* * MULTIPLY | |
* * SCREEN | |
* | |
* Canvas has more available depending on browser support. | |
* | |
* You can also create your own custom Blend Modes in WebGL. | |
* | |
* Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending | |
* on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these | |
* reasons try to be careful about the construction of your Scene and the frequency of which blend modes | |
* are used. | |
* @param value The BlendMode value. Either a string or a CONST. | |
*/ | |
setBlendMode(value: string | Phaser.BlendModes): Phaser.GameObjects.GameObject; | |
} | |
/** | |
* Provides methods used for calculating and setting the size of a non-Frame based Game Object. | |
* Should be applied as a mixin and not used directly. | |
*/ | |
interface ComputedSize { | |
/** | |
* The native (un-scaled) width of this Game Object. | |
*/ | |
width: number; | |
/** | |
* The native (un-scaled) height of this Game Object. | |
*/ | |
height: number; | |
/** | |
* The displayed width of this Game Object. | |
* This value takes into account the scale factor. | |
*/ | |
displayWidth: number; | |
/** | |
* The displayed height of this Game Object. | |
* This value takes into account the scale factor. | |
*/ | |
displayHeight: number; | |
/** | |
* Sets the size of this Game Object. | |
* @param width The width of this Game Object. | |
* @param height The height of this Game Object. | |
*/ | |
setSize(width: number, height: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the display size of this Game Object. | |
* Calling this will adjust the scale. | |
* @param width The width of this Game Object. | |
* @param height The height of this Game Object. | |
*/ | |
setDisplaySize(width: number, height: number): Phaser.GameObjects.GameObject; | |
} | |
/** | |
* Provides methods used for setting the depth of a Game Object. | |
* Should be applied as a mixin and not used directly. | |
*/ | |
interface Depth { | |
/** | |
* The depth of this Game Object within the Scene. | |
* | |
* The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order | |
* of Game Objects, without actually moving their position in the display list. | |
* | |
* The depth starts from zero (the default value) and increases from that point. A Game Object with a higher depth | |
* value will always render in front of one with a lower value. | |
* | |
* Setting the depth will queue a depth sort event within the Scene. | |
*/ | |
depth: number; | |
/** | |
* The depth of this Game Object within the Scene. | |
* | |
* The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order | |
* of Game Objects, without actually moving their position in the display list. | |
* | |
* The depth starts from zero (the default value) and increases from that point. A Game Object with a higher depth | |
* value will always render in front of one with a lower value. | |
* | |
* Setting the depth will queue a depth sort event within the Scene. | |
* @param value The depth of this Game Object. | |
*/ | |
setDepth(value: integer): Phaser.GameObjects.GameObject; | |
} | |
/** | |
* Provides methods used for visually flipping a Game Object. | |
* Should be applied as a mixin and not used directly. | |
*/ | |
interface Flip { | |
/** | |
* The horizontally flipped state of the Game Object. | |
* A Game Object that is flipped horizontally will render inversed on the horizontal axis. | |
* Flipping always takes place from the middle of the texture and does not impact the scale value. | |
*/ | |
flipX: boolean; | |
/** | |
* The vertically flipped state of the Game Object. | |
* A Game Object that is flipped vertically will render inversed on the vertical axis (i.e. upside down) | |
* Flipping always takes place from the middle of the texture and does not impact the scale value. | |
*/ | |
flipY: boolean; | |
/** | |
* Toggles the horizontal flipped state of this Game Object. | |
*/ | |
toggleFlipX(): Phaser.GameObjects.GameObject; | |
/** | |
* Toggles the vertical flipped state of this Game Object. | |
*/ | |
toggleFlipY(): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the horizontal flipped state of this Game Object. | |
* @param value The flipped state. `false` for no flip, or `true` to be flipped. | |
*/ | |
setFlipX(value: boolean): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the vertical flipped state of this Game Object. | |
* @param value The flipped state. `false` for no flip, or `true` to be flipped. | |
*/ | |
setFlipY(value: boolean): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the horizontal and vertical flipped state of this Game Object. | |
* @param x The horizontal flipped state. `false` for no flip, or `true` to be flipped. | |
* @param y The horizontal flipped state. `false` for no flip, or `true` to be flipped. | |
*/ | |
setFlip(x: boolean, y: boolean): Phaser.GameObjects.GameObject; | |
/** | |
* Resets the horizontal and vertical flipped state of this Game Object back to their default un-flipped state. | |
*/ | |
resetFlip(): Phaser.GameObjects.GameObject; | |
} | |
/** | |
* Provides methods used for obtaining the bounds of a Game Object. | |
* Should be applied as a mixin and not used directly. | |
*/ | |
interface GetBounds { | |
/** | |
* Gets the center coordinate of this Game Object, regardless of origin. | |
* The returned point is calculated in local space and does not factor in any parent containers | |
* @param output An object to store the values in. If not provided a new Vector2 will be created. | |
*/ | |
getCenter<O extends Phaser.Math.Vector2>(output?: O): O; | |
/** | |
* Gets the top-left corner coordinate of this Game Object, regardless of origin. | |
* The returned point is calculated in local space and does not factor in any parent containers | |
* @param output An object to store the values in. If not provided a new Vector2 will be created. | |
* @param includeParent If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false. | |
*/ | |
getTopLeft<O extends Phaser.Math.Vector2>(output?: O, includeParent?: boolean): O; | |
/** | |
* Gets the top-right corner coordinate of this Game Object, regardless of origin. | |
* The returned point is calculated in local space and does not factor in any parent containers | |
* @param output An object to store the values in. If not provided a new Vector2 will be created. | |
* @param includeParent If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false. | |
*/ | |
getTopRight<O extends Phaser.Math.Vector2>(output?: O, includeParent?: boolean): O; | |
/** | |
* Gets the bottom-left corner coordinate of this Game Object, regardless of origin. | |
* The returned point is calculated in local space and does not factor in any parent containers | |
* @param output An object to store the values in. If not provided a new Vector2 will be created. | |
* @param includeParent If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false. | |
*/ | |
getBottomLeft<O extends Phaser.Math.Vector2>(output?: O, includeParent?: boolean): O; | |
/** | |
* Gets the bottom-right corner coordinate of this Game Object, regardless of origin. | |
* The returned point is calculated in local space and does not factor in any parent containers | |
* @param output An object to store the values in. If not provided a new Vector2 will be created. | |
* @param includeParent If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false. | |
*/ | |
getBottomRight<O extends Phaser.Math.Vector2>(output?: O, includeParent?: boolean): O; | |
/** | |
* Gets the bounds of this Game Object, regardless of origin. | |
* The values are stored and returned in a Rectangle, or Rectangle-like, object. | |
* @param output An object to store the values in. If not provided a new Rectangle will be created. | |
*/ | |
getBounds<O extends Phaser.Geom.Rectangle>(output?: O): O; | |
} | |
/** | |
* Provides methods used for getting and setting the mask of a Game Object. | |
*/ | |
interface Mask { | |
/** | |
* The Mask this Game Object is using during render. | |
*/ | |
mask: Phaser.Display.Masks.BitmapMask | Phaser.Display.Masks.GeometryMask; | |
/** | |
* Sets the mask that this Game Object will use to render with. | |
* | |
* The mask must have been previously created and can be either a | |
* GeometryMask or a BitmapMask. | |
* | |
* Note: Bitmap Masks only work on WebGL. Geometry Masks work on both WebGL and Canvas. | |
* | |
* If a mask is already set on this Game Object it will be immediately replaced. | |
* @param mask The mask this Game Object will use when rendering. | |
*/ | |
setMask(mask: Phaser.Display.Masks.BitmapMask | Phaser.Display.Masks.GeometryMask): Phaser.GameObjects.GameObject; | |
/** | |
* Clears the mask that this Game Object was using. | |
* @param destroyMask Destroy the mask before clearing it? Default false. | |
*/ | |
clearMask(destroyMask?: boolean): Phaser.GameObjects.GameObject; | |
/** | |
* Creates and returns a Bitmap Mask. This mask can be used by any Game Object, | |
* including this one. | |
* | |
* To create the mask you need to pass in a reference to a renderable Game Object. | |
* A renderable Game Object is one that uses a texture to render with, such as an | |
* Image, Sprite, Render Texture or BitmapText. | |
* | |
* If you do not provide a renderable object, and this Game Object has a texture, | |
* it will use itself as the object. This means you can call this method to create | |
* a Bitmap Mask from any renderable Game Object. | |
* @param renderable A renderable Game Object that uses a texture, such as a Sprite. | |
*/ | |
createBitmapMask(renderable?: Phaser.GameObjects.GameObject): Phaser.Display.Masks.BitmapMask; | |
/** | |
* Creates and returns a Geometry Mask. This mask can be used by any Game Object, | |
* including this one. | |
* | |
* To create the mask you need to pass in a reference to a Graphics Game Object. | |
* | |
* If you do not provide a graphics object, and this Game Object is an instance | |
* of a Graphics object, then it will use itself to create the mask. | |
* | |
* This means you can call this method to create a Geometry Mask from any Graphics Game Object. | |
* @param graphics A Graphics Game Object. The geometry within it will be used as the mask. | |
*/ | |
createGeometryMask(graphics?: Phaser.GameObjects.Graphics): Phaser.Display.Masks.GeometryMask; | |
} | |
/** | |
* Provides methods used for getting and setting the transform values of a Game Object. | |
* Should be applied as a mixin and not used directly. | |
*/ | |
interface MatrixStack { | |
/** | |
* [description] | |
*/ | |
initMatrixStack(): Phaser.GameObjects.GameObject; | |
/** | |
* [description] | |
*/ | |
save(): Phaser.GameObjects.GameObject; | |
/** | |
* [description] | |
*/ | |
restore(): Phaser.GameObjects.GameObject; | |
/** | |
* [description] | |
*/ | |
loadIdentity(): Phaser.GameObjects.GameObject; | |
/** | |
* [description] | |
* @param a [description] | |
* @param b [description] | |
* @param c [description] | |
* @param d [description] | |
* @param tx [description] | |
* @param ty [description] | |
*/ | |
transform(a: number, b: number, c: number, d: number, tx: number, ty: number): Phaser.GameObjects.GameObject; | |
/** | |
* [description] | |
* @param a [description] | |
* @param b [description] | |
* @param c [description] | |
* @param d [description] | |
* @param tx [description] | |
* @param ty [description] | |
*/ | |
setTransform(a: number, b: number, c: number, d: number, tx: number, ty: number): Phaser.GameObjects.GameObject; | |
/** | |
* [description] | |
* @param x [description] | |
* @param y [description] | |
*/ | |
translate(x: number, y: number): Phaser.GameObjects.GameObject; | |
/** | |
* [description] | |
* @param x [description] | |
* @param y [description] | |
*/ | |
scale(x: number, y: number): Phaser.GameObjects.GameObject; | |
/** | |
* [description] | |
* @param t The angle of rotation, in radians. | |
*/ | |
rotate(t: number): Phaser.GameObjects.GameObject; | |
} | |
/** | |
* Provides methods used for getting and setting the origin of a Game Object. | |
* Values are normalized, given in the range 0 to 1. | |
* Display values contain the calculated pixel values. | |
* Should be applied as a mixin and not used directly. | |
*/ | |
interface Origin { | |
/** | |
* The horizontal origin of this Game Object. | |
* The origin maps the relationship between the size and position of the Game Object. | |
* The default value is 0.5, meaning all Game Objects are positioned based on their center. | |
* Setting the value to 0 means the position now relates to the left of the Game Object. | |
*/ | |
originX: number; | |
/** | |
* The vertical origin of this Game Object. | |
* The origin maps the relationship between the size and position of the Game Object. | |
* The default value is 0.5, meaning all Game Objects are positioned based on their center. | |
* Setting the value to 0 means the position now relates to the top of the Game Object. | |
*/ | |
originY: number; | |
/** | |
* The horizontal display origin of this Game Object. | |
* The origin is a normalized value between 0 and 1. | |
* The displayOrigin is a pixel value, based on the size of the Game Object combined with the origin. | |
*/ | |
displayOriginX: number; | |
/** | |
* The vertical display origin of this Game Object. | |
* The origin is a normalized value between 0 and 1. | |
* The displayOrigin is a pixel value, based on the size of the Game Object combined with the origin. | |
*/ | |
displayOriginY: number; | |
/** | |
* Sets the origin of this Game Object. | |
* | |
* The values are given in the range 0 to 1. | |
* @param x The horizontal origin value. Default 0.5. | |
* @param y The vertical origin value. If not defined it will be set to the value of `x`. Default x. | |
*/ | |
setOrigin(x?: number, y?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the origin of this Game Object based on the Pivot values in its Frame. | |
*/ | |
setOriginFromFrame(): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the display origin of this Game Object. | |
* The difference between this and setting the origin is that you can use pixel values for setting the display origin. | |
* @param x The horizontal display origin value. Default 0. | |
* @param y The vertical display origin value. If not defined it will be set to the value of `x`. Default x. | |
*/ | |
setDisplayOrigin(x?: number, y?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Updates the Display Origin cached values internally stored on this Game Object. | |
* You don't usually call this directly, but it is exposed for edge-cases where you may. | |
*/ | |
updateDisplayOrigin(): Phaser.GameObjects.GameObject; | |
} | |
/** | |
* Provides methods used for setting the WebGL rendering pipeline of a Game Object. | |
*/ | |
interface Pipeline { | |
/** | |
* [description] | |
*/ | |
defaultPipeline: Phaser.Renderer.WebGL.WebGLPipeline; | |
/** | |
* [description] | |
*/ | |
pipeline: Phaser.Renderer.WebGL.WebGLPipeline; | |
/** | |
* Sets the initial WebGL Pipeline of this Game Object. | |
* This should only be called during the instantiation of the Game Object. | |
* @param pipelineName The name of the pipeline to set on this Game Object. | |
*/ | |
initPipeline(pipelineName: string): boolean; | |
/** | |
* Sets the active WebGL Pipeline of this Game Object. | |
* @param pipelineName The name of the pipeline to set on this Game Object. | |
*/ | |
setPipeline(pipelineName: string): boolean; | |
/** | |
* Resets the WebGL Pipeline of this Game Object back to the default it was created with. | |
*/ | |
resetPipeline(): boolean; | |
/** | |
* Gets the name of the WebGL Pipeline this Game Object is currently using. | |
*/ | |
getPipelineName(): string; | |
} | |
/** | |
* Provides methods used for getting and setting the scale of a Game Object. | |
*/ | |
interface ScaleMode { | |
/** | |
* The Scale Mode being used by this Game Object. | |
* Can be either `ScaleModes.LINEAR` or `ScaleModes.NEAREST`. | |
*/ | |
scaleMode: Phaser.ScaleModes; | |
/** | |
* Sets the Scale Mode being used by this Game Object. | |
* Can be either `ScaleModes.LINEAR` or `ScaleModes.NEAREST`. | |
* @param value The Scale Mode to be used by this Game Object. | |
*/ | |
setScaleMode(value: Phaser.ScaleModes): Phaser.GameObjects.GameObject; | |
} | |
/** | |
* Provides methods used for getting and setting the Scroll Factor of a Game Object. | |
*/ | |
interface ScrollFactor { | |
/** | |
* The horizontal scroll factor of this Game Object. | |
* | |
* The scroll factor controls the influence of the movement of a Camera upon this Game Object. | |
* | |
* When a camera scrolls it will change the location at which this Game Object is rendered on-screen. | |
* It does not change the Game Objects actual position values. | |
* | |
* A value of 1 means it will move exactly in sync with a camera. | |
* A value of 0 means it will not move at all, even if the camera moves. | |
* Other values control the degree to which the camera movement is mapped to this Game Object. | |
*/ | |
scrollFactorX: number; | |
/** | |
* The vertical scroll factor of this Game Object. | |
* | |
* The scroll factor controls the influence of the movement of a Camera upon this Game Object. | |
* | |
* When a camera scrolls it will change the location at which this Game Object is rendered on-screen. | |
* It does not change the Game Objects actual position values. | |
* | |
* A value of 1 means it will move exactly in sync with a camera. | |
* A value of 0 means it will not move at all, even if the camera moves. | |
* Other values control the degree to which the camera movement is mapped to this Game Object. | |
*/ | |
scrollFactorY: number; | |
/** | |
* Sets the scroll factor of this Game Object. | |
* | |
* The scroll factor controls the influence of the movement of a Camera upon this Game Object. | |
* | |
* When a camera scrolls it will change the location at which this Game Object is rendered on-screen. | |
* It does not change the Game Objects actual position values. | |
* | |
* A value of 1 means it will move exactly in sync with a camera. | |
* A value of 0 means it will not move at all, even if the camera moves. | |
* Other values control the degree to which the camera movement is mapped to this Game Object. | |
* @param x The horizontal scroll factor of this Game Object. | |
* @param y The vertical scroll factor of this Game Object. If not set it will use the `x` value. Default x. | |
*/ | |
setScrollFactor(x: number, y?: number): Phaser.GameObjects.GameObject; | |
} | |
/** | |
* Provides methods used for getting and setting the size of a Game Object. | |
*/ | |
interface Size { | |
/** | |
* The native (un-scaled) width of this Game Object. | |
*/ | |
width: number; | |
/** | |
* The native (un-scaled) height of this Game Object. | |
*/ | |
height: number; | |
/** | |
* The displayed width of this Game Object. | |
* This value takes into account the scale factor. | |
*/ | |
displayWidth: number; | |
/** | |
* The displayed height of this Game Object. | |
* This value takes into account the scale factor. | |
*/ | |
displayHeight: number; | |
/** | |
* Sets the size of this Game Object to be that of the given Frame. | |
* @param frame The frame to base the size of this Game Object on. | |
*/ | |
setSizeToFrame(frame: Phaser.Textures.Frame): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the size of this Game Object. | |
* @param width The width of this Game Object. | |
* @param height The height of this Game Object. | |
*/ | |
setSize(width: number, height: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the display size of this Game Object. | |
* Calling this will adjust the scale. | |
* @param width The width of this Game Object. | |
* @param height The height of this Game Object. | |
*/ | |
setDisplaySize(width: number, height: number): Phaser.GameObjects.GameObject; | |
} | |
/** | |
* Provides methods used for getting and setting the texture of a Game Object. | |
*/ | |
interface Texture { | |
/** | |
* The Texture this Game Object is using to render with. | |
*/ | |
texture: Phaser.Textures.Texture | Phaser.Textures.CanvasTexture; | |
/** | |
* The Texture Frame this Game Object is using to render with. | |
*/ | |
frame: Phaser.Textures.Frame; | |
/** | |
* Sets the texture and frame this Game Object will use to render with. | |
* | |
* Textures are referenced by their string-based keys, as stored in the Texture Manager. | |
* @param key The key of the texture to be used, as stored in the Texture Manager. | |
* @param frame The name or index of the frame within the Texture. | |
*/ | |
setTexture(key: string, frame?: string | integer): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the frame this Game Object will use to render with. | |
* | |
* The Frame has to belong to the current Texture being used. | |
* | |
* It can be either a string or an index. | |
* | |
* Calling `setFrame` will modify the `width` and `height` properties of your Game Object. | |
* It will also change the `origin` if the Frame has a custom pivot point, as exported from packages like Texture Packer. | |
* @param frame The name or index of the frame within the Texture. | |
* @param updateSize Should this call adjust the size of the Game Object? Default true. | |
* @param updateOrigin Should this call adjust the origin of the Game Object? Default true. | |
*/ | |
setFrame(frame: string | integer, updateSize?: boolean, updateOrigin?: boolean): Phaser.GameObjects.GameObject; | |
} | |
/** | |
* Provides methods used for setting the tint of a Game Object. | |
* Should be applied as a mixin and not used directly. | |
*/ | |
interface Tint { | |
/** | |
* Clears all tint values associated with this Game Object. | |
* Immediately sets the alpha levels back to 0xffffff (no tint) | |
*/ | |
clearTint(): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the tint values for this Game Object. | |
* @param topLeft The tint being applied to the top-left of the Game Object. If not other values are given this value is applied evenly, tinting the whole Game Object. Default 0xffffff. | |
* @param topRight The tint being applied to the top-right of the Game Object. | |
* @param bottomLeft The tint being applied to the bottom-left of the Game Object. | |
* @param bottomRight The tint being applied to the bottom-right of the Game Object. | |
*/ | |
setTint(topLeft?: integer, topRight?: integer, bottomLeft?: integer, bottomRight?: integer): Phaser.GameObjects.GameObject; | |
/** | |
* The tint value being applied to the top-left of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
tintTopLeft: integer; | |
/** | |
* The tint value being applied to the top-right of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
tintTopRight: integer; | |
/** | |
* The tint value being applied to the bottom-left of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
tintBottomLeft: integer; | |
/** | |
* The tint value being applied to the bottom-right of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
tintBottomRight: integer; | |
/** | |
* The tint value being applied to the whole of the Game Object. | |
*/ | |
tint: integer; | |
} | |
/** | |
* [description] | |
* @param gameObject [description] | |
*/ | |
function ToJSON(gameObject: Phaser.GameObjects.GameObject): JSONGameObject; | |
/** | |
* Provides methods used for getting and setting the position, scale and rotation of a Game Object. | |
*/ | |
interface Transform { | |
/** | |
* The x position of this Game Object. | |
*/ | |
x: number; | |
/** | |
* The y position of this Game Object. | |
*/ | |
y: number; | |
/** | |
* The z position of this Game Object. | |
* Note: Do not use this value to set the z-index, instead see the `depth` property. | |
*/ | |
z: number; | |
/** | |
* The w position of this Game Object. | |
*/ | |
w: number; | |
/** | |
* The horizontal scale of this Game Object. | |
*/ | |
scaleX: number; | |
/** | |
* The vertical scale of this Game Object. | |
*/ | |
scaleY: number; | |
/** | |
* The angle of this Game Object as expressed in degrees. | |
* | |
* Where 0 is to the right, 90 is down, 180 is left. | |
* | |
* If you prefer to work in radians, see the `rotation` property instead. | |
*/ | |
angle: integer; | |
/** | |
* The angle of this Game Object in radians. | |
* | |
* If you prefer to work in degrees, see the `angle` property instead. | |
*/ | |
rotation: number; | |
/** | |
* Sets the position of this Game Object. | |
* @param x The x position of this Game Object. Default 0. | |
* @param y The y position of this Game Object. If not set it will use the `x` value. Default x. | |
* @param z The z position of this Game Object. Default 0. | |
* @param w The w position of this Game Object. Default 0. | |
*/ | |
setPosition(x?: number, y?: number, z?: number, w?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the position of this Game Object to be a random position within the confines of | |
* the given area. | |
* | |
* If no area is specified a random position between 0 x 0 and the game width x height is used instead. | |
* | |
* The position does not factor in the size of this Game Object, meaning that only the origin is | |
* guaranteed to be within the area. | |
* @param x The x position of the top-left of the random area. Default 0. | |
* @param y The y position of the top-left of the random area. Default 0. | |
* @param width The width of the random area. | |
* @param height The height of the random area. | |
*/ | |
setRandomPosition(x?: number, y?: number, width?: number, height?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the rotation of this Game Object. | |
* @param radians The rotation of this Game Object, in radians. Default 0. | |
*/ | |
setRotation(radians?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the angle of this Game Object. | |
* @param degrees The rotation of this Game Object, in degrees. Default 0. | |
*/ | |
setAngle(degrees?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the scale of this Game Object. | |
* @param x The horizontal scale of this Game Object. | |
* @param y The vertical scale of this Game Object. If not set it will use the `x` value. Default x. | |
*/ | |
setScale(x: number, y?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the x position of this Game Object. | |
* @param value The x position of this Game Object. Default 0. | |
*/ | |
setX(value?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the y position of this Game Object. | |
* @param value The y position of this Game Object. Default 0. | |
*/ | |
setY(value?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the z position of this Game Object. | |
* @param value The z position of this Game Object. Default 0. | |
*/ | |
setZ(value?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the w position of this Game Object. | |
* @param value The w position of this Game Object. Default 0. | |
*/ | |
setW(value?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Gets the local transform matrix for this Game Object. | |
* @param tempMatrix The matrix to populate with the values from this Game Object. | |
*/ | |
getLocalTransformMatrix(tempMatrix?: Phaser.GameObjects.Components.TransformMatrix): Phaser.GameObjects.Components.TransformMatrix; | |
/** | |
* Gets the world transform matrix for this Game Object, factoring in any parent Containers. | |
* @param tempMatrix The matrix to populate with the values from this Game Object. | |
*/ | |
getWorldTransformMatrix(tempMatrix?: Phaser.GameObjects.Components.TransformMatrix): Phaser.GameObjects.Components.TransformMatrix; | |
} | |
/** | |
* [description] | |
*/ | |
class TransformMatrix { | |
/** | |
* | |
* @param a The Scale X value. Default 1. | |
* @param b The Shear Y value. Default 0. | |
* @param c The Shear X value. Default 0. | |
* @param d The Scale Y value. Default 1. | |
* @param tx The Translate X value. Default 0. | |
* @param ty The Translate Y value. Default 0. | |
*/ | |
constructor(a?: number, b?: number, c?: number, d?: number, tx?: number, ty?: number); | |
/** | |
* [description] | |
*/ | |
matrix: Float32Array; | |
/** | |
* [description] | |
*/ | |
decomposedMatrix: object; | |
/** | |
* [description] | |
*/ | |
a: number; | |
/** | |
* [description] | |
*/ | |
b: number; | |
/** | |
* [description] | |
*/ | |
c: number; | |
/** | |
* [description] | |
*/ | |
d: number; | |
/** | |
* [description] | |
*/ | |
tx: number; | |
/** | |
* [description] | |
*/ | |
ty: number; | |
/** | |
* [description] | |
*/ | |
readonly rotation: number; | |
/** | |
* [description] | |
*/ | |
readonly scaleX: number; | |
/** | |
* [description] | |
*/ | |
readonly scaleY: number; | |
/** | |
* [description] | |
*/ | |
loadIdentity(): Phaser.GameObjects.Components.TransformMatrix; | |
/** | |
* [description] | |
* @param x [description] | |
* @param y [description] | |
*/ | |
translate(x: number, y: number): Phaser.GameObjects.Components.TransformMatrix; | |
/** | |
* [description] | |
* @param x [description] | |
* @param y [description] | |
*/ | |
scale(x: number, y: number): Phaser.GameObjects.Components.TransformMatrix; | |
/** | |
* [description] | |
* @param radian [description] | |
*/ | |
rotate(radian: number): Phaser.GameObjects.Components.TransformMatrix; | |
/** | |
* [description] | |
* @param rhs [description] | |
*/ | |
multiply(rhs: Phaser.GameObjects.Components.TransformMatrix): Phaser.GameObjects.Components.TransformMatrix; | |
/** | |
* [description] | |
* @param a The Scale X value. | |
* @param b The Shear Y value. | |
* @param c The Shear X value. | |
* @param d The Scale Y value. | |
* @param tx The Translate X value. | |
* @param ty The Translate Y value. | |
*/ | |
transform(a: number, b: number, c: number, d: number, tx: number, ty: number): Phaser.GameObjects.Components.TransformMatrix; | |
/** | |
* [description] | |
* @param x [description] | |
* @param y [description] | |
* @param point [description] | |
*/ | |
transformPoint(x: number, y: number, point: Phaser.Geom.Point | Phaser.Math.Vector2 | object): Phaser.Geom.Point | Phaser.Math.Vector2 | object; | |
/** | |
* [description] | |
*/ | |
invert(): Phaser.GameObjects.Components.TransformMatrix; | |
/** | |
* [description] | |
* @param a [description] | |
* @param b [description] | |
* @param c [description] | |
* @param d [description] | |
* @param tx [description] | |
* @param ty [description] | |
*/ | |
setTransform(a: number, b: number, c: number, d: number, tx: number, ty: number): Phaser.GameObjects.Components.TransformMatrix; | |
/** | |
* [description] | |
*/ | |
decomposeMatrix(): object; | |
/** | |
* Identity + Translate + Rotate + Scale | |
* @param x [description] | |
* @param y [description] | |
* @param rotation [description] | |
* @param scaleX [description] | |
* @param scaleY [description] | |
*/ | |
applyITRS(x: number, y: number, rotation: number, scaleX: number, scaleY: number): Phaser.GameObjects.Components.TransformMatrix; | |
/** | |
* Destroys this Transform Matrix. | |
*/ | |
destroy(): void; | |
} | |
/** | |
* Provides methods used for setting the visibility of a Game Object. | |
* Should be applied as a mixin and not used directly. | |
*/ | |
interface Visible { | |
/** | |
* The visible state of the Game Object. | |
* | |
* An invisible Game Object will skip rendering, but will still process update logic. | |
*/ | |
visible: boolean; | |
/** | |
* Sets the visibility of this Game Object. | |
* | |
* An invisible Game Object will skip rendering, but will still process update logic. | |
* @param value The visible state of the Game Object. | |
*/ | |
setVisible(value: boolean): Phaser.GameObjects.GameObject; | |
} | |
} | |
/** | |
* A Container Game Object. | |
* | |
* A Container, as the name implies, can 'contain' other types of Game Object. | |
* When a Game Object is added to a Container, the Container becomes responsible for the rendering of it. | |
* By default it will be removed from the Display List and instead added to the Containers own internal list. | |
* | |
* The position of the Game Object automatically becomes relative to the position of the Container. | |
* | |
* When the Container is rendered, all of its children are rendered as well, in the order in which they exist | |
* within the Container. Container children can be repositioned using methods such as `MoveUp`, `MoveDown` and `SendToBack`. | |
* | |
* If you modify a transform property of the Container, such as `Container.x` or `Container.rotation` then it will | |
* automatically influence all children as well. | |
* | |
* Containers can include other Containers for deeply nested transforms. | |
* | |
* Containers can have masks set on them and can be used as a mask too. However, Container children cannot be masked. | |
* The masks do not 'stack up'. Only a Container on the root of the display list will use its mask. | |
* | |
* Containers can be enabled for input. Because they do not have a texture you need to provide a shape for them | |
* to use as their hit area. Container children can also be enabled for input, independent of the Container. | |
* | |
* Containers can be given a physics body for either Arcade Physics, Impact Physics or Matter Physics. However, | |
* if Container _children_ are enabled for physics you may get unexpected results, such as offset bodies, | |
* if the Container itself, or any of its ancestors, is positioned anywhere other than at 0 x 0. Container children | |
* with physics do not factor in the Container due to the excessive extra calculations needed. Please structure | |
* your game to work around this. | |
* | |
* It's important to understand the impact of using Containers. They add additional processing overhead into | |
* every one of their children. The deeper you nest them, the more the cost escalates. This is especially true | |
* for input events. You also loose the ability to set the display depth of Container children in the same | |
* flexible manner as those not within them. In short, don't use them for the sake of it. You pay a small cost | |
* every time you create one, try to structure your game around avoiding that where possible. | |
*/ | |
class Container extends Phaser.GameObjects.GameObject implements Phaser.GameObjects.Components.Alpha, Phaser.GameObjects.Components.BlendMode, Phaser.GameObjects.Components.ComputedSize, Phaser.GameObjects.Components.Depth, Phaser.GameObjects.Components.ScrollFactor, Phaser.GameObjects.Components.Transform, Phaser.GameObjects.Components.Visible { | |
/** | |
* | |
* @param scene The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time. | |
* @param x The horizontal position of this Game Object in the world. Default 0. | |
* @param y The vertical position of this Game Object in the world. Default 0. | |
* @param children An optional array of Game Objects to add to this Container. | |
*/ | |
constructor(scene: Phaser.Scene, x?: number, y?: number, children?: Phaser.GameObjects.GameObject[]); | |
/** | |
* An array holding the children of this Container. | |
*/ | |
list: Phaser.GameObjects.GameObject[]; | |
/** | |
* Does this Container exclusively manage its children? | |
* | |
* The default is `true` which means a child added to this Container cannot | |
* belong in another Container, which includes the Scene display list. | |
* | |
* If you disable this then this Container will no longer exclusively manage its children. | |
* This allows you to create all kinds of interesting graphical effects, such as replicating | |
* Game Objects without reparenting them all over the Scene. | |
* However, doing so will prevent children from receiving any kind of input event or have | |
* their physics bodies work by default, as they're no longer a single entity on the | |
* display list, but are being replicated where-ever this Container is. | |
*/ | |
exclusive: boolean; | |
/** | |
* Containers can have an optional maximum size. If set to anything above 0 it | |
* will constrict the addition of new Game Objects into the Container, capping off | |
* the maximum limit the Container can grow in size to. | |
*/ | |
maxSize: integer; | |
/** | |
* The cursor position. | |
*/ | |
position: integer; | |
/** | |
* Internal Transform Matrix used for local space conversion. | |
*/ | |
localTransform: Phaser.GameObjects.Components.TransformMatrix; | |
/** | |
* The property key to sort by. | |
*/ | |
_sortKey: string; | |
/** | |
* Internal value to allow Containers to be used for input and physics. | |
* Do not change this value. It has no effect other than to break things. | |
*/ | |
readonly originX: number; | |
/** | |
* Internal value to allow Containers to be used for input and physics. | |
* Do not change this value. It has no effect other than to break things. | |
*/ | |
readonly originY: number; | |
/** | |
* Internal value to allow Containers to be used for input and physics. | |
* Do not change this value. It has no effect other than to break things. | |
*/ | |
readonly displayOriginX: number; | |
/** | |
* Internal value to allow Containers to be used for input and physics. | |
* Do not change this value. It has no effect other than to break things. | |
*/ | |
readonly displayOriginY: number; | |
/** | |
* Does this Container exclusively manage its children? | |
* | |
* The default is `true` which means a child added to this Container cannot | |
* belong in another Container, which includes the Scene display list. | |
* | |
* If you disable this then this Container will no longer exclusively manage its children. | |
* This allows you to create all kinds of interesting graphical effects, such as replicating | |
* Game Objects without reparenting them all over the Scene. | |
* However, doing so will prevent children from receiving any kind of input event or have | |
* their physics bodies work by default, as they're no longer a single entity on the | |
* display list, but are being replicated where-ever this Container is. | |
* @param value The exclusive state of this Container. Default true. | |
*/ | |
setExclusive(value?: boolean): Phaser.GameObjects.Container; | |
/** | |
* Gets the bounds of this Container. It works by iterating all children of the Container, | |
* getting their respective bounds, and then working out a min-max rectangle from that. | |
* It does not factor in if the children render or not, all are included. | |
* | |
* Some children are unable to return their bounds, such as Graphics objects, in which case | |
* they are skipped. | |
* | |
* Depending on the quantity of children in this Container it could be a really expensive call, | |
* so cache it and only poll it as needed. | |
* | |
* The values are stored and returned in a Rectangle object. | |
* @param output A Geom.Rectangle object to store the values in. If not provided a new Rectangle will be created. | |
*/ | |
getBounds(output?: Phaser.Geom.Rectangle): Phaser.Geom.Rectangle; | |
/** | |
* Takes a Point-like object, such as a Vector2, Geom.Point or object with public x and y properties, | |
* and transforms it into the space of this Container, then returns it in the output object. | |
* @param source The Source Point to be transformed. | |
* @param output A destination object to store the transformed point in. If none given a Vector2 will be created and returned. | |
*/ | |
pointToContainer(source: object | Phaser.Geom.Point | Phaser.Math.Vector2, output?: object | Phaser.Geom.Point | Phaser.Math.Vector2): object | Phaser.Geom.Point | Phaser.Math.Vector2; | |
/** | |
* Returns the world transform matrix as used for Bounds checks. | |
* The returned matrix is temporal and shouldn't be stored. | |
*/ | |
getBoundsTransformMatrix(): Phaser.GameObjects.Components.TransformMatrix; | |
/** | |
* Adds the given Game Object, or array of Game Objects, to this Container. | |
* | |
* Each Game Object must be unique within the Container. | |
* @param child The Game Object, or array of Game Objects, to add to the Container. | |
*/ | |
add(child: Phaser.GameObjects.GameObject | Phaser.GameObjects.GameObject[]): Phaser.GameObjects.Container; | |
/** | |
* Adds the given Game Object, or array of Game Objects, to this Container at the specified position. | |
* | |
* Existing Game Objects in the Container are shifted up. | |
* | |
* Each Game Object must be unique within the Container. | |
* @param child The Game Object, or array of Game Objects, to add to the Container. | |
* @param index The position to insert the Game Object/s at. Default 0. | |
*/ | |
addAt(child: Phaser.GameObjects.GameObject | Phaser.GameObjects.GameObject[], index?: integer): Phaser.GameObjects.Container; | |
/** | |
* Returns the Game Object at the given position in this Container. | |
* @param index The position to get the Game Object from. | |
*/ | |
getAt(index: integer): Phaser.GameObjects.GameObject; | |
/** | |
* Returns the index of the given Game Object in this Container. | |
* @param child The Game Object to search for in this Container. | |
*/ | |
getIndex(child: Phaser.GameObjects.GameObject): integer; | |
/** | |
* Sort the contents of this Container so the items are in order based on the given property. | |
* For example: `sort('alpha')` would sort the elements based on the value of their `alpha` property. | |
* @param property The property to lexically sort by. | |
*/ | |
sort(property: string): Phaser.GameObjects.Container; | |
/** | |
* Searches for the first instance of a child with its `name` property matching the given argument. | |
* Should more than one child have the same name only the first is returned. | |
* @param name The name to search for. | |
*/ | |
getByName(name: string): Phaser.GameObjects.GameObject; | |
/** | |
* Returns a random Game Object from this Container. | |
* @param startIndex An optional start index. Default 0. | |
* @param length An optional length, the total number of elements (from the startIndex) to choose from. | |
*/ | |
getRandom(startIndex?: integer, length?: integer): Phaser.GameObjects.GameObject; | |
/** | |
* Gets the first Game Object in this Container. | |
* | |
* You can also specify a property and value to search for, in which case it will return the first | |
* Game Object in this Container with a matching property and / or value. | |
* | |
* For example: `getFirst('visible', true)` would return the first Game Object that had its `visible` property set. | |
* | |
* You can limit the search to the `startIndex` - `endIndex` range. | |
* @param property The property to test on each Game Object in the Container. | |
* @param value The value to test the property against. Must pass a strict (`===`) comparison check. | |
* @param startIndex An optional start index to search from. Default 0. | |
* @param endIndex An optional end index to search up to (but not included) Default Container.length. | |
*/ | |
getFirst(property?: string, value?: any, startIndex?: integer, endIndex?: integer): Phaser.GameObjects.GameObject; | |
/** | |
* Returns all Game Objects in this Container. | |
* | |
* You can optionally specify a matching criteria using the `property` and `value` arguments. | |
* | |
* For example: `getAll('body')` would return only Game Objects that have a body property. | |
* | |
* You can also specify a value to compare the property to: | |
* | |
* `getAll('visible', true)` would return only Game Objects that have their visible property set to `true`. | |
* | |
* Optionally you can specify a start and end index. For example if this Container had 100 Game Objects, | |
* and you set `startIndex` to 0 and `endIndex` to 50, it would return matches from only | |
* the first 50 Game Objects. | |
* @param property The property to test on each Game Object in the Container. | |
* @param value If property is set then the `property` must strictly equal this value to be included in the results. | |
* @param startIndex An optional start index to search from. Default 0. | |
* @param endIndex An optional end index to search up to (but not included) Default Container.length. | |
*/ | |
getAll(property?: string, value?: any, startIndex?: integer, endIndex?: integer): Phaser.GameObjects.GameObject[]; | |
/** | |
* Returns the total number of Game Objects in this Container that have a property | |
* matching the given value. | |
* | |
* For example: `count('visible', true)` would count all the elements that have their visible property set. | |
* | |
* You can optionally limit the operation to the `startIndex` - `endIndex` range. | |
* @param property [description] | |
* @param value [description] | |
* @param startIndex An optional start index to search from. Default 0. | |
* @param endIndex An optional end index to search up to (but not included) Default Container.length. | |
*/ | |
count(property: string, value: any, startIndex?: integer, endIndex?: integer): integer; | |
/** | |
* Swaps the position of two Game Objects in this Container. | |
* Both Game Objects must belong to this Container. | |
* @param child1 The first Game Object to swap. | |
* @param child2 The second Game Object to swap. | |
*/ | |
swap(child1: Phaser.GameObjects.GameObject, child2: Phaser.GameObjects.GameObject): Phaser.GameObjects.Container; | |
/** | |
* Moves a Game Object to a new position within this Container. | |
* | |
* The Game Object must already be a child of this Container. | |
* | |
* The Game Object is removed from its old position and inserted into the new one. | |
* Therefore the Container size does not change. Other children will change position accordingly. | |
* @param child The Game Object to move. | |
* @param index The new position of the Game Object in this Container. | |
*/ | |
moveTo(child: Phaser.GameObjects.GameObject, index: integer): Phaser.GameObjects.Container; | |
/** | |
* Removes the given Game Object, or array of Game Objects, from this Container. | |
* | |
* The Game Objects must already be children of this Container. | |
* | |
* You can also optionally call `destroy` on each Game Object that is removed from the Container. | |
* @param child The Game Object, or array of Game Objects, to be removed from the Container. | |
* @param destroyChild Optionally call `destroy` on each child successfully removed from this Container. Default false. | |
*/ | |
remove(child: Phaser.GameObjects.GameObject | Phaser.GameObjects.GameObject[], destroyChild?: boolean): Phaser.GameObjects.Container; | |
/** | |
* Removes the Game Object at the given position in this Container. | |
* | |
* You can also optionally call `destroy` on the Game Object, if one is found. | |
* @param index The index of the Game Object to be removed. | |
* @param destroyChild Optionally call `destroy` on the Game Object if successfully removed from this Container. Default false. | |
*/ | |
removeAt(index: integer, destroyChild?: boolean): Phaser.GameObjects.Container; | |
/** | |
* Removes the Game Objects between the given positions in this Container. | |
* | |
* You can also optionally call `destroy` on each Game Object that is removed from the Container. | |
* @param startIndex An optional start index to search from. Default 0. | |
* @param endIndex An optional end index to search up to (but not included) Default Container.length. | |
* @param destroyChild Optionally call `destroy` on each Game Object successfully removed from this Container. Default false. | |
*/ | |
removeBetween(startIndex?: integer, endIndex?: integer, destroyChild?: boolean): Phaser.GameObjects.Container; | |
/** | |
* Removes all Game Objects from this Container. | |
* | |
* You can also optionally call `destroy` on each Game Object that is removed from the Container. | |
* @param destroyChild Optionally call `destroy` on each Game Object successfully removed from this Container. Default false. | |
*/ | |
removeAll(destroyChild?: boolean): Phaser.GameObjects.Container; | |
/** | |
* Brings the given Game Object to the top of this Container. | |
* This will cause it to render on-top of any other objects in the Container. | |
* @param child The Game Object to bring to the top of the Container. | |
*/ | |
bringToTop(child: Phaser.GameObjects.GameObject): Phaser.GameObjects.Container; | |
/** | |
* Sends the given Game Object to the bottom of this Container. | |
* This will cause it to render below any other objects in the Container. | |
* @param child The Game Object to send to the bottom of the Container. | |
*/ | |
sendToBack(child: Phaser.GameObjects.GameObject): Phaser.GameObjects.Container; | |
/** | |
* Moves the given Game Object up one place in this Container, unless it's already at the top. | |
* @param child The Game Object to be moved in the Container. | |
*/ | |
moveUp(child: Phaser.GameObjects.GameObject): Phaser.GameObjects.Container; | |
/** | |
* Moves the given Game Object down one place in this Container, unless it's already at the bottom. | |
* @param child The Game Object to be moved in the Container. | |
*/ | |
moveDown(child: Phaser.GameObjects.GameObject): Phaser.GameObjects.Container; | |
/** | |
* Reverses the order of all Game Objects in this Container. | |
*/ | |
reverse(): Phaser.GameObjects.Container; | |
/** | |
* Shuffles the all Game Objects in this Container using the Fisher-Yates implementation. | |
*/ | |
shuffle(): Phaser.GameObjects.Container; | |
/** | |
* Replaces a Game Object in this Container with the new Game Object. | |
* The new Game Object cannot already be a child of this Container. | |
* @param oldChild The Game Object in this Container that will be replaced. | |
* @param newChild The Game Object to be added to this Container. | |
* @param destroyChild Optionally call `destroy` on the Game Object if successfully removed from this Container. Default false. | |
*/ | |
replace(oldChild: Phaser.GameObjects.GameObject, newChild: Phaser.GameObjects.GameObject, destroyChild?: boolean): Phaser.GameObjects.Container; | |
/** | |
* Returns `true` if the given Game Object is a direct child of this Container. | |
* | |
* This check does not scan nested Containers. | |
* @param child The Game Object to check for within this Container. | |
*/ | |
exists(child: Phaser.GameObjects.GameObject): boolean; | |
/** | |
* Sets the property to the given value on all Game Objects in this Container. | |
* | |
* Optionally you can specify a start and end index. For example if this Container had 100 Game Objects, | |
* and you set `startIndex` to 0 and `endIndex` to 50, it would return matches from only | |
* the first 50 Game Objects. | |
* @param property The property that must exist on the Game Object. | |
* @param value The value to get the property to. | |
* @param startIndex An optional start index to search from. Default 0. | |
* @param endIndex An optional end index to search up to (but not included) Default Container.length. | |
*/ | |
setAll(property: string, value: any, startIndex?: integer, endIndex?: integer): Phaser.GameObjects.Container; | |
/** | |
* Passes all Game Objects in this Container to the given callback. | |
* | |
* A copy of the Container is made before passing each entry to your callback. | |
* This protects against the callback itself modifying the Container. | |
* | |
* If you know for sure that the callback will not change the size of this Container | |
* then you can use the more performant `Container.iterate` method instead. | |
* @param callback The function to call. | |
* @param context Value to use as `this` when executing callback. | |
* @param args Additional arguments that will be passed to the callback, after the child. | |
*/ | |
each(callback: Function, context?: object, ...args: any[]): Phaser.GameObjects.Container; | |
/** | |
* Passes all Game Objects in this Container to the given callback. | |
* | |
* Only use this method when you absolutely know that the Container will not be modified during | |
* the iteration, i.e. by removing or adding to its contents. | |
* @param callback The function to call. | |
* @param context Value to use as `this` when executing callback. | |
* @param args Additional arguments that will be passed to the callback, after the child. | |
*/ | |
iterate(callback: Function, context?: object, ...args: any[]): Phaser.GameObjects.Container; | |
/** | |
* The number of Game Objects inside this Container. | |
*/ | |
readonly length: integer; | |
/** | |
* Returns the first Game Object within the Container, or `null` if it is empty. | |
* | |
* You can move the cursor by calling `Container.next` and `Container.previous`. | |
*/ | |
readonly first: Phaser.GameObjects.GameObject; | |
/** | |
* Returns the last Game Object within the Container, or `null` if it is empty. | |
* | |
* You can move the cursor by calling `Container.next` and `Container.previous`. | |
*/ | |
readonly last: Phaser.GameObjects.GameObject; | |
/** | |
* Returns the next Game Object within the Container, or `null` if it is empty. | |
* | |
* You can move the cursor by calling `Container.next` and `Container.previous`. | |
*/ | |
readonly next: Phaser.GameObjects.GameObject; | |
/** | |
* Returns the previous Game Object within the Container, or `null` if it is empty. | |
* | |
* You can move the cursor by calling `Container.next` and `Container.previous`. | |
*/ | |
readonly previous: Phaser.GameObjects.GameObject; | |
/** | |
* Destroys this Container, removing it from the Display List. | |
* | |
* If `Container.exclusive` is `true` then it will also destroy all children. | |
* | |
* Use this to remove a Container from your game if you don't ever plan to use it again. | |
* As long as no reference to it exists within your own code it should become free for | |
* garbage collection. | |
* | |
* If you just want to temporarily disable an object then look at using the | |
* Game Object Pool instead of destroying it, as destroyed objects cannot be resurrected. | |
*/ | |
destroy(): void; | |
/** | |
* Clears all alpha values associated with this Game Object. | |
* Immediately sets the alpha levels back to 1 (fully opaque) | |
*/ | |
clearAlpha(): Phaser.GameObjects.GameObject; | |
/** | |
* Set the Alpha level of this Game Object. The alpha controls the opacity of the Game Object as it renders. | |
* Alpha values are provided as a float between 0, fully transparent, and 1, fully opaque. | |
* | |
* If your game is running under WebGL you can optionally specify four different alpha values, each of which | |
* correspond to the four corners of the Game Object. Under Canvas only the `topLeft` value given is used. | |
* @param topLeft The alpha value used for the top-left of the Game Object. If this is the only value given it's applied across the whole Game Object. Default 1. | |
* @param topRight The alpha value used for the top-right of the Game Object. WebGL only. | |
* @param bottomLeft The alpha value used for the bottom-left of the Game Object. WebGL only. | |
* @param bottomRight The alpha value used for the bottom-right of the Game Object. WebGL only. | |
*/ | |
setAlpha(topLeft?: number, topRight?: number, bottomLeft?: number, bottomRight?: number): Phaser.GameObjects.GameObject; | |
/** | |
* The alpha value of the Game Object. | |
* | |
* This is a global value, impacting the entire Game Object, not just a region of it. | |
*/ | |
alpha: number; | |
/** | |
* The alpha value starting from the top-left of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
alphaTopLeft: number; | |
/** | |
* The alpha value starting from the top-right of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
alphaTopRight: number; | |
/** | |
* The alpha value starting from the bottom-left of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
alphaBottomLeft: number; | |
/** | |
* The alpha value starting from the bottom-right of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
alphaBottomRight: number; | |
/** | |
* Sets the Blend Mode being used by this Game Object. | |
* | |
* This can be a const, such as `Phaser.BlendModes.SCREEN`, or an integer, such as 4 (for Overlay) | |
* | |
* Under WebGL only the following Blend Modes are available: | |
* | |
* * ADD | |
* * MULTIPLY | |
* * SCREEN | |
* | |
* Canvas has more available depending on browser support. | |
* | |
* You can also create your own custom Blend Modes in WebGL. | |
* | |
* Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending | |
* on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these | |
* reasons try to be careful about the construction of your Scene and the frequency of which blend modes | |
* are used. | |
*/ | |
blendMode: Phaser.BlendModes | string; | |
/** | |
* Sets the Blend Mode being used by this Game Object. | |
* | |
* This can be a const, such as `Phaser.BlendModes.SCREEN`, or an integer, such as 4 (for Overlay) | |
* | |
* Under WebGL only the following Blend Modes are available: | |
* | |
* * ADD | |
* * MULTIPLY | |
* * SCREEN | |
* | |
* Canvas has more available depending on browser support. | |
* | |
* You can also create your own custom Blend Modes in WebGL. | |
* | |
* Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending | |
* on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these | |
* reasons try to be careful about the construction of your Scene and the frequency of which blend modes | |
* are used. | |
* @param value The BlendMode value. Either a string or a CONST. | |
*/ | |
setBlendMode(value: string | Phaser.BlendModes): Phaser.GameObjects.GameObject; | |
/** | |
* The native (un-scaled) width of this Game Object. | |
*/ | |
width: number; | |
/** | |
* The native (un-scaled) height of this Game Object. | |
*/ | |
height: number; | |
/** | |
* The displayed width of this Game Object. | |
* This value takes into account the scale factor. | |
*/ | |
displayWidth: number; | |
/** | |
* The displayed height of this Game Object. | |
* This value takes into account the scale factor. | |
*/ | |
displayHeight: number; | |
/** | |
* Sets the size of this Game Object. | |
* @param width The width of this Game Object. | |
* @param height The height of this Game Object. | |
*/ | |
setSize(width: number, height: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the display size of this Game Object. | |
* Calling this will adjust the scale. | |
* @param width The width of this Game Object. | |
* @param height The height of this Game Object. | |
*/ | |
setDisplaySize(width: number, height: number): Phaser.GameObjects.GameObject; | |
/** | |
* The depth of this Game Object within the Scene. | |
* | |
* The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order | |
* of Game Objects, without actually moving their position in the display list. | |
* | |
* The depth starts from zero (the default value) and increases from that point. A Game Object with a higher depth | |
* value will always render in front of one with a lower value. | |
* | |
* Setting the depth will queue a depth sort event within the Scene. | |
*/ | |
depth: number; | |
/** | |
* The depth of this Game Object within the Scene. | |
* | |
* The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order | |
* of Game Objects, without actually moving their position in the display list. | |
* | |
* The depth starts from zero (the default value) and increases from that point. A Game Object with a higher depth | |
* value will always render in front of one with a lower value. | |
* | |
* Setting the depth will queue a depth sort event within the Scene. | |
* @param value The depth of this Game Object. | |
*/ | |
setDepth(value: integer): Phaser.GameObjects.GameObject; | |
/** | |
* The horizontal scroll factor of this Game Object. | |
* | |
* The scroll factor controls the influence of the movement of a Camera upon this Game Object. | |
* | |
* When a camera scrolls it will change the location at which this Game Object is rendered on-screen. | |
* It does not change the Game Objects actual position values. | |
* | |
* A value of 1 means it will move exactly in sync with a camera. | |
* A value of 0 means it will not move at all, even if the camera moves. | |
* Other values control the degree to which the camera movement is mapped to this Game Object. | |
*/ | |
scrollFactorX: number; | |
/** | |
* The vertical scroll factor of this Game Object. | |
* | |
* The scroll factor controls the influence of the movement of a Camera upon this Game Object. | |
* | |
* When a camera scrolls it will change the location at which this Game Object is rendered on-screen. | |
* It does not change the Game Objects actual position values. | |
* | |
* A value of 1 means it will move exactly in sync with a camera. | |
* A value of 0 means it will not move at all, even if the camera moves. | |
* Other values control the degree to which the camera movement is mapped to this Game Object. | |
*/ | |
scrollFactorY: number; | |
/** | |
* Sets the scroll factor of this Game Object. | |
* | |
* The scroll factor controls the influence of the movement of a Camera upon this Game Object. | |
* | |
* When a camera scrolls it will change the location at which this Game Object is rendered on-screen. | |
* It does not change the Game Objects actual position values. | |
* | |
* A value of 1 means it will move exactly in sync with a camera. | |
* A value of 0 means it will not move at all, even if the camera moves. | |
* Other values control the degree to which the camera movement is mapped to this Game Object. | |
* @param x The horizontal scroll factor of this Game Object. | |
* @param y The vertical scroll factor of this Game Object. If not set it will use the `x` value. Default x. | |
*/ | |
setScrollFactor(x: number, y?: number): Phaser.GameObjects.GameObject; | |
/** | |
* The x position of this Game Object. | |
*/ | |
x: number; | |
/** | |
* The y position of this Game Object. | |
*/ | |
y: number; | |
/** | |
* The z position of this Game Object. | |
* Note: Do not use this value to set the z-index, instead see the `depth` property. | |
*/ | |
z: number; | |
/** | |
* The w position of this Game Object. | |
*/ | |
w: number; | |
/** | |
* The horizontal scale of this Game Object. | |
*/ | |
scaleX: number; | |
/** | |
* The vertical scale of this Game Object. | |
*/ | |
scaleY: number; | |
/** | |
* The angle of this Game Object as expressed in degrees. | |
* | |
* Where 0 is to the right, 90 is down, 180 is left. | |
* | |
* If you prefer to work in radians, see the `rotation` property instead. | |
*/ | |
angle: integer; | |
/** | |
* The angle of this Game Object in radians. | |
* | |
* If you prefer to work in degrees, see the `angle` property instead. | |
*/ | |
rotation: number; | |
/** | |
* Sets the position of this Game Object. | |
* @param x The x position of this Game Object. Default 0. | |
* @param y The y position of this Game Object. If not set it will use the `x` value. Default x. | |
* @param z The z position of this Game Object. Default 0. | |
* @param w The w position of this Game Object. Default 0. | |
*/ | |
setPosition(x?: number, y?: number, z?: number, w?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the position of this Game Object to be a random position within the confines of | |
* the given area. | |
* | |
* If no area is specified a random position between 0 x 0 and the game width x height is used instead. | |
* | |
* The position does not factor in the size of this Game Object, meaning that only the origin is | |
* guaranteed to be within the area. | |
* @param x The x position of the top-left of the random area. Default 0. | |
* @param y The y position of the top-left of the random area. Default 0. | |
* @param width The width of the random area. | |
* @param height The height of the random area. | |
*/ | |
setRandomPosition(x?: number, y?: number, width?: number, height?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the rotation of this Game Object. | |
* @param radians The rotation of this Game Object, in radians. Default 0. | |
*/ | |
setRotation(radians?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the angle of this Game Object. | |
* @param degrees The rotation of this Game Object, in degrees. Default 0. | |
*/ | |
setAngle(degrees?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the scale of this Game Object. | |
* @param x The horizontal scale of this Game Object. | |
* @param y The vertical scale of this Game Object. If not set it will use the `x` value. Default x. | |
*/ | |
setScale(x: number, y?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the x position of this Game Object. | |
* @param value The x position of this Game Object. Default 0. | |
*/ | |
setX(value?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the y position of this Game Object. | |
* @param value The y position of this Game Object. Default 0. | |
*/ | |
setY(value?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the z position of this Game Object. | |
* @param value The z position of this Game Object. Default 0. | |
*/ | |
setZ(value?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the w position of this Game Object. | |
* @param value The w position of this Game Object. Default 0. | |
*/ | |
setW(value?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Gets the local transform matrix for this Game Object. | |
* @param tempMatrix The matrix to populate with the values from this Game Object. | |
*/ | |
getLocalTransformMatrix(tempMatrix?: Phaser.GameObjects.Components.TransformMatrix): Phaser.GameObjects.Components.TransformMatrix; | |
/** | |
* Gets the world transform matrix for this Game Object, factoring in any parent Containers. | |
* @param tempMatrix The matrix to populate with the values from this Game Object. | |
*/ | |
getWorldTransformMatrix(tempMatrix?: Phaser.GameObjects.Components.TransformMatrix): Phaser.GameObjects.Components.TransformMatrix; | |
/** | |
* The visible state of the Game Object. | |
* | |
* An invisible Game Object will skip rendering, but will still process update logic. | |
*/ | |
visible: boolean; | |
/** | |
* Sets the visibility of this Game Object. | |
* | |
* An invisible Game Object will skip rendering, but will still process update logic. | |
* @param value The visible state of the Game Object. | |
*/ | |
setVisible(value: boolean): Phaser.GameObjects.GameObject; | |
} | |
/** | |
* [description] | |
*/ | |
class DisplayList extends Phaser.Structs.List<Phaser.GameObjects.GameObject> { | |
/** | |
* | |
* @param scene [description] | |
*/ | |
constructor(scene: Phaser.Scene); | |
/** | |
* [description] | |
*/ | |
sortChildrenFlag: boolean; | |
/** | |
* [description] | |
*/ | |
scene: Phaser.Scene; | |
/** | |
* [description] | |
*/ | |
systems: Phaser.Scenes.Systems; | |
/** | |
* Force a sort of the display list on the next call to depthSort. | |
*/ | |
queueDepthSort(): void; | |
/** | |
* Immediately sorts the display list if the flag is set. | |
*/ | |
depthSort(): void; | |
/** | |
* [description] | |
* @param childA [description] | |
* @param childB [description] | |
*/ | |
sortByDepth(childA: Phaser.GameObjects.GameObject, childB: Phaser.GameObjects.GameObject): integer; | |
/** | |
* Given an array of Game Objects, sort the array and return it, | |
* so that the objects are in index order with the lowest at the bottom. | |
* @param gameObjects [description] | |
*/ | |
sortGameObjects(gameObjects: Phaser.GameObjects.GameObject[]): any[]; | |
/** | |
* Note that the given array is sorted in place, even though it isn't returned directly it will still be updated. | |
* @param gameObjects [description] | |
*/ | |
getTopGameObject(gameObjects: Phaser.GameObjects.GameObject[]): Phaser.GameObjects.GameObject; | |
} | |
/** | |
* The base class that all Game Objects extend. | |
* You don't create GameObjects directly and they cannot be added to the display list. | |
* Instead, use them as the base for your own custom classes. | |
*/ | |
class GameObject extends Phaser.Events.EventEmitter { | |
/** | |
* | |
* @param scene The Scene to which this Game Object belongs. | |
* @param type A textual representation of the type of Game Object, i.e. `sprite`. | |
*/ | |
constructor(scene: Phaser.Scene, type: string); | |
/** | |
* The Scene to which this Game Object belongs. | |
* Game Objects can only belong to one Scene. | |
*/ | |
protected scene: Phaser.Scene; | |
/** | |
* A textual representation of this Game Object, i.e. `sprite`. | |
* Used internally by Phaser but is available for your own custom classes to populate. | |
*/ | |
type: string; | |
/** | |
* The parent Container of this Game Object, if it has one. | |
*/ | |
parentContainer: Phaser.GameObjects.Container; | |
/** | |
* The name of this Game Object. | |
* Empty by default and never populated by Phaser, this is left for developers to use. | |
*/ | |
name: string; | |
/** | |
* The active state of this Game Object. | |
* A Game Object with an active state of `true` is processed by the Scenes UpdateList, if added to it. | |
* An active object is one which is having its logic and internal systems updated. | |
*/ | |
active: boolean; | |
/** | |
* The Tab Index of the Game Object. | |
* Reserved for future use by plugins and the Input Manager. | |
*/ | |
tabIndex: integer; | |
/** | |
* A Data Manager. | |
* It allows you to store, query and get key/value paired information specific to this Game Object. | |
* `null` by default. Automatically created if you use `getData` or `setData` or `setDataEnabled`. | |
*/ | |
data: Phaser.Data.DataManager; | |
/** | |
* The flags that are compared against `RENDER_MASK` to determine if this Game Object will render or not. | |
* The bits are 0001 | 0010 | 0100 | 1000 set by the components Visible, Alpha, Transform and Texture respectively. | |
* If those components are not used by your custom class then you can use this bitmask as you wish. | |
*/ | |
renderFlags: integer; | |
/** | |
* A bitmask that controls if this Game Object is drawn by a Camera or not. | |
* Not usually set directly. Instead call `Camera.ignore`. | |
*/ | |
cameraFilter: number; | |
/** | |
* If this Game Object is enabled for input then this property will contain an InteractiveObject instance. | |
* Not usually set directly. Instead call `GameObject.setInteractive()`. | |
*/ | |
input: Phaser.Input.InteractiveObject; | |
/** | |
* If this Game Object is enabled for physics then this property will contain a reference to a Physics Body. | |
*/ | |
body: object | Phaser.Physics.Arcade.Body | Phaser.Physics.Impact.Body; | |
/** | |
* This Game Object will ignore all calls made to its destroy method if this flag is set to `true`. | |
* This includes calls that may come from a Group, Container or the Scene itself. | |
* While it allows you to persist a Game Object across Scenes, please understand you are entirely | |
* responsible for managing references to and from this Game Object. | |
*/ | |
ignoreDestroy: boolean; | |
/** | |
* Sets the `active` property of this Game Object and returns this Game Object for further chaining. | |
* A Game Object with its `active` property set to `true` will be updated by the Scenes UpdateList. | |
* @param value True if this Game Object should be set as active, false if not. | |
*/ | |
setActive(value: boolean): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the `name` property of this Game Object and returns this Game Object for further chaining. | |
* The `name` property is not populated by Phaser and is presented for your own use. | |
* @param value The name to be given to this Game Object. | |
*/ | |
setName(value: string): Phaser.GameObjects.GameObject; | |
/** | |
* Adds a DataManager to this object. | |
*/ | |
setDataEnabled(): Phaser.GameObjects.GameObject; | |
/** | |
* This is a quick chainable alias to the `DataProxy.set` method. | |
* It allows you to set a key and value in this Game Objects data store. | |
* @param key The key of the property to be stored. | |
* @param value The value to store with the key. Can be a string, number, array or object. | |
*/ | |
setData(key: string, value: any): Phaser.GameObjects.GameObject; | |
/** | |
* This is a quick alias to the `DataProxy.get` method to remain consistent with `setData`. | |
* @param key The key of the property to be retrieved. | |
*/ | |
getData(key: string): any; | |
/** | |
* Pass this Game Object to the Input Manager to enable it for Input. | |
* @param shape A geometric shape that defines the hit area for the Game Object. If not specified a Rectangle will be used. | |
* @param callback A callback to be invoked when the Game Object is interacted with. If you provide a shape you must also provide a callback. | |
* @param dropZone Should this Game Object be treated as a drop zone target? Default false. | |
*/ | |
setInteractive(shape?: any, callback?: HitAreaCallback, dropZone?: boolean): Phaser.GameObjects.GameObject; | |
/** | |
* If this Game Object has previously been enabled for input, this will disable it. | |
* | |
* An object that is disabled for input stops processing or being considered for | |
* input events, but can be turned back on again at any time by simply calling | |
* `setInteractive()` with no arguments provided. | |
* | |
* If want to completely remove interaction from this Game Object then use `removeInteractive` instead. | |
*/ | |
disableInteractive(): Phaser.GameObjects.GameObject; | |
/** | |
* If this Game Object has previously been enabled for input, this will remove it. | |
* | |
* The Interactive Object that was assigned to this Game Object will be destroyed, | |
* removed from the Input Manager and cleared from this Game Object. | |
* | |
* If you wish to re-enable this Game Object at a later date you will need to | |
* re-create its InteractiveOobject by calling `setInteractive` again. | |
* | |
* If you wish to only temporarily stop an object from receiving input then use | |
* `disableInteractive` instead, as that toggles the interactive state, where-as | |
* this erases it completely. | |
*/ | |
removeInteractive(): Phaser.GameObjects.GameObject; | |
/** | |
* To be overridden by custom GameObjects. Allows base objects to be used in a Pool. | |
*/ | |
update(): void; | |
/** | |
* Returns a JSON representation of the Game Object. | |
*/ | |
toJSON(): JSONGameObject; | |
/** | |
* Compares the renderMask with the renderFlags to see if this Game Object will render or not. | |
*/ | |
willRender(): boolean; | |
/** | |
* Returns an array containing the display list index of either this Game Object, or if it has one, | |
* its parent Container. It then iterates up through all of the parent containers until it hits the | |
* root of the display list (which is index 0 in the returned array). | |
* | |
* Used internally by the InputPlugin but also useful if you wish to find out the display depth of | |
* this Game Object and all of its ancestors. | |
*/ | |
getIndexList(): integer[]; | |
/** | |
* Destroys this Game Object removing it from the Display List and Update List and | |
* severing all ties to parent resources. | |
* | |
* Also removes itself from the Input Manager and Physics Manager if previously enabled. | |
* | |
* Use this to remove a Game Object from your game if you don't ever plan to use it again. | |
* As long as no reference to it exists within your own code it should become free for | |
* garbage collection by the browser. | |
* | |
* If you just want to temporarily disable an object then look at using the | |
* Game Object Pool instead of destroying it, as destroyed objects cannot be resurrected. | |
*/ | |
destroy(): void; | |
/** | |
* The bitmask that `GameObject.renderFlags` is compared against to determine if the Game Object will render or not. | |
*/ | |
static readonly RENDER_MASK: integer; | |
} | |
/** | |
* The Game Object Creator is a Scene plugin that allows you to quickly create many common | |
* types of Game Objects and return them. Unlike the Game Object Factory, they are not automatically | |
* added to the Scene. | |
* | |
* Game Objects directly register themselves with the Creator and inject their own creation | |
* methods into the class. | |
*/ | |
class GameObjectCreator { | |
/** | |
* | |
* @param scene The Scene to which this Game Object Factory belongs. | |
*/ | |
constructor(scene: Phaser.Scene); | |
/** | |
* Creates a new Dynamic Bitmap Text Game Object and returns it. | |
* | |
* Note: This method will only be available if the Dynamic Bitmap Text Game Object has been built into Phaser. | |
* @param config The configuration object this Game Object will use to create itself. | |
* @param addToScene Add this Game Object to the Scene after creating it? If set this argument overrides the `add` property in the config object. | |
*/ | |
dynamicBitmapText(config: BitmapTextConfig, addToScene?: boolean): Phaser.GameObjects.DynamicBitmapText; | |
/** | |
* Creates a new Bitmap Text Game Object and returns it. | |
* | |
* Note: This method will only be available if the Bitmap Text Game Object has been built into Phaser. | |
* @param config The configuration object this Game Object will use to create itself. | |
* @param addToScene Add this Game Object to the Scene after creating it? If set this argument overrides the `add` property in the config object. | |
*/ | |
bitmapText(config: BitmapTextConfig, addToScene?: boolean): Phaser.GameObjects.BitmapText; | |
/** | |
* Creates a new Blitter Game Object and returns it. | |
* | |
* Note: This method will only be available if the Blitter Game Object has been built into Phaser. | |
* @param config The configuration object this Game Object will use to create itself. | |
* @param addToScene Add this Game Object to the Scene after creating it? If set this argument overrides the `add` property in the config object. | |
*/ | |
blitter(config: object, addToScene?: boolean): Phaser.GameObjects.Blitter; | |
/** | |
* Creates a new Container Game Object and returns it. | |
* | |
* Note: This method will only be available if the Container Game Object has been built into Phaser. | |
* @param config The configuration object this Game Object will use to create itself. | |
* @param addToScene Add this Game Object to the Scene after creating it? If set this argument overrides the `add` property in the config object. | |
*/ | |
container(config: object, addToScene?: boolean): Phaser.GameObjects.Container; | |
/** | |
* The Scene to which this Game Object Creator belongs. | |
*/ | |
protected scene: Phaser.Scene; | |
/** | |
* A reference to the Scene.Systems. | |
*/ | |
protected systems: Phaser.Scenes.Systems; | |
/** | |
* A reference to the Scene Display List. | |
*/ | |
protected displayList: Phaser.GameObjects.DisplayList; | |
/** | |
* A reference to the Scene Update List. | |
*/ | |
protected "updateList;": Phaser.GameObjects.UpdateList; | |
/** | |
* Creates a new Graphics Game Object and returns it. | |
* | |
* Note: This method will only be available if the Graphics Game Object has been built into Phaser. | |
* @param config The configuration object this Game Object will use to create itself. | |
* @param addToScene Add this Game Object to the Scene after creating it? If set this argument overrides the `add` property in the config object. | |
*/ | |
graphics(config: object, addToScene?: boolean): Phaser.GameObjects.Graphics; | |
/** | |
* Creates a new Group Game Object and returns it. | |
* | |
* Note: This method will only be available if the Group Game Object has been built into Phaser. | |
* @param config [description] | |
*/ | |
group(config: GroupConfig): Phaser.GameObjects.Group; | |
/** | |
* Creates a new Image Game Object and returns it. | |
* | |
* Note: This method will only be available if the Image Game Object has been built into Phaser. | |
* @param config The configuration object this Game Object will use to create itself. | |
* @param addToScene Add this Game Object to the Scene after creating it? If set this argument overrides the `add` property in the config object. | |
*/ | |
image(config: object, addToScene?: boolean): Phaser.GameObjects.Image; | |
/** | |
* Creates a new Mesh Game Object and returns it. | |
* | |
* Note: This method will only be available if the Mesh Game Object and WebGL support have been built into Phaser. | |
* @param config The configuration object this Game Object will use to create itself. | |
* @param addToScene Add this Game Object to the Scene after creating it? If set this argument overrides the `add` property in the config object. | |
*/ | |
mesh(config: object, addToScene?: boolean): Phaser.GameObjects.Mesh; | |
/** | |
* Creates a new Particle Emitter Manager Game Object and returns it. | |
* | |
* Note: This method will only be available if the Particles Game Object has been built into Phaser. | |
* @param config The configuration object this Game Object will use to create itself. | |
* @param addToScene Add this Game Object to the Scene after creating it? If set this argument overrides the `add` property in the config object. | |
*/ | |
particles(config: object, addToScene?: boolean): Phaser.GameObjects.Particles.ParticleEmitterManager; | |
/** | |
* Creates a new Quad Game Object and returns it. | |
* | |
* Note: This method will only be available if the Quad Game Object and WebGL support have been built into Phaser. | |
* @param config The configuration object this Game Object will use to create itself. | |
* @param addToScene Add this Game Object to the Scene after creating it? If set this argument overrides the `add` property in the config object. | |
*/ | |
quad(config: object, addToScene?: boolean): Phaser.GameObjects.Quad; | |
/** | |
* Creates a new Render Texture Game Object and returns it. | |
* | |
* Note: This method will only be available if the Render Texture Game Object has been built into Phaser. | |
* @param config The configuration object this Game Object will use to create itself. | |
* @param addToScene Add this Game Object to the Scene after creating it? If set this argument overrides the `add` property in the config object. | |
*/ | |
renderTexture(config: RenderTextureConfig, addToScene?: boolean): Phaser.GameObjects.RenderTexture; | |
/** | |
* Creates a new Sprite Game Object and returns it. | |
* | |
* Note: This method will only be available if the Sprite Game Object has been built into Phaser. | |
* @param config The configuration object this Game Object will use to create itself. | |
* @param addToScene Add this Game Object to the Scene after creating it? If set this argument overrides the `add` property in the config object. | |
*/ | |
sprite(config: object, addToScene?: boolean): Phaser.GameObjects.Sprite; | |
/** | |
* Creates a new Sprite3D Game Object and returns it. | |
* | |
* Note: This method will only be available if the Sprite3D Game Object has been built into Phaser. | |
* @param config The configuration object this Game Object will use to create itself. | |
* @param addToScene Add this Game Object to the Scene after creating it? If set this argument overrides the `add` property in the config object. | |
*/ | |
sprite3D(config: object, addToScene?: boolean): Phaser.GameObjects.Sprite3D; | |
/** | |
* Creates a new Text Game Object and returns it. | |
* | |
* Note: This method will only be available if the Text Game Object has been built into Phaser. | |
* @param config The configuration object this Game Object will use to create itself. | |
* @param addToScene Add this Game Object to the Scene after creating it? If set this argument overrides the `add` property in the config object. | |
*/ | |
text(config: object, addToScene?: boolean): Phaser.GameObjects.Text; | |
/** | |
* Creates a new TileSprite Game Object and returns it. | |
* | |
* Note: This method will only be available if the TileSprite Game Object has been built into Phaser. | |
* @param config The configuration object this Game Object will use to create itself. | |
* @param addToScene Add this Game Object to the Scene after creating it? If set this argument overrides the `add` property in the config object. | |
*/ | |
tileSprite(config: TileSprite, addToScene?: boolean): Phaser.GameObjects.TileSprite; | |
/** | |
* Creates a new Zone Game Object and returns it. | |
* | |
* Note: This method will only be available if the Zone Game Object has been built into Phaser. | |
* @param config [description] | |
*/ | |
zone(config: object): Phaser.GameObjects.Zone; | |
/** | |
* Creates a Tilemap from the given key or data, or creates a blank Tilemap if no key/data provided. | |
* When loading from CSV or a 2D array, you should specify the tileWidth & tileHeight. When parsing | |
* from a map from Tiled, the tileWidth, tileHeight, width & height will be pulled from the map | |
* data. For an empty map, you should specify tileWidth, tileHeight, width & height. | |
* @param config The config options for the Tilemap. | |
*/ | |
tilemap(config?: TilemapConfig): Phaser.Tilemaps.Tilemap; | |
/** | |
* Creates a new Tween object and returns it. | |
* | |
* Note: This method will only be available if Tweens have been built into Phaser. | |
* @param config The Tween configuration. | |
*/ | |
tween(config: object): Phaser.Tweens.Tween; | |
} | |
/** | |
* The Game Object Factory is a Scene plugin that allows you to quickly create many common | |
* types of Game Objects and have them automatically registered with the Scene. | |
* | |
* Game Objects directly register themselves with the Factory and inject their own creation | |
* methods into the class. | |
*/ | |
class GameObjectFactory { | |
/** | |
* | |
* @param scene The Scene to which this Game Object Factory belongs. | |
*/ | |
constructor(scene: Phaser.Scene); | |
/** | |
* Creates a new Path Object. | |
* @param x The horizontal position of this Path. | |
* @param y The vertical position of this Path. | |
*/ | |
path(x: number, y: number): Phaser.Curves.Path; | |
/** | |
* Creates a new Dynamic Bitmap Text Game Object and adds it to the Scene. | |
* | |
* Note: This method will only be available if the Dynamic Bitmap Text Game Object has been built into Phaser. | |
* @param x The x position of the Game Object. | |
* @param y The y position of the Game Object. | |
* @param font [description] | |
* @param text [description] | |
* @param size [description] | |
*/ | |
dynamicBitmapText(x: number, y: number, font: string, text?: string | string[], size?: number): Phaser.GameObjects.DynamicBitmapText; | |
/** | |
* Creates a new Bitmap Text Game Object and adds it to the Scene. | |
* | |
* Note: This method will only be available if the Bitmap Text Game Object has been built into Phaser. | |
* @param x The x position of the Game Object. | |
* @param y The y position of the Game Object. | |
* @param font [description] | |
* @param text [description] | |
* @param size [description] | |
*/ | |
bitmapText(x: number, y: number, font: string, text?: string | string[], size?: number): Phaser.GameObjects.BitmapText; | |
/** | |
* Creates a new Blitter Game Object and adds it to the Scene. | |
* | |
* Note: This method will only be available if the Blitter Game Object has been built into Phaser. | |
* @param x The x position of the Game Object. | |
* @param y The y position of the Game Object. | |
* @param key The key of the Texture the Blitter object will use. | |
* @param frame The default Frame children of the Blitter will use. | |
*/ | |
blitter(x: number, y: number, key: string, frame?: string | integer): Phaser.GameObjects.Blitter; | |
/** | |
* Creates a new Container Game Object and adds it to the Scene. | |
* | |
* Note: This method will only be available if the Container Game Object has been built into Phaser. | |
* @param x The horizontal position of this Game Object in the world. | |
* @param y The vertical position of this Game Object in the world. | |
* @param children An optional array of Game Objects to add to this Container. | |
*/ | |
container(x: number, y: number, children?: Phaser.GameObjects.GameObject | Phaser.GameObjects.GameObject[]): Phaser.GameObjects.Container; | |
/** | |
* The Scene to which this Game Object Factory belongs. | |
*/ | |
protected scene: Phaser.Scene; | |
/** | |
* A reference to the Scene.Systems. | |
*/ | |
protected systems: Phaser.Scenes.Systems; | |
/** | |
* A reference to the Scene Display List. | |
*/ | |
protected displayList: Phaser.GameObjects.DisplayList; | |
/** | |
* A reference to the Scene Update List. | |
*/ | |
protected "updateList;": Phaser.GameObjects.UpdateList; | |
/** | |
* Adds an existing Game Object to this Scene. | |
* | |
* If the Game Object renders, it will be added to the Display List. | |
* If it has a `preUpdate` method, it will be added to the Update List. | |
* @param child The child to be added to this Scene. | |
*/ | |
existing(child: Phaser.GameObjects.GameObject): Phaser.GameObjects.GameObject; | |
/** | |
* Creates a new Graphics Game Object and adds it to the Scene. | |
* | |
* Note: This method will only be available if the Graphics Game Object has been built into Phaser. | |
* @param config [description] | |
*/ | |
graphics(config?: object): Phaser.GameObjects.Graphics; | |
/** | |
* Creates a new Group Game Object and adds it to the Scene. | |
* | |
* Note: This method will only be available if the Group Game Object has been built into Phaser. | |
* @param children Game Objects to add to this Group; or the `config` argument. | |
* @param config A Group Configuration object. | |
*/ | |
group(children?: Phaser.GameObjects.GameObject[] | GroupConfig, config?: GroupConfig): Phaser.GameObjects.Group; | |
/** | |
* Creates a new Image Game Object and adds it to the Scene. | |
* | |
* Note: This method will only be available if the Image Game Object has been built into Phaser. | |
* @param x The horizontal position of this Game Object in the world. | |
* @param y The vertical position of this Game Object in the world. | |
* @param texture The key of the Texture this Game Object will use to render with, as stored in the Texture Manager. | |
* @param frame An optional frame from the Texture this Game Object is rendering with. | |
*/ | |
image(x: number, y: number, texture: string, frame?: string | integer): Phaser.GameObjects.Image; | |
/** | |
* Creates a new Mesh Game Object and adds it to the Scene. | |
* | |
* Note: This method will only be available if the Mesh Game Object and WebGL support have been built into Phaser. | |
* @param x The horizontal position of this Game Object in the world. | |
* @param y The vertical position of this Game Object in the world. | |
* @param vertices An array containing the vertices data for this Mesh. | |
* @param uv An array containing the uv data for this Mesh. | |
* @param colors An array containing the color data for this Mesh. | |
* @param alphas An array containing the alpha data for this Mesh. | |
* @param texture The key of the Texture this Game Object will use to render with, as stored in the Texture Manager. | |
* @param frame An optional frame from the Texture this Game Object is rendering with. | |
*/ | |
mesh(x: number, y: number, vertices: number[], uv: number[], colors: number[], alphas: number[], texture: string, frame?: string | integer): Phaser.GameObjects.Mesh; | |
/** | |
* Creates a new Particle Emitter Manager Game Object and adds it to the Scene. | |
* | |
* Note: This method will only be available if the Particles Game Object has been built into Phaser. | |
* @param texture The key of the Texture this Game Object will use to render with, as stored in the Texture Manager. | |
* @param frame [description] | |
* @param emitters [description] | |
*/ | |
particles(texture: string, frame?: string | integer | object, emitters?: object): Phaser.GameObjects.Particles.ParticleEmitterManager; | |
/** | |
* Creates a new PathFollower Game Object and adds it to the Scene. | |
* | |
* Note: This method will only be available if the PathFollower Game Object has been built into Phaser. | |
* @param path The Path this PathFollower is connected to. | |
* @param x The horizontal position of this Game Object in the world. | |
* @param y The vertical position of this Game Object in the world. | |
* @param texture The key of the Texture this Game Object will use to render with, as stored in the Texture Manager. | |
* @param frame An optional frame from the Texture this Game Object is rendering with. | |
*/ | |
follower(path: Phaser.Curves.Path, x: number, y: number, texture: string, frame?: string | integer): Phaser.GameObjects.PathFollower; | |
/** | |
* Creates a new Quad Game Object and adds it to the Scene. | |
* | |
* Note: This method will only be available if the Quad Game Object and WebGL support have been built into Phaser. | |
* @param x The horizontal position of this Game Object in the world. | |
* @param y The vertical position of this Game Object in the world. | |
* @param texture The key of the Texture this Game Object will use to render with, as stored in the Texture Manager. | |
* @param frame An optional frame from the Texture this Game Object is rendering with. | |
*/ | |
quad(x: number, y: number, texture: string, frame?: string | integer): Phaser.GameObjects.Quad; | |
/** | |
* Creates a new Render Texture Game Object and adds it to the Scene. | |
* | |
* Note: This method will only be available if the Render Texture Game Object has been built into Phaser. | |
* @param x The horizontal position of this Game Object in the world. | |
* @param y The vertical position of this Game Object in the world. | |
* @param width The width of the Render Texture. Default 32. | |
* @param height The height of the Render Texture. Default 32. | |
*/ | |
renderTexture(x: number, y: number, width?: integer, height?: integer): Phaser.GameObjects.RenderTexture; | |
/** | |
* Creates a new Sprite Game Object and adds it to the Scene. | |
* | |
* Note: This method will only be available if the Sprite Game Object has been built into Phaser. | |
* @param x The horizontal position of this Game Object in the world. | |
* @param y The vertical position of this Game Object in the world. | |
* @param texture The key of the Texture this Game Object will use to render with, as stored in the Texture Manager. | |
* @param frame An optional frame from the Texture this Game Object is rendering with. | |
*/ | |
sprite(x: number, y: number, texture: string, frame?: string | integer): Phaser.GameObjects.Sprite; | |
/** | |
* Creates a new Sprite3D Game Object and adds it to the Scene. | |
* | |
* Note: This method will only be available if the Sprite3D Game Object has been built into Phaser. | |
* @param x The horizontal position of this Game Object. | |
* @param y The vertical position of this Game Object. | |
* @param z The z position of this Game Object. | |
* @param texture The key of the Texture this Game Object will use to render with, as stored in the Texture Manager. | |
* @param frame An optional frame from the Texture this Game Object is rendering with. | |
*/ | |
sprite3D(x: number, y: number, z: number, texture: string, frame?: string | integer): Phaser.GameObjects.Sprite3D; | |
/** | |
* Creates a new Text Game Object and adds it to the Scene. | |
* | |
* Note: This method will only be available if the Text Game Object has been built into Phaser. | |
* @param x The horizontal position of this Game Object in the world. | |
* @param y The vertical position of this Game Object in the world. | |
* @param text The text this Text object will display. | |
* @param style The Text style configuration object. | |
*/ | |
text(x: number, y: number, text: string | string[], style?: object): Phaser.GameObjects.Text; | |
/** | |
* Creates a new TileSprite Game Object and adds it to the Scene. | |
* | |
* Note: This method will only be available if the TileSprite Game Object has been built into Phaser. | |
* @param x The horizontal position of this Game Object in the world. | |
* @param y The vertical position of this Game Object in the world. | |
* @param width The width of the Game Object. | |
* @param height The height of the Game Object. | |
* @param texture The key of the Texture this Game Object will use to render with, as stored in the Texture Manager. | |
* @param frame An optional frame from the Texture this Game Object is rendering with. | |
*/ | |
tileSprite(x: number, y: number, width: number, height: number, texture: string, frame?: string | integer): Phaser.GameObjects.TileSprite; | |
/** | |
* Creates a new Zone Game Object and adds it to the Scene. | |
* | |
* Note: This method will only be available if the Zone Game Object has been built into Phaser. | |
* @param x The horizontal position of this Game Object in the world. | |
* @param y The vertical position of this Game Object in the world. | |
* @param width The width of the Game Object. | |
* @param height The height of the Game Object. | |
*/ | |
zone(x: number, y: number, width: number, height: number): Phaser.GameObjects.Zone; | |
/** | |
* Creates a Tilemap from the given key or data, or creates a blank Tilemap if no key/data provided. | |
* When loading from CSV or a 2D array, you should specify the tileWidth & tileHeight. When parsing | |
* from a map from Tiled, the tileWidth, tileHeight, width & height will be pulled from the map | |
* data. For an empty map, you should specify tileWidth, tileHeight, width & height. | |
* @param key The key in the Phaser cache that corresponds to the loaded tilemap data. | |
* @param tileWidth The width of a tile in pixels. Pass in `null` to leave as the | |
* default. Default 32. | |
* @param tileHeight The height of a tile in pixels. Pass in `null` to leave as the | |
* default. Default 32. | |
* @param width The width of the map in tiles. Pass in `null` to leave as the | |
* default. Default 10. | |
* @param height The height of the map in tiles. Pass in `null` to leave as the | |
* default. Default 10. | |
* @param data Instead of loading from the cache, you can also load directly from | |
* a 2D array of tile indexes. Pass in `null` for no data. | |
* @param insertNull Controls how empty tiles, tiles with an index of -1, in the | |
* map data are handled. If `true`, empty locations will get a value of `null`. If `false`, empty | |
* location will get a Tile object with an index of -1. If you've a large sparsely populated map and | |
* the tile data doesn't need to change then setting this value to `true` will help with memory | |
* consumption. However if your map is small or you need to update the tiles dynamically, then leave | |
* the default value set. Default false. | |
*/ | |
tilemap(key?: string, tileWidth?: integer, tileHeight?: integer, width?: integer, height?: integer, data?: integer[][], insertNull?: boolean): Phaser.Tilemaps.Tilemap; | |
/** | |
* Creates a new Tween object. | |
* | |
* Note: This method will only be available Tweens have been built into Phaser. | |
* @param config The Tween configuration. | |
*/ | |
tween(config: object): Phaser.Tweens.Tween; | |
} | |
/** | |
* [description] | |
*/ | |
class Graphics extends Phaser.GameObjects.GameObject implements Phaser.GameObjects.Components.Alpha, Phaser.GameObjects.Components.BlendMode, Phaser.GameObjects.Components.Depth, Phaser.GameObjects.Components.Mask, Phaser.GameObjects.Components.Pipeline, Phaser.GameObjects.Components.Transform, Phaser.GameObjects.Components.Visible, Phaser.GameObjects.Components.ScrollFactor { | |
/** | |
* | |
* @param scene [description] | |
* @param options [description] | |
*/ | |
constructor(scene: Phaser.Scene, options: object); | |
/** | |
* [description] | |
*/ | |
displayOriginX: number; | |
/** | |
* [description] | |
*/ | |
displayOriginY: number; | |
/** | |
* [description] | |
*/ | |
commandBuffer: any[]; | |
/** | |
* [description] | |
*/ | |
defaultFillColor: number; | |
/** | |
* [description] | |
*/ | |
defaultFillAlpha: number; | |
/** | |
* [description] | |
*/ | |
defaultStrokeWidth: number; | |
/** | |
* [description] | |
*/ | |
defaultStrokeColor: number; | |
/** | |
* [description] | |
*/ | |
defaultStrokeAlpha: number; | |
/** | |
* [description] | |
* @param options [description] | |
*/ | |
setDefaultStyles(options: object): Phaser.GameObjects.Graphics; | |
/** | |
* [description] | |
* @param lineWidth [description] | |
* @param color [description] | |
* @param alpha [description] Default 1. | |
*/ | |
lineStyle(lineWidth: number, color: number, alpha?: number): Phaser.GameObjects.Graphics; | |
/** | |
* [description] | |
* @param color [description] | |
* @param alpha [description] Default 1. | |
*/ | |
fillStyle(color: number, alpha?: number): Phaser.GameObjects.Graphics; | |
/** | |
* [description] | |
*/ | |
beginPath(): Phaser.GameObjects.Graphics; | |
/** | |
* [description] | |
*/ | |
closePath(): Phaser.GameObjects.Graphics; | |
/** | |
* [description] | |
*/ | |
fillPath(): Phaser.GameObjects.Graphics; | |
/** | |
* [description] | |
*/ | |
strokePath(): Phaser.GameObjects.Graphics; | |
/** | |
* [description] | |
* @param circle [description] | |
*/ | |
fillCircleShape(circle: Phaser.Geom.Circle): Phaser.GameObjects.Graphics; | |
/** | |
* [description] | |
* @param circle [description] | |
*/ | |
strokeCircleShape(circle: Phaser.Geom.Circle): Phaser.GameObjects.Graphics; | |
/** | |
* [description] | |
* @param x [description] | |
* @param y [description] | |
* @param radius [description] | |
*/ | |
fillCircle(x: number, y: number, radius: number): Phaser.GameObjects.Graphics; | |
/** | |
* [description] | |
* @param x [description] | |
* @param y [description] | |
* @param radius [description] | |
*/ | |
strokeCircle(x: number, y: number, radius: number): Phaser.GameObjects.Graphics; | |
/** | |
* [description] | |
* @param rect [description] | |
*/ | |
fillRectShape(rect: Phaser.Geom.Rectangle): Phaser.GameObjects.Graphics; | |
/** | |
* [description] | |
* @param rect [description] | |
*/ | |
strokeRectShape(rect: Phaser.Geom.Rectangle): Phaser.GameObjects.Graphics; | |
/** | |
* [description] | |
* @param x [description] | |
* @param y [description] | |
* @param width [description] | |
* @param height [description] | |
*/ | |
fillRect(x: number, y: number, width: number, height: number): Phaser.GameObjects.Graphics; | |
/** | |
* [description] | |
* @param x [description] | |
* @param y [description] | |
* @param width [description] | |
* @param height [description] | |
*/ | |
strokeRect(x: number, y: number, width: number, height: number): Phaser.GameObjects.Graphics; | |
/** | |
* [description] | |
* @param point [description] | |
* @param size [description] Default 1. | |
*/ | |
fillPointShape(point: Phaser.Geom.Point | Phaser.Math.Vector2 | object, size?: number): Phaser.GameObjects.Graphics; | |
/** | |
* [description] | |
* @param x [description] | |
* @param y [description] | |
* @param size [description] Default 1. | |
*/ | |
fillPoint(x: number, y: number, size?: number): Phaser.GameObjects.Graphics; | |
/** | |
* [description] | |
* @param triangle [description] | |
*/ | |
fillTriangleShape(triangle: Phaser.Geom.Triangle): Phaser.GameObjects.Graphics; | |
/** | |
* [description] | |
* @param triangle [description] | |
*/ | |
strokeTriangleShape(triangle: Phaser.Geom.Triangle): Phaser.GameObjects.Graphics; | |
/** | |
* [description] | |
* @param x0 [description] | |
* @param y0 [description] | |
* @param x1 [description] | |
* @param y1 [description] | |
* @param x2 [description] | |
* @param y2 [description] | |
*/ | |
fillTriangle(x0: number, y0: number, x1: number, y1: number, x2: number, y2: number): Phaser.GameObjects.Graphics; | |
/** | |
* [description] | |
* @param x0 [description] | |
* @param y0 [description] | |
* @param x1 [description] | |
* @param y1 [description] | |
* @param x2 [description] | |
* @param y2 [description] | |
*/ | |
strokeTriangle(x0: number, y0: number, x1: number, y1: number, x2: number, y2: number): Phaser.GameObjects.Graphics; | |
/** | |
* [description] | |
* @param line [description] | |
*/ | |
strokeLineShape(line: Phaser.Geom.Line): Phaser.GameObjects.Graphics; | |
/** | |
* [description] | |
* @param x1 [description] | |
* @param y1 [description] | |
* @param x2 [description] | |
* @param y2 [description] | |
*/ | |
lineBetween(x1: number, y1: number, x2: number, y2: number): Phaser.GameObjects.Graphics; | |
/** | |
* [description] | |
* @param x [description] | |
* @param y [description] | |
*/ | |
lineTo(x: number, y: number): Phaser.GameObjects.Graphics; | |
/** | |
* [description] | |
* @param x [description] | |
* @param y [description] | |
*/ | |
moveTo(x: number, y: number): Phaser.GameObjects.Graphics; | |
/** | |
* [description] | |
* @param x [description] | |
* @param y [description] | |
* @param width [description] | |
* @param rgb [description] | |
*/ | |
lineFxTo(x: number, y: number, width: number, rgb: number): Phaser.GameObjects.Graphics; | |
/** | |
* [description] | |
* @param x [description] | |
* @param y [description] | |
* @param width [description] | |
* @param rgb [description] | |
*/ | |
moveFxTo(x: number, y: number, width: number, rgb: number): Phaser.GameObjects.Graphics; | |
/** | |
* [description] | |
* @param points [description] | |
* @param autoClose [description] Default false. | |
* @param endIndex [description] | |
*/ | |
strokePoints(points: any[] | Phaser.Geom.Point[], autoClose?: boolean, endIndex?: integer): Phaser.GameObjects.Graphics; | |
/** | |
* [description] | |
* @param points [description] | |
* @param autoClose [description] Default false. | |
* @param endIndex [description] | |
*/ | |
fillPoints(points: any[] | Phaser.Geom.Point[], autoClose?: boolean, endIndex?: integer): Phaser.GameObjects.Graphics; | |
/** | |
* [description] | |
* @param ellipse [description] | |
* @param smoothness [description] Default 32. | |
*/ | |
strokeEllipseShape(ellipse: Phaser.Geom.Ellipse, smoothness?: integer): Phaser.GameObjects.Graphics; | |
/** | |
* [description] | |
* @param x [description] | |
* @param y [description] | |
* @param width [description] | |
* @param height [description] | |
* @param smoothness [description] Default 32. | |
*/ | |
strokeEllipse(x: number, y: number, width: number, height: number, smoothness?: integer): Phaser.GameObjects.Graphics; | |
/** | |
* [description] | |
* @param ellipse [description] | |
* @param smoothness [description] Default 32. | |
*/ | |
fillEllipseShape(ellipse: Phaser.Geom.Ellipse, smoothness?: integer): Phaser.GameObjects.Graphics; | |
/** | |
* [description] | |
* @param x [description] | |
* @param y [description] | |
* @param width [description] | |
* @param height [description] | |
* @param smoothness [description] Default 32. | |
*/ | |
fillEllipse(x: number, y: number, width: number, height: number, smoothness?: integer): Phaser.GameObjects.Graphics; | |
/** | |
* [description] | |
* @param x [description] | |
* @param y [description] | |
* @param radius [description] | |
* @param startAngle [description] | |
* @param endAngle [description] | |
* @param anticlockwise [description] | |
*/ | |
arc(x: number, y: number, radius: number, startAngle: number, endAngle: number, anticlockwise: boolean): Phaser.GameObjects.Graphics; | |
/** | |
* Creates a pie-chart slice shape centered at `x`, `y` with the given radius. | |
* You must define the start and end angle of the slice. | |
* | |
* Setting the `anticlockwise` argument to `true` creates a shape similar to Pacman. | |
* Setting it to `false` creates a shape like a slice of pie. | |
* | |
* This method will begin a new path and close the path at the end of it. | |
* To display the actual slice you need to call either `strokePath` or `fillPath` after it. | |
* @param x The horizontal center of the slice. | |
* @param y The vertical center of the slice. | |
* @param radius The radius of the slice. | |
* @param startAngle The start angle of the slice, given in radians. | |
* @param endAngle The end angle of the slice, given in radians. | |
* @param anticlockwise Draw the slice piece anticlockwise or clockwise? Default false. | |
*/ | |
slice(x: number, y: number, radius: number, startAngle: number, endAngle: number, anticlockwise?: boolean): Phaser.GameObjects.Graphics; | |
/** | |
* [description] | |
*/ | |
save(): Phaser.GameObjects.Graphics; | |
/** | |
* [description] | |
*/ | |
restore(): Phaser.GameObjects.Graphics; | |
/** | |
* [description] | |
* @param x [description] | |
* @param y [description] | |
*/ | |
translate(x: number, y: number): Phaser.GameObjects.Graphics; | |
/** | |
* [description] | |
* @param x [description] | |
* @param y [description] | |
*/ | |
scale(x: number, y: number): Phaser.GameObjects.Graphics; | |
/** | |
* [description] | |
* @param radians [description] | |
*/ | |
rotate(radians: number): Phaser.GameObjects.Graphics; | |
/** | |
* [description] | |
*/ | |
clear(): Phaser.GameObjects.Graphics; | |
/** | |
* If key is a string it'll generate a new texture using it and add it into the | |
* Texture Manager (assuming no key conflict happens). | |
* | |
* If key is a Canvas it will draw the texture to that canvas context. Note that it will NOT | |
* automatically upload it to the GPU in WebGL mode. | |
* @param key [description] | |
* @param width [description] | |
* @param height [description] | |
*/ | |
generateTexture(key: string | HTMLCanvasElement, width?: integer, height?: integer): Phaser.GameObjects.Graphics; | |
/** | |
* A Camera used specifically by the Graphics system for rendering to textures. | |
*/ | |
static TargetCamera: Phaser.Cameras.Scene2D.Camera; | |
/** | |
* Clears all alpha values associated with this Game Object. | |
* Immediately sets the alpha levels back to 1 (fully opaque) | |
*/ | |
clearAlpha(): Phaser.GameObjects.GameObject; | |
/** | |
* Set the Alpha level of this Game Object. The alpha controls the opacity of the Game Object as it renders. | |
* Alpha values are provided as a float between 0, fully transparent, and 1, fully opaque. | |
* | |
* If your game is running under WebGL you can optionally specify four different alpha values, each of which | |
* correspond to the four corners of the Game Object. Under Canvas only the `topLeft` value given is used. | |
* @param topLeft The alpha value used for the top-left of the Game Object. If this is the only value given it's applied across the whole Game Object. Default 1. | |
* @param topRight The alpha value used for the top-right of the Game Object. WebGL only. | |
* @param bottomLeft The alpha value used for the bottom-left of the Game Object. WebGL only. | |
* @param bottomRight The alpha value used for the bottom-right of the Game Object. WebGL only. | |
*/ | |
setAlpha(topLeft?: number, topRight?: number, bottomLeft?: number, bottomRight?: number): Phaser.GameObjects.GameObject; | |
/** | |
* The alpha value of the Game Object. | |
* | |
* This is a global value, impacting the entire Game Object, not just a region of it. | |
*/ | |
alpha: number; | |
/** | |
* The alpha value starting from the top-left of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
alphaTopLeft: number; | |
/** | |
* The alpha value starting from the top-right of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
alphaTopRight: number; | |
/** | |
* The alpha value starting from the bottom-left of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
alphaBottomLeft: number; | |
/** | |
* The alpha value starting from the bottom-right of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
alphaBottomRight: number; | |
/** | |
* Sets the Blend Mode being used by this Game Object. | |
* | |
* This can be a const, such as `Phaser.BlendModes.SCREEN`, or an integer, such as 4 (for Overlay) | |
* | |
* Under WebGL only the following Blend Modes are available: | |
* | |
* * ADD | |
* * MULTIPLY | |
* * SCREEN | |
* | |
* Canvas has more available depending on browser support. | |
* | |
* You can also create your own custom Blend Modes in WebGL. | |
* | |
* Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending | |
* on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these | |
* reasons try to be careful about the construction of your Scene and the frequency of which blend modes | |
* are used. | |
*/ | |
blendMode: Phaser.BlendModes | string; | |
/** | |
* Sets the Blend Mode being used by this Game Object. | |
* | |
* This can be a const, such as `Phaser.BlendModes.SCREEN`, or an integer, such as 4 (for Overlay) | |
* | |
* Under WebGL only the following Blend Modes are available: | |
* | |
* * ADD | |
* * MULTIPLY | |
* * SCREEN | |
* | |
* Canvas has more available depending on browser support. | |
* | |
* You can also create your own custom Blend Modes in WebGL. | |
* | |
* Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending | |
* on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these | |
* reasons try to be careful about the construction of your Scene and the frequency of which blend modes | |
* are used. | |
* @param value The BlendMode value. Either a string or a CONST. | |
*/ | |
setBlendMode(value: string | Phaser.BlendModes): Phaser.GameObjects.GameObject; | |
/** | |
* The depth of this Game Object within the Scene. | |
* | |
* The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order | |
* of Game Objects, without actually moving their position in the display list. | |
* | |
* The depth starts from zero (the default value) and increases from that point. A Game Object with a higher depth | |
* value will always render in front of one with a lower value. | |
* | |
* Setting the depth will queue a depth sort event within the Scene. | |
*/ | |
depth: number; | |
/** | |
* The depth of this Game Object within the Scene. | |
* | |
* The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order | |
* of Game Objects, without actually moving their position in the display list. | |
* | |
* The depth starts from zero (the default value) and increases from that point. A Game Object with a higher depth | |
* value will always render in front of one with a lower value. | |
* | |
* Setting the depth will queue a depth sort event within the Scene. | |
* @param value The depth of this Game Object. | |
*/ | |
setDepth(value: integer): Phaser.GameObjects.GameObject; | |
/** | |
* The Mask this Game Object is using during render. | |
*/ | |
mask: Phaser.Display.Masks.BitmapMask | Phaser.Display.Masks.GeometryMask; | |
/** | |
* Sets the mask that this Game Object will use to render with. | |
* | |
* The mask must have been previously created and can be either a | |
* GeometryMask or a BitmapMask. | |
* | |
* Note: Bitmap Masks only work on WebGL. Geometry Masks work on both WebGL and Canvas. | |
* | |
* If a mask is already set on this Game Object it will be immediately replaced. | |
* @param mask The mask this Game Object will use when rendering. | |
*/ | |
setMask(mask: Phaser.Display.Masks.BitmapMask | Phaser.Display.Masks.GeometryMask): Phaser.GameObjects.GameObject; | |
/** | |
* Clears the mask that this Game Object was using. | |
* @param destroyMask Destroy the mask before clearing it? Default false. | |
*/ | |
clearMask(destroyMask?: boolean): Phaser.GameObjects.GameObject; | |
/** | |
* Creates and returns a Bitmap Mask. This mask can be used by any Game Object, | |
* including this one. | |
* | |
* To create the mask you need to pass in a reference to a renderable Game Object. | |
* A renderable Game Object is one that uses a texture to render with, such as an | |
* Image, Sprite, Render Texture or BitmapText. | |
* | |
* If you do not provide a renderable object, and this Game Object has a texture, | |
* it will use itself as the object. This means you can call this method to create | |
* a Bitmap Mask from any renderable Game Object. | |
* @param renderable A renderable Game Object that uses a texture, such as a Sprite. | |
*/ | |
createBitmapMask(renderable?: Phaser.GameObjects.GameObject): Phaser.Display.Masks.BitmapMask; | |
/** | |
* Creates and returns a Geometry Mask. This mask can be used by any Game Object, | |
* including this one. | |
* | |
* To create the mask you need to pass in a reference to a Graphics Game Object. | |
* | |
* If you do not provide a graphics object, and this Game Object is an instance | |
* of a Graphics object, then it will use itself to create the mask. | |
* | |
* This means you can call this method to create a Geometry Mask from any Graphics Game Object. | |
* @param graphics A Graphics Game Object. The geometry within it will be used as the mask. | |
*/ | |
createGeometryMask(graphics?: Phaser.GameObjects.Graphics): Phaser.Display.Masks.GeometryMask; | |
/** | |
* [description] | |
*/ | |
defaultPipeline: Phaser.Renderer.WebGL.WebGLPipeline; | |
/** | |
* [description] | |
*/ | |
pipeline: Phaser.Renderer.WebGL.WebGLPipeline; | |
/** | |
* Sets the initial WebGL Pipeline of this Game Object. | |
* This should only be called during the instantiation of the Game Object. | |
* @param pipelineName The name of the pipeline to set on this Game Object. | |
*/ | |
initPipeline(pipelineName: string): boolean; | |
/** | |
* Sets the active WebGL Pipeline of this Game Object. | |
* @param pipelineName The name of the pipeline to set on this Game Object. | |
*/ | |
setPipeline(pipelineName: string): boolean; | |
/** | |
* Resets the WebGL Pipeline of this Game Object back to the default it was created with. | |
*/ | |
resetPipeline(): boolean; | |
/** | |
* Gets the name of the WebGL Pipeline this Game Object is currently using. | |
*/ | |
getPipelineName(): string; | |
/** | |
* The x position of this Game Object. | |
*/ | |
x: number; | |
/** | |
* The y position of this Game Object. | |
*/ | |
y: number; | |
/** | |
* The z position of this Game Object. | |
* Note: Do not use this value to set the z-index, instead see the `depth` property. | |
*/ | |
z: number; | |
/** | |
* The w position of this Game Object. | |
*/ | |
w: number; | |
/** | |
* The horizontal scale of this Game Object. | |
*/ | |
scaleX: number; | |
/** | |
* The vertical scale of this Game Object. | |
*/ | |
scaleY: number; | |
/** | |
* The angle of this Game Object as expressed in degrees. | |
* | |
* Where 0 is to the right, 90 is down, 180 is left. | |
* | |
* If you prefer to work in radians, see the `rotation` property instead. | |
*/ | |
angle: integer; | |
/** | |
* The angle of this Game Object in radians. | |
* | |
* If you prefer to work in degrees, see the `angle` property instead. | |
*/ | |
rotation: number; | |
/** | |
* Sets the position of this Game Object. | |
* @param x The x position of this Game Object. Default 0. | |
* @param y The y position of this Game Object. If not set it will use the `x` value. Default x. | |
* @param z The z position of this Game Object. Default 0. | |
* @param w The w position of this Game Object. Default 0. | |
*/ | |
setPosition(x?: number, y?: number, z?: number, w?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the position of this Game Object to be a random position within the confines of | |
* the given area. | |
* | |
* If no area is specified a random position between 0 x 0 and the game width x height is used instead. | |
* | |
* The position does not factor in the size of this Game Object, meaning that only the origin is | |
* guaranteed to be within the area. | |
* @param x The x position of the top-left of the random area. Default 0. | |
* @param y The y position of the top-left of the random area. Default 0. | |
* @param width The width of the random area. | |
* @param height The height of the random area. | |
*/ | |
setRandomPosition(x?: number, y?: number, width?: number, height?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the rotation of this Game Object. | |
* @param radians The rotation of this Game Object, in radians. Default 0. | |
*/ | |
setRotation(radians?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the angle of this Game Object. | |
* @param degrees The rotation of this Game Object, in degrees. Default 0. | |
*/ | |
setAngle(degrees?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the scale of this Game Object. | |
* @param x The horizontal scale of this Game Object. | |
* @param y The vertical scale of this Game Object. If not set it will use the `x` value. Default x. | |
*/ | |
setScale(x: number, y?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the x position of this Game Object. | |
* @param value The x position of this Game Object. Default 0. | |
*/ | |
setX(value?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the y position of this Game Object. | |
* @param value The y position of this Game Object. Default 0. | |
*/ | |
setY(value?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the z position of this Game Object. | |
* @param value The z position of this Game Object. Default 0. | |
*/ | |
setZ(value?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the w position of this Game Object. | |
* @param value The w position of this Game Object. Default 0. | |
*/ | |
setW(value?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Gets the local transform matrix for this Game Object. | |
* @param tempMatrix The matrix to populate with the values from this Game Object. | |
*/ | |
getLocalTransformMatrix(tempMatrix?: Phaser.GameObjects.Components.TransformMatrix): Phaser.GameObjects.Components.TransformMatrix; | |
/** | |
* Gets the world transform matrix for this Game Object, factoring in any parent Containers. | |
* @param tempMatrix The matrix to populate with the values from this Game Object. | |
*/ | |
getWorldTransformMatrix(tempMatrix?: Phaser.GameObjects.Components.TransformMatrix): Phaser.GameObjects.Components.TransformMatrix; | |
/** | |
* The visible state of the Game Object. | |
* | |
* An invisible Game Object will skip rendering, but will still process update logic. | |
*/ | |
visible: boolean; | |
/** | |
* Sets the visibility of this Game Object. | |
* | |
* An invisible Game Object will skip rendering, but will still process update logic. | |
* @param value The visible state of the Game Object. | |
*/ | |
setVisible(value: boolean): Phaser.GameObjects.GameObject; | |
/** | |
* The horizontal scroll factor of this Game Object. | |
* | |
* The scroll factor controls the influence of the movement of a Camera upon this Game Object. | |
* | |
* When a camera scrolls it will change the location at which this Game Object is rendered on-screen. | |
* It does not change the Game Objects actual position values. | |
* | |
* A value of 1 means it will move exactly in sync with a camera. | |
* A value of 0 means it will not move at all, even if the camera moves. | |
* Other values control the degree to which the camera movement is mapped to this Game Object. | |
*/ | |
scrollFactorX: number; | |
/** | |
* The vertical scroll factor of this Game Object. | |
* | |
* The scroll factor controls the influence of the movement of a Camera upon this Game Object. | |
* | |
* When a camera scrolls it will change the location at which this Game Object is rendered on-screen. | |
* It does not change the Game Objects actual position values. | |
* | |
* A value of 1 means it will move exactly in sync with a camera. | |
* A value of 0 means it will not move at all, even if the camera moves. | |
* Other values control the degree to which the camera movement is mapped to this Game Object. | |
*/ | |
scrollFactorY: number; | |
/** | |
* Sets the scroll factor of this Game Object. | |
* | |
* The scroll factor controls the influence of the movement of a Camera upon this Game Object. | |
* | |
* When a camera scrolls it will change the location at which this Game Object is rendered on-screen. | |
* It does not change the Game Objects actual position values. | |
* | |
* A value of 1 means it will move exactly in sync with a camera. | |
* A value of 0 means it will not move at all, even if the camera moves. | |
* Other values control the degree to which the camera movement is mapped to this Game Object. | |
* @param x The horizontal scroll factor of this Game Object. | |
* @param y The vertical scroll factor of this Game Object. If not set it will use the `x` value. Default x. | |
*/ | |
setScrollFactor(x: number, y?: number): Phaser.GameObjects.GameObject; | |
} | |
/** | |
* A Group is a way for you to create, manipulate, or recycle similar Game Objects. | |
* | |
* Group membership is non-exclusive. A Game Object can belong to several groups, one group, or none. | |
* | |
* Groups themselves aren't displayable, and can't be positioned, rotated, scaled, or hidden. | |
*/ | |
class Group { | |
/** | |
* | |
* @param scene The scene this group belongs to. | |
* @param children Game objects to add to this group; or the `config` argument. | |
* @param config Settings for this group. If `key` is set, Phaser.GameObjects.Group#createMultiple is also called with these settings. | |
*/ | |
constructor(scene: Phaser.Scene, children?: Phaser.GameObjects.GameObject[] | GroupConfig, config?: GroupConfig | GroupCreateConfig); | |
/** | |
* This scene this group belongs to. | |
*/ | |
scene: Phaser.Scene; | |
/** | |
* Members of this group. | |
*/ | |
children: Phaser.Structs.Set<Phaser.GameObjects.GameObject>; | |
/** | |
* A flag identifying this object as a group. | |
*/ | |
isParent: boolean; | |
/** | |
* The class to create new group members from. | |
*/ | |
classType: object; | |
/** | |
* Whether this group runs its {@link Phaser.GameObjects.Group#preUpdate} method | |
* (which may update any members). | |
*/ | |
active: boolean; | |
/** | |
* The maximum size of this group, if used as a pool. -1 is no limit. | |
*/ | |
maxSize: integer; | |
/** | |
* A default texture key to use when creating new group members. | |
* | |
* This is used in {@link Phaser.GameObjects.Group#create} | |
* but not in {@link Phaser.GameObjects.Group#createMultiple}. | |
*/ | |
defaultKey: string; | |
/** | |
* A default texture frame to use when creating new group members. | |
*/ | |
defaultFrame: string | integer; | |
/** | |
* Whether to call the update method of any members. | |
*/ | |
runChildUpdate: boolean; | |
/** | |
* A function to be called when adding or creating group members. | |
*/ | |
createCallback: GroupCallback; | |
/** | |
* A function to be called when removing group members. | |
*/ | |
removeCallback: GroupCallback; | |
/** | |
* A function to be called when creating several group members at once. | |
*/ | |
createMultipleCallback: GroupMultipleCreateCallback; | |
/** | |
* Creates a new Game Object and adds it to this group, unless the group {@link Phaser.GameObjects.Group#isFull is full}. | |
* | |
* Calls {@link Phaser.GameObjects.Group#createCallback}. | |
* @param x The horizontal position of the new Game Object in the world. Default 0. | |
* @param y The vertical position of the new Game Object in the world. Default 0. | |
* @param key The texture key of the new Game Object. Default defaultKey. | |
* @param frame The texture frame of the new Game Object. Default defaultFrame. | |
* @param visible The {@link Phaser.GameObjects.Components.Visible#visible} state of the new Game Object. Default true. | |
* @param active The {@link Phaser.GameObjects.GameObject#active} state of the new Game Object. Default true. | |
*/ | |
create(x?: number, y?: number, key?: string, frame?: string | integer, visible?: boolean, active?: boolean): Phaser.GameObjects.GameObject; | |
/** | |
* Creates several Game Objects and adds them to this group. | |
* | |
* If the group becomes {@link Phaser.GameObjects.Group#isFull}, no further Game Objects are created. | |
* | |
* Calls {@link Phaser.GameObjects.Group#createMultipleCallback} and {@link Phaser.GameObjects.Group#createCallback}. | |
* @param config Creation settings. This can be a single configuration object or an array of such objects, which will be applied in turn. | |
*/ | |
createMultiple(config: GroupCreateConfig | GroupCreateConfig[]): Phaser.GameObjects.GameObject[]; | |
/** | |
* A helper for {@link Phaser.GameObjects.Group#createMultiple}. | |
* @param options Creation settings. | |
*/ | |
createFromConfig(options: GroupCreateConfig): Phaser.GameObjects.GameObject[]; | |
/** | |
* Updates any group members, if {@link Phaser.GameObjects.Group#runChildUpdate} is enabled. | |
* @param time The current timestamp. | |
* @param delta The delta time elapsed since the last frame. | |
*/ | |
preUpdate(time: number, delta: number): void; | |
/** | |
* Adds a Game Object to this group. | |
* | |
* Calls {@link Phaser.GameObjects.Group#createCallback}. | |
* @param child The Game Object to add. | |
* @param addToScene Also add the Game Object to the scene. Default false. | |
*/ | |
add(child: Phaser.GameObjects.GameObject, addToScene?: boolean): Phaser.GameObjects.Group; | |
/** | |
* Adds several Game Objects to this group. | |
* | |
* Calls {@link Phaser.GameObjects.Group#createCallback}. | |
* @param children The Game Objects to add. | |
* @param addToScene Also add the Game Objects to the scene. Default false. | |
*/ | |
addMultiple(children: Phaser.GameObjects.GameObject[], addToScene?: boolean): Phaser.GameObjects.Group; | |
/** | |
* Removes a member of this Group and optionally removes it from the Scene and / or destroys it. | |
* | |
* Calls {@link Phaser.GameObjects.Group#removeCallback}. | |
* @param child The Game Object to remove. | |
* @param removeFromScene Optionally remove the Group member from the Scene it belongs to. Default false. | |
* @param destroyChild Optionally call destroy on the removed Group member. Default false. | |
*/ | |
remove(child: Phaser.GameObjects.GameObject, removeFromScene?: boolean, destroyChild?: boolean): Phaser.GameObjects.Group; | |
/** | |
* Removes all members of this Group and optionally removes them from the Scene and / or destroys them. | |
* | |
* Does not call {@link Phaser.GameObjects.Group#removeCallback}. | |
* @param removeFromScene Optionally remove each Group member from the Scene. Default false. | |
* @param destroyChild Optionally call destroy on the removed Group members. Default false. | |
*/ | |
clear(removeFromScene?: boolean, destroyChild?: boolean): Phaser.GameObjects.Group; | |
/** | |
* Tests if a Game Object is a member of this group. | |
* @param child A Game Object. | |
*/ | |
contains(child: Phaser.GameObjects.GameObject): boolean; | |
/** | |
* All members of the group. | |
*/ | |
getChildren(): Phaser.GameObjects.GameObject[]; | |
/** | |
* The number of members of the group. | |
*/ | |
getLength(): integer; | |
/** | |
* Scans the Group, from top to bottom, for the first member that has an {@link Phaser.GameObjects.GameObject#active} state matching the argument, | |
* assigns `x` and `y`, and returns the member. | |
* | |
* If no matching member is found and `createIfNull` is true and the group isn't full then it will create a new Game Object using `x`, `y`, `key`, `frame`, and `visible`. | |
* Unless a new member is created, `key`, `frame`, and `visible` are ignored. | |
* @param state The {@link Phaser.GameObjects.GameObject#active} value to match. Default false. | |
* @param createIfNull Create a new Game Object if no matching members are found, using the following arguments. Default false. | |
* @param x The horizontal position of the Game Object in the world. | |
* @param y The vertical position of the Game Object in the world. | |
* @param key The texture key assigned to a new Game Object (if one is created). Default defaultKey. | |
* @param frame A texture frame assigned to a new Game Object (if one is created). Default defaultFrame. | |
* @param visible The {@link Phaser.GameObjects.Components.Visible#visible} state of a new Game Object (if one is created). Default true. | |
*/ | |
getFirst(state?: boolean, createIfNull?: boolean, x?: number, y?: number, key?: string, frame?: string | integer, visible?: boolean): Phaser.GameObjects.GameObject; | |
/** | |
* Scans the Group, from top to bottom, for the nth member that has an {@link Phaser.GameObjects.GameObject#active} state matching the argument, | |
* assigns `x` and `y`, and returns the member. | |
* | |
* If no matching member is found and `createIfNull` is true and the group isn't full then it will create a new Game Object using `x`, `y`, `key`, `frame`, and `visible`. | |
* Unless a new member is created, `key`, `frame`, and `visible` are ignored. | |
* @param nth The nth matching Group member to search for. | |
* @param state The {@link Phaser.GameObjects.GameObject#active} value to match. Default false. | |
* @param createIfNull Create a new Game Object if no matching members are found, using the following arguments. Default false. | |
* @param x The horizontal position of the Game Object in the world. | |
* @param y The vertical position of the Game Object in the world. | |
* @param key The texture key assigned to a new Game Object (if one is created). Default defaultKey. | |
* @param frame A texture frame assigned to a new Game Object (if one is created). Default defaultFrame. | |
* @param visible The {@link Phaser.GameObjects.Components.Visible#visible} state of a new Game Object (if one is created). Default true. | |
*/ | |
getFirstNth(nth: integer, state?: boolean, createIfNull?: boolean, x?: number, y?: number, key?: string, frame?: string | integer, visible?: boolean): Phaser.GameObjects.GameObject; | |
/** | |
* Scans the Group for the last member that has an {@link Phaser.GameObjects.GameObject#active} state matching the argument, | |
* assigns `x` and `y`, and returns the member. | |
* | |
* If no matching member is found and `createIfNull` is true and the group isn't full then it will create a new Game Object using `x`, `y`, `key`, `frame`, and `visible`. | |
* Unless a new member is created, `key`, `frame`, and `visible` are ignored. | |
* @param state The {@link Phaser.GameObjects.GameObject#active} value to match. Default false. | |
* @param createIfNull Create a new Game Object if no matching members are found, using the following arguments. Default false. | |
* @param x The horizontal position of the Game Object in the world. | |
* @param y The vertical position of the Game Object in the world. | |
* @param key The texture key assigned to a new Game Object (if one is created). Default defaultKey. | |
* @param frame A texture frame assigned to a new Game Object (if one is created). Default defaultFrame. | |
* @param visible The {@link Phaser.GameObjects.Components.Visible#visible} state of a new Game Object (if one is created). Default true. | |
*/ | |
getLast(state?: boolean, createIfNull?: boolean, x?: number, y?: number, key?: string, frame?: string | integer, visible?: boolean): Phaser.GameObjects.GameObject; | |
/** | |
* Scans the Group for the last nth member that has an {@link Phaser.GameObjects.GameObject#active} state matching the argument, | |
* assigns `x` and `y`, and returns the member. | |
* | |
* If no matching member is found and `createIfNull` is true and the group isn't full then it will create a new Game Object using `x`, `y`, `key`, `frame`, and `visible`. | |
* Unless a new member is created, `key`, `frame`, and `visible` are ignored. | |
* @param nth The nth matching Group member to search for. | |
* @param state The {@link Phaser.GameObjects.GameObject#active} value to match. Default false. | |
* @param createIfNull Create a new Game Object if no matching members are found, using the following arguments. Default false. | |
* @param x The horizontal position of the Game Object in the world. | |
* @param y The vertical position of the Game Object in the world. | |
* @param key The texture key assigned to a new Game Object (if one is created). Default defaultKey. | |
* @param frame A texture frame assigned to a new Game Object (if one is created). Default defaultFrame. | |
* @param visible The {@link Phaser.GameObjects.Components.Visible#visible} state of a new Game Object (if one is created). Default true. | |
*/ | |
getLastNth(nth: integer, state?: boolean, createIfNull?: boolean, x?: number, y?: number, key?: string, frame?: string | integer, visible?: boolean): Phaser.GameObjects.GameObject; | |
/** | |
* Scans the group for the first member that has an {@link Phaser.GameObjects.GameObject#active} state set to `false`, | |
* assigns `x` and `y`, and returns the member. | |
* | |
* If no inactive member is found and the group isn't full then it will create a new Game Object using `x`, `y`, `key`, `frame`, and `visible`. | |
* The new Game Object will have its active state set to `true`. | |
* Unless a new member is created, `key`, `frame`, and `visible` are ignored. | |
* @param x The horizontal position of the Game Object in the world. | |
* @param y The vertical position of the Game Object in the world. | |
* @param key The texture key assigned to a new Game Object (if one is created). Default defaultKey. | |
* @param frame A texture frame assigned to a new Game Object (if one is created). Default defaultFrame. | |
* @param visible The {@link Phaser.GameObjects.Components.Visible#visible} state of a new Game Object (if one is created). Default true. | |
*/ | |
get(x?: number, y?: number, key?: string, frame?: string | integer, visible?: boolean): Phaser.GameObjects.GameObject; | |
/** | |
* Scans the group for the first member that has an {@link Phaser.GameObjects.GameObject#active} state set to `true`, | |
* assigns `x` and `y`, and returns the member. | |
* | |
* If no active member is found and `createIfNull` is `true` and the group isn't full then it will create a new one using `x`, `y`, `key`, `frame`, and `visible`. | |
* Unless a new member is created, `key`, `frame`, and `visible` are ignored. | |
* @param createIfNull Create a new Game Object if no matching members are found, using the following arguments. Default false. | |
* @param x The horizontal position of the Game Object in the world. | |
* @param y The vertical position of the Game Object in the world. | |
* @param key The texture key assigned to a new Game Object (if one is created). Default defaultKey. | |
* @param frame A texture frame assigned to a new Game Object (if one is created). Default defaultFrame. | |
* @param visible The {@link Phaser.GameObjects.Components.Visible#visible} state of a new Game Object (if one is created). Default true. | |
*/ | |
getFirstAlive(createIfNull?: boolean, x?: number, y?: number, key?: string, frame?: string | integer, visible?: boolean): Phaser.GameObjects.GameObject; | |
/** | |
* Scans the group for the first member that has an {@link Phaser.GameObjects.GameObject#active} state set to `false`, | |
* assigns `x` and `y`, and returns the member. | |
* | |
* If no inactive member is found and `createIfNull` is `true` and the group isn't full then it will create a new one using `x`, `y`, `key`, `frame`, and `visible`. | |
* The new Game Object will have an active state set to `true`. | |
* Unless a new member is created, `key`, `frame`, and `visible` are ignored. | |
* @param createIfNull Create a new Game Object if no matching members are found, using the following arguments. Default false. | |
* @param x The horizontal position of the Game Object in the world. | |
* @param y The vertical position of the Game Object in the world. | |
* @param key The texture key assigned to a new Game Object (if one is created). Default defaultKey. | |
* @param frame A texture frame assigned to a new Game Object (if one is created). Default defaultFrame. | |
* @param visible The {@link Phaser.GameObjects.Components.Visible#visible} state of a new Game Object (if one is created). Default true. | |
*/ | |
getFirstDead(createIfNull?: boolean, x?: number, y?: number, key?: string, frame?: string | integer, visible?: boolean): Phaser.GameObjects.GameObject; | |
/** | |
* {@link Phaser.GameObjects.Components.Animation#play Plays} an animation for all members of this group. | |
* @param key The string-based key of the animation to play. | |
* @param startFrame Optionally start the animation playing from this frame index. Default 0. | |
*/ | |
playAnimation(key: string, startFrame?: string): Phaser.GameObjects.Group; | |
/** | |
* Whether this group's size at its {@link Phaser.GameObjects.Group#maxSize maximum}. | |
*/ | |
isFull(): boolean; | |
/** | |
* Counts the number of active (or inactive) group members. | |
* @param value Count active (true) or inactive (false) group members. Default true. | |
*/ | |
countActive(value?: boolean): integer; | |
/** | |
* Counts the number of in-use (active) group members. | |
*/ | |
getTotalUsed(): integer; | |
/** | |
* The difference of {@link Phaser.GameObjects.Group#maxSize} and the number of active group members. | |
* | |
* This represents the number of group members that could be created or reactivated before reaching the size limit. | |
*/ | |
getTotalFree(): integer; | |
/** | |
* Sets the depth of each group member. | |
* @param value The amount to set the property to. | |
* @param step This is added to the `value` amount, multiplied by the iteration counter. | |
*/ | |
setDepth(value: number, step: number): Phaser.GameObjects.Group; | |
/** | |
* Deactivates a member of this group. | |
* @param gameObject A member of this group. | |
*/ | |
kill(gameObject: Phaser.GameObjects.GameObject): void; | |
/** | |
* Deactivates and hides a member of this group. | |
* @param gameObject A member of this group. | |
*/ | |
killAndHide(gameObject: Phaser.GameObjects.GameObject): void; | |
/** | |
* Toggles (flips) the visible state of each member of this group. | |
*/ | |
toggleVisible(): Phaser.GameObjects.Group; | |
/** | |
* Empties this group and removes it from the scene. | |
* | |
* Does not call {@link Phaser.GameObjects.Group#removeCallback}. | |
* @param destroyChildren Also {@link Phaser.GameObjects.GameObject#destroy} each group member. Default false. | |
*/ | |
destroy(destroyChildren?: boolean): void; | |
} | |
/** | |
* An Image Game Object. | |
* | |
* An Image is a light-weight Game Object useful for the display of static images in your game, | |
* such as logos, backgrounds, scenery or other non-animated elements. Images can have input | |
* events and physics bodies, or be tweened, tinted or scrolled. The main difference between an | |
* Image and a Sprite is that you cannot animate an Image as they do not have the Animation component. | |
*/ | |
class Image extends Phaser.GameObjects.GameObject implements Phaser.GameObjects.Components.Alpha, Phaser.GameObjects.Components.BlendMode, Phaser.GameObjects.Components.Depth, Phaser.GameObjects.Components.Flip, Phaser.GameObjects.Components.GetBounds, Phaser.GameObjects.Components.Mask, Phaser.GameObjects.Components.Origin, Phaser.GameObjects.Components.Pipeline, Phaser.GameObjects.Components.ScaleMode, Phaser.GameObjects.Components.ScrollFactor, Phaser.GameObjects.Components.Size, Phaser.GameObjects.Components.Texture, Phaser.GameObjects.Components.Tint, Phaser.GameObjects.Components.Transform, Phaser.GameObjects.Components.Visible { | |
/** | |
* | |
* @param scene The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time. | |
* @param x The horizontal position of this Game Object in the world. | |
* @param y The vertical position of this Game Object in the world. | |
* @param texture The key of the Texture this Game Object will use to render with, as stored in the Texture Manager. | |
* @param frame An optional frame from the Texture this Game Object is rendering with. | |
*/ | |
constructor(scene: Phaser.Scene, x: number, y: number, texture: string, frame?: string | integer); | |
/** | |
* Clears all alpha values associated with this Game Object. | |
* Immediately sets the alpha levels back to 1 (fully opaque) | |
*/ | |
clearAlpha(): Phaser.GameObjects.GameObject; | |
/** | |
* Set the Alpha level of this Game Object. The alpha controls the opacity of the Game Object as it renders. | |
* Alpha values are provided as a float between 0, fully transparent, and 1, fully opaque. | |
* | |
* If your game is running under WebGL you can optionally specify four different alpha values, each of which | |
* correspond to the four corners of the Game Object. Under Canvas only the `topLeft` value given is used. | |
* @param topLeft The alpha value used for the top-left of the Game Object. If this is the only value given it's applied across the whole Game Object. Default 1. | |
* @param topRight The alpha value used for the top-right of the Game Object. WebGL only. | |
* @param bottomLeft The alpha value used for the bottom-left of the Game Object. WebGL only. | |
* @param bottomRight The alpha value used for the bottom-right of the Game Object. WebGL only. | |
*/ | |
setAlpha(topLeft?: number, topRight?: number, bottomLeft?: number, bottomRight?: number): Phaser.GameObjects.GameObject; | |
/** | |
* The alpha value of the Game Object. | |
* | |
* This is a global value, impacting the entire Game Object, not just a region of it. | |
*/ | |
alpha: number; | |
/** | |
* The alpha value starting from the top-left of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
alphaTopLeft: number; | |
/** | |
* The alpha value starting from the top-right of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
alphaTopRight: number; | |
/** | |
* The alpha value starting from the bottom-left of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
alphaBottomLeft: number; | |
/** | |
* The alpha value starting from the bottom-right of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
alphaBottomRight: number; | |
/** | |
* Sets the Blend Mode being used by this Game Object. | |
* | |
* This can be a const, such as `Phaser.BlendModes.SCREEN`, or an integer, such as 4 (for Overlay) | |
* | |
* Under WebGL only the following Blend Modes are available: | |
* | |
* * ADD | |
* * MULTIPLY | |
* * SCREEN | |
* | |
* Canvas has more available depending on browser support. | |
* | |
* You can also create your own custom Blend Modes in WebGL. | |
* | |
* Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending | |
* on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these | |
* reasons try to be careful about the construction of your Scene and the frequency of which blend modes | |
* are used. | |
*/ | |
blendMode: Phaser.BlendModes | string; | |
/** | |
* Sets the Blend Mode being used by this Game Object. | |
* | |
* This can be a const, such as `Phaser.BlendModes.SCREEN`, or an integer, such as 4 (for Overlay) | |
* | |
* Under WebGL only the following Blend Modes are available: | |
* | |
* * ADD | |
* * MULTIPLY | |
* * SCREEN | |
* | |
* Canvas has more available depending on browser support. | |
* | |
* You can also create your own custom Blend Modes in WebGL. | |
* | |
* Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending | |
* on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these | |
* reasons try to be careful about the construction of your Scene and the frequency of which blend modes | |
* are used. | |
* @param value The BlendMode value. Either a string or a CONST. | |
*/ | |
setBlendMode(value: string | Phaser.BlendModes): Phaser.GameObjects.GameObject; | |
/** | |
* The depth of this Game Object within the Scene. | |
* | |
* The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order | |
* of Game Objects, without actually moving their position in the display list. | |
* | |
* The depth starts from zero (the default value) and increases from that point. A Game Object with a higher depth | |
* value will always render in front of one with a lower value. | |
* | |
* Setting the depth will queue a depth sort event within the Scene. | |
*/ | |
depth: number; | |
/** | |
* The depth of this Game Object within the Scene. | |
* | |
* The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order | |
* of Game Objects, without actually moving their position in the display list. | |
* | |
* The depth starts from zero (the default value) and increases from that point. A Game Object with a higher depth | |
* value will always render in front of one with a lower value. | |
* | |
* Setting the depth will queue a depth sort event within the Scene. | |
* @param value The depth of this Game Object. | |
*/ | |
setDepth(value: integer): Phaser.GameObjects.GameObject; | |
/** | |
* The horizontally flipped state of the Game Object. | |
* A Game Object that is flipped horizontally will render inversed on the horizontal axis. | |
* Flipping always takes place from the middle of the texture and does not impact the scale value. | |
*/ | |
flipX: boolean; | |
/** | |
* The vertically flipped state of the Game Object. | |
* A Game Object that is flipped vertically will render inversed on the vertical axis (i.e. upside down) | |
* Flipping always takes place from the middle of the texture and does not impact the scale value. | |
*/ | |
flipY: boolean; | |
/** | |
* Toggles the horizontal flipped state of this Game Object. | |
*/ | |
toggleFlipX(): Phaser.GameObjects.GameObject; | |
/** | |
* Toggles the vertical flipped state of this Game Object. | |
*/ | |
toggleFlipY(): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the horizontal flipped state of this Game Object. | |
* @param value The flipped state. `false` for no flip, or `true` to be flipped. | |
*/ | |
setFlipX(value: boolean): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the vertical flipped state of this Game Object. | |
* @param value The flipped state. `false` for no flip, or `true` to be flipped. | |
*/ | |
setFlipY(value: boolean): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the horizontal and vertical flipped state of this Game Object. | |
* @param x The horizontal flipped state. `false` for no flip, or `true` to be flipped. | |
* @param y The horizontal flipped state. `false` for no flip, or `true` to be flipped. | |
*/ | |
setFlip(x: boolean, y: boolean): Phaser.GameObjects.GameObject; | |
/** | |
* Resets the horizontal and vertical flipped state of this Game Object back to their default un-flipped state. | |
*/ | |
resetFlip(): Phaser.GameObjects.GameObject; | |
/** | |
* Gets the center coordinate of this Game Object, regardless of origin. | |
* The returned point is calculated in local space and does not factor in any parent containers | |
* @param output An object to store the values in. If not provided a new Vector2 will be created. | |
*/ | |
getCenter<O extends Phaser.Math.Vector2>(output?: O): O; | |
/** | |
* Gets the top-left corner coordinate of this Game Object, regardless of origin. | |
* The returned point is calculated in local space and does not factor in any parent containers | |
* @param output An object to store the values in. If not provided a new Vector2 will be created. | |
* @param includeParent If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false. | |
*/ | |
getTopLeft<O extends Phaser.Math.Vector2>(output?: O, includeParent?: boolean): O; | |
/** | |
* Gets the top-right corner coordinate of this Game Object, regardless of origin. | |
* The returned point is calculated in local space and does not factor in any parent containers | |
* @param output An object to store the values in. If not provided a new Vector2 will be created. | |
* @param includeParent If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false. | |
*/ | |
getTopRight<O extends Phaser.Math.Vector2>(output?: O, includeParent?: boolean): O; | |
/** | |
* Gets the bottom-left corner coordinate of this Game Object, regardless of origin. | |
* The returned point is calculated in local space and does not factor in any parent containers | |
* @param output An object to store the values in. If not provided a new Vector2 will be created. | |
* @param includeParent If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false. | |
*/ | |
getBottomLeft<O extends Phaser.Math.Vector2>(output?: O, includeParent?: boolean): O; | |
/** | |
* Gets the bottom-right corner coordinate of this Game Object, regardless of origin. | |
* The returned point is calculated in local space and does not factor in any parent containers | |
* @param output An object to store the values in. If not provided a new Vector2 will be created. | |
* @param includeParent If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false. | |
*/ | |
getBottomRight<O extends Phaser.Math.Vector2>(output?: O, includeParent?: boolean): O; | |
/** | |
* Gets the bounds of this Game Object, regardless of origin. | |
* The values are stored and returned in a Rectangle, or Rectangle-like, object. | |
* @param output An object to store the values in. If not provided a new Rectangle will be created. | |
*/ | |
getBounds<O extends Phaser.Geom.Rectangle>(output?: O): O; | |
/** | |
* The Mask this Game Object is using during render. | |
*/ | |
mask: Phaser.Display.Masks.BitmapMask | Phaser.Display.Masks.GeometryMask; | |
/** | |
* Sets the mask that this Game Object will use to render with. | |
* | |
* The mask must have been previously created and can be either a | |
* GeometryMask or a BitmapMask. | |
* | |
* Note: Bitmap Masks only work on WebGL. Geometry Masks work on both WebGL and Canvas. | |
* | |
* If a mask is already set on this Game Object it will be immediately replaced. | |
* @param mask The mask this Game Object will use when rendering. | |
*/ | |
setMask(mask: Phaser.Display.Masks.BitmapMask | Phaser.Display.Masks.GeometryMask): Phaser.GameObjects.GameObject; | |
/** | |
* Clears the mask that this Game Object was using. | |
* @param destroyMask Destroy the mask before clearing it? Default false. | |
*/ | |
clearMask(destroyMask?: boolean): Phaser.GameObjects.GameObject; | |
/** | |
* Creates and returns a Bitmap Mask. This mask can be used by any Game Object, | |
* including this one. | |
* | |
* To create the mask you need to pass in a reference to a renderable Game Object. | |
* A renderable Game Object is one that uses a texture to render with, such as an | |
* Image, Sprite, Render Texture or BitmapText. | |
* | |
* If you do not provide a renderable object, and this Game Object has a texture, | |
* it will use itself as the object. This means you can call this method to create | |
* a Bitmap Mask from any renderable Game Object. | |
* @param renderable A renderable Game Object that uses a texture, such as a Sprite. | |
*/ | |
createBitmapMask(renderable?: Phaser.GameObjects.GameObject): Phaser.Display.Masks.BitmapMask; | |
/** | |
* Creates and returns a Geometry Mask. This mask can be used by any Game Object, | |
* including this one. | |
* | |
* To create the mask you need to pass in a reference to a Graphics Game Object. | |
* | |
* If you do not provide a graphics object, and this Game Object is an instance | |
* of a Graphics object, then it will use itself to create the mask. | |
* | |
* This means you can call this method to create a Geometry Mask from any Graphics Game Object. | |
* @param graphics A Graphics Game Object. The geometry within it will be used as the mask. | |
*/ | |
createGeometryMask(graphics?: Phaser.GameObjects.Graphics): Phaser.Display.Masks.GeometryMask; | |
/** | |
* The horizontal origin of this Game Object. | |
* The origin maps the relationship between the size and position of the Game Object. | |
* The default value is 0.5, meaning all Game Objects are positioned based on their center. | |
* Setting the value to 0 means the position now relates to the left of the Game Object. | |
*/ | |
originX: number; | |
/** | |
* The vertical origin of this Game Object. | |
* The origin maps the relationship between the size and position of the Game Object. | |
* The default value is 0.5, meaning all Game Objects are positioned based on their center. | |
* Setting the value to 0 means the position now relates to the top of the Game Object. | |
*/ | |
originY: number; | |
/** | |
* The horizontal display origin of this Game Object. | |
* The origin is a normalized value between 0 and 1. | |
* The displayOrigin is a pixel value, based on the size of the Game Object combined with the origin. | |
*/ | |
displayOriginX: number; | |
/** | |
* The vertical display origin of this Game Object. | |
* The origin is a normalized value between 0 and 1. | |
* The displayOrigin is a pixel value, based on the size of the Game Object combined with the origin. | |
*/ | |
displayOriginY: number; | |
/** | |
* Sets the origin of this Game Object. | |
* | |
* The values are given in the range 0 to 1. | |
* @param x The horizontal origin value. Default 0.5. | |
* @param y The vertical origin value. If not defined it will be set to the value of `x`. Default x. | |
*/ | |
setOrigin(x?: number, y?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the origin of this Game Object based on the Pivot values in its Frame. | |
*/ | |
setOriginFromFrame(): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the display origin of this Game Object. | |
* The difference between this and setting the origin is that you can use pixel values for setting the display origin. | |
* @param x The horizontal display origin value. Default 0. | |
* @param y The vertical display origin value. If not defined it will be set to the value of `x`. Default x. | |
*/ | |
setDisplayOrigin(x?: number, y?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Updates the Display Origin cached values internally stored on this Game Object. | |
* You don't usually call this directly, but it is exposed for edge-cases where you may. | |
*/ | |
updateDisplayOrigin(): Phaser.GameObjects.GameObject; | |
/** | |
* [description] | |
*/ | |
defaultPipeline: Phaser.Renderer.WebGL.WebGLPipeline; | |
/** | |
* [description] | |
*/ | |
pipeline: Phaser.Renderer.WebGL.WebGLPipeline; | |
/** | |
* Sets the initial WebGL Pipeline of this Game Object. | |
* This should only be called during the instantiation of the Game Object. | |
* @param pipelineName The name of the pipeline to set on this Game Object. | |
*/ | |
initPipeline(pipelineName: string): boolean; | |
/** | |
* Sets the active WebGL Pipeline of this Game Object. | |
* @param pipelineName The name of the pipeline to set on this Game Object. | |
*/ | |
setPipeline(pipelineName: string): boolean; | |
/** | |
* Resets the WebGL Pipeline of this Game Object back to the default it was created with. | |
*/ | |
resetPipeline(): boolean; | |
/** | |
* Gets the name of the WebGL Pipeline this Game Object is currently using. | |
*/ | |
getPipelineName(): string; | |
/** | |
* The Scale Mode being used by this Game Object. | |
* Can be either `ScaleModes.LINEAR` or `ScaleModes.NEAREST`. | |
*/ | |
scaleMode: Phaser.ScaleModes; | |
/** | |
* Sets the Scale Mode being used by this Game Object. | |
* Can be either `ScaleModes.LINEAR` or `ScaleModes.NEAREST`. | |
* @param value The Scale Mode to be used by this Game Object. | |
*/ | |
setScaleMode(value: Phaser.ScaleModes): Phaser.GameObjects.GameObject; | |
/** | |
* The horizontal scroll factor of this Game Object. | |
* | |
* The scroll factor controls the influence of the movement of a Camera upon this Game Object. | |
* | |
* When a camera scrolls it will change the location at which this Game Object is rendered on-screen. | |
* It does not change the Game Objects actual position values. | |
* | |
* A value of 1 means it will move exactly in sync with a camera. | |
* A value of 0 means it will not move at all, even if the camera moves. | |
* Other values control the degree to which the camera movement is mapped to this Game Object. | |
*/ | |
scrollFactorX: number; | |
/** | |
* The vertical scroll factor of this Game Object. | |
* | |
* The scroll factor controls the influence of the movement of a Camera upon this Game Object. | |
* | |
* When a camera scrolls it will change the location at which this Game Object is rendered on-screen. | |
* It does not change the Game Objects actual position values. | |
* | |
* A value of 1 means it will move exactly in sync with a camera. | |
* A value of 0 means it will not move at all, even if the camera moves. | |
* Other values control the degree to which the camera movement is mapped to this Game Object. | |
*/ | |
scrollFactorY: number; | |
/** | |
* Sets the scroll factor of this Game Object. | |
* | |
* The scroll factor controls the influence of the movement of a Camera upon this Game Object. | |
* | |
* When a camera scrolls it will change the location at which this Game Object is rendered on-screen. | |
* It does not change the Game Objects actual position values. | |
* | |
* A value of 1 means it will move exactly in sync with a camera. | |
* A value of 0 means it will not move at all, even if the camera moves. | |
* Other values control the degree to which the camera movement is mapped to this Game Object. | |
* @param x The horizontal scroll factor of this Game Object. | |
* @param y The vertical scroll factor of this Game Object. If not set it will use the `x` value. Default x. | |
*/ | |
setScrollFactor(x: number, y?: number): Phaser.GameObjects.GameObject; | |
/** | |
* The native (un-scaled) width of this Game Object. | |
*/ | |
width: number; | |
/** | |
* The native (un-scaled) height of this Game Object. | |
*/ | |
height: number; | |
/** | |
* The displayed width of this Game Object. | |
* This value takes into account the scale factor. | |
*/ | |
displayWidth: number; | |
/** | |
* The displayed height of this Game Object. | |
* This value takes into account the scale factor. | |
*/ | |
displayHeight: number; | |
/** | |
* Sets the size of this Game Object to be that of the given Frame. | |
* @param frame The frame to base the size of this Game Object on. | |
*/ | |
setSizeToFrame(frame: Phaser.Textures.Frame): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the size of this Game Object. | |
* @param width The width of this Game Object. | |
* @param height The height of this Game Object. | |
*/ | |
setSize(width: number, height: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the display size of this Game Object. | |
* Calling this will adjust the scale. | |
* @param width The width of this Game Object. | |
* @param height The height of this Game Object. | |
*/ | |
setDisplaySize(width: number, height: number): Phaser.GameObjects.GameObject; | |
/** | |
* The Texture this Game Object is using to render with. | |
*/ | |
texture: Phaser.Textures.Texture | Phaser.Textures.CanvasTexture; | |
/** | |
* The Texture Frame this Game Object is using to render with. | |
*/ | |
frame: Phaser.Textures.Frame; | |
/** | |
* Sets the texture and frame this Game Object will use to render with. | |
* | |
* Textures are referenced by their string-based keys, as stored in the Texture Manager. | |
* @param key The key of the texture to be used, as stored in the Texture Manager. | |
* @param frame The name or index of the frame within the Texture. | |
*/ | |
setTexture(key: string, frame?: string | integer): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the frame this Game Object will use to render with. | |
* | |
* The Frame has to belong to the current Texture being used. | |
* | |
* It can be either a string or an index. | |
* | |
* Calling `setFrame` will modify the `width` and `height` properties of your Game Object. | |
* It will also change the `origin` if the Frame has a custom pivot point, as exported from packages like Texture Packer. | |
* @param frame The name or index of the frame within the Texture. | |
* @param updateSize Should this call adjust the size of the Game Object? Default true. | |
* @param updateOrigin Should this call adjust the origin of the Game Object? Default true. | |
*/ | |
setFrame(frame: string | integer, updateSize?: boolean, updateOrigin?: boolean): Phaser.GameObjects.GameObject; | |
/** | |
* Clears all tint values associated with this Game Object. | |
* Immediately sets the alpha levels back to 0xffffff (no tint) | |
*/ | |
clearTint(): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the tint values for this Game Object. | |
* @param topLeft The tint being applied to the top-left of the Game Object. If not other values are given this value is applied evenly, tinting the whole Game Object. Default 0xffffff. | |
* @param topRight The tint being applied to the top-right of the Game Object. | |
* @param bottomLeft The tint being applied to the bottom-left of the Game Object. | |
* @param bottomRight The tint being applied to the bottom-right of the Game Object. | |
*/ | |
setTint(topLeft?: integer, topRight?: integer, bottomLeft?: integer, bottomRight?: integer): Phaser.GameObjects.GameObject; | |
/** | |
* The tint value being applied to the top-left of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
tintTopLeft: integer; | |
/** | |
* The tint value being applied to the top-right of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
tintTopRight: integer; | |
/** | |
* The tint value being applied to the bottom-left of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
tintBottomLeft: integer; | |
/** | |
* The tint value being applied to the bottom-right of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
tintBottomRight: integer; | |
/** | |
* The tint value being applied to the whole of the Game Object. | |
*/ | |
tint: integer; | |
/** | |
* The x position of this Game Object. | |
*/ | |
x: number; | |
/** | |
* The y position of this Game Object. | |
*/ | |
y: number; | |
/** | |
* The z position of this Game Object. | |
* Note: Do not use this value to set the z-index, instead see the `depth` property. | |
*/ | |
z: number; | |
/** | |
* The w position of this Game Object. | |
*/ | |
w: number; | |
/** | |
* The horizontal scale of this Game Object. | |
*/ | |
scaleX: number; | |
/** | |
* The vertical scale of this Game Object. | |
*/ | |
scaleY: number; | |
/** | |
* The angle of this Game Object as expressed in degrees. | |
* | |
* Where 0 is to the right, 90 is down, 180 is left. | |
* | |
* If you prefer to work in radians, see the `rotation` property instead. | |
*/ | |
angle: integer; | |
/** | |
* The angle of this Game Object in radians. | |
* | |
* If you prefer to work in degrees, see the `angle` property instead. | |
*/ | |
rotation: number; | |
/** | |
* Sets the position of this Game Object. | |
* @param x The x position of this Game Object. Default 0. | |
* @param y The y position of this Game Object. If not set it will use the `x` value. Default x. | |
* @param z The z position of this Game Object. Default 0. | |
* @param w The w position of this Game Object. Default 0. | |
*/ | |
setPosition(x?: number, y?: number, z?: number, w?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the position of this Game Object to be a random position within the confines of | |
* the given area. | |
* | |
* If no area is specified a random position between 0 x 0 and the game width x height is used instead. | |
* | |
* The position does not factor in the size of this Game Object, meaning that only the origin is | |
* guaranteed to be within the area. | |
* @param x The x position of the top-left of the random area. Default 0. | |
* @param y The y position of the top-left of the random area. Default 0. | |
* @param width The width of the random area. | |
* @param height The height of the random area. | |
*/ | |
setRandomPosition(x?: number, y?: number, width?: number, height?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the rotation of this Game Object. | |
* @param radians The rotation of this Game Object, in radians. Default 0. | |
*/ | |
setRotation(radians?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the angle of this Game Object. | |
* @param degrees The rotation of this Game Object, in degrees. Default 0. | |
*/ | |
setAngle(degrees?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the scale of this Game Object. | |
* @param x The horizontal scale of this Game Object. | |
* @param y The vertical scale of this Game Object. If not set it will use the `x` value. Default x. | |
*/ | |
setScale(x: number, y?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the x position of this Game Object. | |
* @param value The x position of this Game Object. Default 0. | |
*/ | |
setX(value?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the y position of this Game Object. | |
* @param value The y position of this Game Object. Default 0. | |
*/ | |
setY(value?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the z position of this Game Object. | |
* @param value The z position of this Game Object. Default 0. | |
*/ | |
setZ(value?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the w position of this Game Object. | |
* @param value The w position of this Game Object. Default 0. | |
*/ | |
setW(value?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Gets the local transform matrix for this Game Object. | |
* @param tempMatrix The matrix to populate with the values from this Game Object. | |
*/ | |
getLocalTransformMatrix(tempMatrix?: Phaser.GameObjects.Components.TransformMatrix): Phaser.GameObjects.Components.TransformMatrix; | |
/** | |
* Gets the world transform matrix for this Game Object, factoring in any parent Containers. | |
* @param tempMatrix The matrix to populate with the values from this Game Object. | |
*/ | |
getWorldTransformMatrix(tempMatrix?: Phaser.GameObjects.Components.TransformMatrix): Phaser.GameObjects.Components.TransformMatrix; | |
/** | |
* The visible state of the Game Object. | |
* | |
* An invisible Game Object will skip rendering, but will still process update logic. | |
*/ | |
visible: boolean; | |
/** | |
* Sets the visibility of this Game Object. | |
* | |
* An invisible Game Object will skip rendering, but will still process update logic. | |
* @param value The visible state of the Game Object. | |
*/ | |
setVisible(value: boolean): Phaser.GameObjects.GameObject; | |
} | |
/** | |
* [description] | |
*/ | |
class Light { | |
/** | |
* | |
* @param x The horizontal position of the light. | |
* @param y The vertical position of the light. | |
* @param radius The radius of the light. | |
* @param r The red color. A value between 0 and 1. | |
* @param g The green color. A value between 0 and 1. | |
* @param b The blue color. A value between 0 and 1. | |
* @param intensity The intensity of the light. | |
*/ | |
constructor(x: number, y: number, radius: number, r: number, g: number, b: number, intensity: number); | |
/** | |
* [description] | |
*/ | |
x: number; | |
/** | |
* [description] | |
*/ | |
y: number; | |
/** | |
* [description] | |
*/ | |
radius: number; | |
/** | |
* [description] | |
*/ | |
r: number; | |
/** | |
* [description] | |
*/ | |
g: number; | |
/** | |
* [description] | |
*/ | |
b: number; | |
/** | |
* [description] | |
*/ | |
intensity: number; | |
/** | |
* [description] | |
*/ | |
scrollFactorX: number; | |
/** | |
* [description] | |
*/ | |
scrollFactorY: number; | |
/** | |
* [description] | |
* @param x The horizontal position of the light. | |
* @param y The vertical position of the light. | |
* @param radius The radius of the light. | |
* @param r The red color. A value between 0 and 1. | |
* @param g The green color. A value between 0 and 1. | |
* @param b The blue color. A value between 0 and 1. | |
* @param intensity The intensity of the light. | |
*/ | |
set(x: number, y: number, radius: number, r: number, g: number, b: number, intensity: number): Phaser.GameObjects.Light; | |
/** | |
* [description] | |
* @param x The horizontal scroll factor of the light. | |
* @param y The vertical scroll factor of the light. | |
*/ | |
setScrollFactor(x: number, y: number): Phaser.GameObjects.Light; | |
/** | |
* [description] | |
* @param rgb [description] | |
*/ | |
setColor(rgb: number): Phaser.GameObjects.Light; | |
/** | |
* [description] | |
* @param intensity [description] | |
*/ | |
setIntensity(intensity: number): Phaser.GameObjects.Light; | |
/** | |
* [description] | |
* @param x The horizontal position of the light. | |
* @param y The vertical position of the light. | |
*/ | |
setPosition(x: number, y: number): Phaser.GameObjects.Light; | |
/** | |
* [description] | |
* @param radius [description] | |
*/ | |
setRadius(radius: number): Phaser.GameObjects.Light; | |
} | |
/** | |
* [description] | |
*/ | |
class LightsManager { | |
/** | |
* [description] | |
*/ | |
lightPool: Phaser.GameObjects.Light[]; | |
/** | |
* [description] | |
*/ | |
lights: Phaser.GameObjects.Light[]; | |
/** | |
* [description] | |
*/ | |
culledLights: Phaser.GameObjects.Light[]; | |
/** | |
* [description] | |
*/ | |
ambientColor: Object; | |
/** | |
* [description] | |
*/ | |
active: boolean; | |
/** | |
* [description] | |
*/ | |
enable(): Phaser.GameObjects.LightsManager; | |
/** | |
* [description] | |
*/ | |
disable(): Phaser.GameObjects.LightsManager; | |
/** | |
* [description] | |
* @param camera [description] | |
*/ | |
cull(camera: Phaser.Cameras.Scene2D.Camera): Phaser.GameObjects.Light[]; | |
/** | |
* [description] | |
* @param callback [description] | |
*/ | |
forEachLight(callback: LightForEach): Phaser.GameObjects.LightsManager; | |
/** | |
* [description] | |
* @param rgb [description] | |
*/ | |
setAmbientColor(rgb: number): Phaser.GameObjects.LightsManager; | |
/** | |
* Returns the maximum number of Lights allowed to appear at once. | |
*/ | |
getMaxVisibleLights(): integer; | |
/** | |
* [description] | |
*/ | |
getLightCount(): integer; | |
/** | |
* [description] | |
* @param x [description] | |
* @param y [description] | |
* @param radius [description] | |
* @param rgb [description] | |
* @param intensity [description] | |
*/ | |
addLight(x: number, y: number, radius: number, rgb: number, intensity: number): Phaser.GameObjects.Light; | |
/** | |
* [description] | |
* @param light [description] | |
*/ | |
removeLight(light: Phaser.GameObjects.Light): Phaser.GameObjects.LightsManager; | |
/** | |
* [description] | |
*/ | |
shutdown(): void; | |
/** | |
* [description] | |
*/ | |
destroy(): void; | |
} | |
/** | |
* [description] | |
*/ | |
class LightsPlugin extends Phaser.GameObjects.LightsManager { | |
/** | |
* | |
* @param scene [description] | |
*/ | |
constructor(scene: Phaser.Scene); | |
/** | |
* [description] | |
*/ | |
scene: Phaser.Scene; | |
/** | |
* [description] | |
*/ | |
systems: Phaser.Scenes.Systems; | |
/** | |
* [description] | |
*/ | |
boot(): void; | |
/** | |
* [description] | |
*/ | |
destroy(): void; | |
} | |
/** | |
* A Mesh Game Object. | |
*/ | |
class Mesh extends Phaser.GameObjects.GameObject implements Phaser.GameObjects.Components.Alpha, Phaser.GameObjects.Components.BlendMode, Phaser.GameObjects.Components.Depth, Phaser.GameObjects.Components.Flip, Phaser.GameObjects.Components.GetBounds, Phaser.GameObjects.Components.Mask, Phaser.GameObjects.Components.Origin, Phaser.GameObjects.Components.Pipeline, Phaser.GameObjects.Components.ScaleMode, Phaser.GameObjects.Components.Size, Phaser.GameObjects.Components.Texture, Phaser.GameObjects.Components.Transform, Phaser.GameObjects.Components.Visible, Phaser.GameObjects.Components.ScrollFactor { | |
/** | |
* | |
* @param scene The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time. | |
* @param x The horizontal position of this Game Object in the world. | |
* @param y The vertical position of this Game Object in the world. | |
* @param vertices An array containing the vertices data for this Mesh. | |
* @param uv An array containing the uv data for this Mesh. | |
* @param colors An array containing the color data for this Mesh. | |
* @param alphas An array containing the alpha data for this Mesh. | |
* @param texture The key of the Texture this Game Object will use to render with, as stored in the Texture Manager. | |
* @param frame An optional frame from the Texture this Game Object is rendering with. | |
*/ | |
constructor(scene: Phaser.Scene, x: number, y: number, vertices: number[], uv: number[], colors: number[], alphas: number[], texture: string, frame?: string | integer); | |
/** | |
* [description] | |
*/ | |
vertices: Float32Array; | |
/** | |
* [description] | |
*/ | |
uv: Float32Array; | |
/** | |
* [description] | |
*/ | |
colors: Uint32Array; | |
/** | |
* [description] | |
*/ | |
alphas: Float32Array; | |
/** | |
* Clears all alpha values associated with this Game Object. | |
* Immediately sets the alpha levels back to 1 (fully opaque) | |
*/ | |
clearAlpha(): Phaser.GameObjects.GameObject; | |
/** | |
* Set the Alpha level of this Game Object. The alpha controls the opacity of the Game Object as it renders. | |
* Alpha values are provided as a float between 0, fully transparent, and 1, fully opaque. | |
* | |
* If your game is running under WebGL you can optionally specify four different alpha values, each of which | |
* correspond to the four corners of the Game Object. Under Canvas only the `topLeft` value given is used. | |
* @param topLeft The alpha value used for the top-left of the Game Object. If this is the only value given it's applied across the whole Game Object. Default 1. | |
* @param topRight The alpha value used for the top-right of the Game Object. WebGL only. | |
* @param bottomLeft The alpha value used for the bottom-left of the Game Object. WebGL only. | |
* @param bottomRight The alpha value used for the bottom-right of the Game Object. WebGL only. | |
*/ | |
setAlpha(topLeft?: number, topRight?: number, bottomLeft?: number, bottomRight?: number): Phaser.GameObjects.GameObject; | |
/** | |
* The alpha value of the Game Object. | |
* | |
* This is a global value, impacting the entire Game Object, not just a region of it. | |
*/ | |
alpha: number; | |
/** | |
* The alpha value starting from the top-left of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
alphaTopLeft: number; | |
/** | |
* The alpha value starting from the top-right of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
alphaTopRight: number; | |
/** | |
* The alpha value starting from the bottom-left of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
alphaBottomLeft: number; | |
/** | |
* The alpha value starting from the bottom-right of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
alphaBottomRight: number; | |
/** | |
* Sets the Blend Mode being used by this Game Object. | |
* | |
* This can be a const, such as `Phaser.BlendModes.SCREEN`, or an integer, such as 4 (for Overlay) | |
* | |
* Under WebGL only the following Blend Modes are available: | |
* | |
* * ADD | |
* * MULTIPLY | |
* * SCREEN | |
* | |
* Canvas has more available depending on browser support. | |
* | |
* You can also create your own custom Blend Modes in WebGL. | |
* | |
* Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending | |
* on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these | |
* reasons try to be careful about the construction of your Scene and the frequency of which blend modes | |
* are used. | |
*/ | |
blendMode: Phaser.BlendModes | string; | |
/** | |
* Sets the Blend Mode being used by this Game Object. | |
* | |
* This can be a const, such as `Phaser.BlendModes.SCREEN`, or an integer, such as 4 (for Overlay) | |
* | |
* Under WebGL only the following Blend Modes are available: | |
* | |
* * ADD | |
* * MULTIPLY | |
* * SCREEN | |
* | |
* Canvas has more available depending on browser support. | |
* | |
* You can also create your own custom Blend Modes in WebGL. | |
* | |
* Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending | |
* on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these | |
* reasons try to be careful about the construction of your Scene and the frequency of which blend modes | |
* are used. | |
* @param value The BlendMode value. Either a string or a CONST. | |
*/ | |
setBlendMode(value: string | Phaser.BlendModes): Phaser.GameObjects.GameObject; | |
/** | |
* The depth of this Game Object within the Scene. | |
* | |
* The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order | |
* of Game Objects, without actually moving their position in the display list. | |
* | |
* The depth starts from zero (the default value) and increases from that point. A Game Object with a higher depth | |
* value will always render in front of one with a lower value. | |
* | |
* Setting the depth will queue a depth sort event within the Scene. | |
*/ | |
depth: number; | |
/** | |
* The depth of this Game Object within the Scene. | |
* | |
* The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order | |
* of Game Objects, without actually moving their position in the display list. | |
* | |
* The depth starts from zero (the default value) and increases from that point. A Game Object with a higher depth | |
* value will always render in front of one with a lower value. | |
* | |
* Setting the depth will queue a depth sort event within the Scene. | |
* @param value The depth of this Game Object. | |
*/ | |
setDepth(value: integer): Phaser.GameObjects.GameObject; | |
/** | |
* The horizontally flipped state of the Game Object. | |
* A Game Object that is flipped horizontally will render inversed on the horizontal axis. | |
* Flipping always takes place from the middle of the texture and does not impact the scale value. | |
*/ | |
flipX: boolean; | |
/** | |
* The vertically flipped state of the Game Object. | |
* A Game Object that is flipped vertically will render inversed on the vertical axis (i.e. upside down) | |
* Flipping always takes place from the middle of the texture and does not impact the scale value. | |
*/ | |
flipY: boolean; | |
/** | |
* Toggles the horizontal flipped state of this Game Object. | |
*/ | |
toggleFlipX(): Phaser.GameObjects.GameObject; | |
/** | |
* Toggles the vertical flipped state of this Game Object. | |
*/ | |
toggleFlipY(): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the horizontal flipped state of this Game Object. | |
* @param value The flipped state. `false` for no flip, or `true` to be flipped. | |
*/ | |
setFlipX(value: boolean): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the vertical flipped state of this Game Object. | |
* @param value The flipped state. `false` for no flip, or `true` to be flipped. | |
*/ | |
setFlipY(value: boolean): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the horizontal and vertical flipped state of this Game Object. | |
* @param x The horizontal flipped state. `false` for no flip, or `true` to be flipped. | |
* @param y The horizontal flipped state. `false` for no flip, or `true` to be flipped. | |
*/ | |
setFlip(x: boolean, y: boolean): Phaser.GameObjects.GameObject; | |
/** | |
* Resets the horizontal and vertical flipped state of this Game Object back to their default un-flipped state. | |
*/ | |
resetFlip(): Phaser.GameObjects.GameObject; | |
/** | |
* Gets the center coordinate of this Game Object, regardless of origin. | |
* The returned point is calculated in local space and does not factor in any parent containers | |
* @param output An object to store the values in. If not provided a new Vector2 will be created. | |
*/ | |
getCenter<O extends Phaser.Math.Vector2>(output?: O): O; | |
/** | |
* Gets the top-left corner coordinate of this Game Object, regardless of origin. | |
* The returned point is calculated in local space and does not factor in any parent containers | |
* @param output An object to store the values in. If not provided a new Vector2 will be created. | |
* @param includeParent If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false. | |
*/ | |
getTopLeft<O extends Phaser.Math.Vector2>(output?: O, includeParent?: boolean): O; | |
/** | |
* Gets the top-right corner coordinate of this Game Object, regardless of origin. | |
* The returned point is calculated in local space and does not factor in any parent containers | |
* @param output An object to store the values in. If not provided a new Vector2 will be created. | |
* @param includeParent If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false. | |
*/ | |
getTopRight<O extends Phaser.Math.Vector2>(output?: O, includeParent?: boolean): O; | |
/** | |
* Gets the bottom-left corner coordinate of this Game Object, regardless of origin. | |
* The returned point is calculated in local space and does not factor in any parent containers | |
* @param output An object to store the values in. If not provided a new Vector2 will be created. | |
* @param includeParent If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false. | |
*/ | |
getBottomLeft<O extends Phaser.Math.Vector2>(output?: O, includeParent?: boolean): O; | |
/** | |
* Gets the bottom-right corner coordinate of this Game Object, regardless of origin. | |
* The returned point is calculated in local space and does not factor in any parent containers | |
* @param output An object to store the values in. If not provided a new Vector2 will be created. | |
* @param includeParent If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false. | |
*/ | |
getBottomRight<O extends Phaser.Math.Vector2>(output?: O, includeParent?: boolean): O; | |
/** | |
* Gets the bounds of this Game Object, regardless of origin. | |
* The values are stored and returned in a Rectangle, or Rectangle-like, object. | |
* @param output An object to store the values in. If not provided a new Rectangle will be created. | |
*/ | |
getBounds<O extends Phaser.Geom.Rectangle>(output?: O): O; | |
/** | |
* The Mask this Game Object is using during render. | |
*/ | |
mask: Phaser.Display.Masks.BitmapMask | Phaser.Display.Masks.GeometryMask; | |
/** | |
* Sets the mask that this Game Object will use to render with. | |
* | |
* The mask must have been previously created and can be either a | |
* GeometryMask or a BitmapMask. | |
* | |
* Note: Bitmap Masks only work on WebGL. Geometry Masks work on both WebGL and Canvas. | |
* | |
* If a mask is already set on this Game Object it will be immediately replaced. | |
* @param mask The mask this Game Object will use when rendering. | |
*/ | |
setMask(mask: Phaser.Display.Masks.BitmapMask | Phaser.Display.Masks.GeometryMask): Phaser.GameObjects.GameObject; | |
/** | |
* Clears the mask that this Game Object was using. | |
* @param destroyMask Destroy the mask before clearing it? Default false. | |
*/ | |
clearMask(destroyMask?: boolean): Phaser.GameObjects.GameObject; | |
/** | |
* Creates and returns a Bitmap Mask. This mask can be used by any Game Object, | |
* including this one. | |
* | |
* To create the mask you need to pass in a reference to a renderable Game Object. | |
* A renderable Game Object is one that uses a texture to render with, such as an | |
* Image, Sprite, Render Texture or BitmapText. | |
* | |
* If you do not provide a renderable object, and this Game Object has a texture, | |
* it will use itself as the object. This means you can call this method to create | |
* a Bitmap Mask from any renderable Game Object. | |
* @param renderable A renderable Game Object that uses a texture, such as a Sprite. | |
*/ | |
createBitmapMask(renderable?: Phaser.GameObjects.GameObject): Phaser.Display.Masks.BitmapMask; | |
/** | |
* Creates and returns a Geometry Mask. This mask can be used by any Game Object, | |
* including this one. | |
* | |
* To create the mask you need to pass in a reference to a Graphics Game Object. | |
* | |
* If you do not provide a graphics object, and this Game Object is an instance | |
* of a Graphics object, then it will use itself to create the mask. | |
* | |
* This means you can call this method to create a Geometry Mask from any Graphics Game Object. | |
* @param graphics A Graphics Game Object. The geometry within it will be used as the mask. | |
*/ | |
createGeometryMask(graphics?: Phaser.GameObjects.Graphics): Phaser.Display.Masks.GeometryMask; | |
/** | |
* The horizontal origin of this Game Object. | |
* The origin maps the relationship between the size and position of the Game Object. | |
* The default value is 0.5, meaning all Game Objects are positioned based on their center. | |
* Setting the value to 0 means the position now relates to the left of the Game Object. | |
*/ | |
originX: number; | |
/** | |
* The vertical origin of this Game Object. | |
* The origin maps the relationship between the size and position of the Game Object. | |
* The default value is 0.5, meaning all Game Objects are positioned based on their center. | |
* Setting the value to 0 means the position now relates to the top of the Game Object. | |
*/ | |
originY: number; | |
/** | |
* The horizontal display origin of this Game Object. | |
* The origin is a normalized value between 0 and 1. | |
* The displayOrigin is a pixel value, based on the size of the Game Object combined with the origin. | |
*/ | |
displayOriginX: number; | |
/** | |
* The vertical display origin of this Game Object. | |
* The origin is a normalized value between 0 and 1. | |
* The displayOrigin is a pixel value, based on the size of the Game Object combined with the origin. | |
*/ | |
displayOriginY: number; | |
/** | |
* Sets the origin of this Game Object. | |
* | |
* The values are given in the range 0 to 1. | |
* @param x The horizontal origin value. Default 0.5. | |
* @param y The vertical origin value. If not defined it will be set to the value of `x`. Default x. | |
*/ | |
setOrigin(x?: number, y?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the origin of this Game Object based on the Pivot values in its Frame. | |
*/ | |
setOriginFromFrame(): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the display origin of this Game Object. | |
* The difference between this and setting the origin is that you can use pixel values for setting the display origin. | |
* @param x The horizontal display origin value. Default 0. | |
* @param y The vertical display origin value. If not defined it will be set to the value of `x`. Default x. | |
*/ | |
setDisplayOrigin(x?: number, y?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Updates the Display Origin cached values internally stored on this Game Object. | |
* You don't usually call this directly, but it is exposed for edge-cases where you may. | |
*/ | |
updateDisplayOrigin(): Phaser.GameObjects.GameObject; | |
/** | |
* [description] | |
*/ | |
defaultPipeline: Phaser.Renderer.WebGL.WebGLPipeline; | |
/** | |
* [description] | |
*/ | |
pipeline: Phaser.Renderer.WebGL.WebGLPipeline; | |
/** | |
* Sets the initial WebGL Pipeline of this Game Object. | |
* This should only be called during the instantiation of the Game Object. | |
* @param pipelineName The name of the pipeline to set on this Game Object. | |
*/ | |
initPipeline(pipelineName: string): boolean; | |
/** | |
* Sets the active WebGL Pipeline of this Game Object. | |
* @param pipelineName The name of the pipeline to set on this Game Object. | |
*/ | |
setPipeline(pipelineName: string): boolean; | |
/** | |
* Resets the WebGL Pipeline of this Game Object back to the default it was created with. | |
*/ | |
resetPipeline(): boolean; | |
/** | |
* Gets the name of the WebGL Pipeline this Game Object is currently using. | |
*/ | |
getPipelineName(): string; | |
/** | |
* The Scale Mode being used by this Game Object. | |
* Can be either `ScaleModes.LINEAR` or `ScaleModes.NEAREST`. | |
*/ | |
scaleMode: Phaser.ScaleModes; | |
/** | |
* Sets the Scale Mode being used by this Game Object. | |
* Can be either `ScaleModes.LINEAR` or `ScaleModes.NEAREST`. | |
* @param value The Scale Mode to be used by this Game Object. | |
*/ | |
setScaleMode(value: Phaser.ScaleModes): Phaser.GameObjects.GameObject; | |
/** | |
* The native (un-scaled) width of this Game Object. | |
*/ | |
width: number; | |
/** | |
* The native (un-scaled) height of this Game Object. | |
*/ | |
height: number; | |
/** | |
* The displayed width of this Game Object. | |
* This value takes into account the scale factor. | |
*/ | |
displayWidth: number; | |
/** | |
* The displayed height of this Game Object. | |
* This value takes into account the scale factor. | |
*/ | |
displayHeight: number; | |
/** | |
* Sets the size of this Game Object to be that of the given Frame. | |
* @param frame The frame to base the size of this Game Object on. | |
*/ | |
setSizeToFrame(frame: Phaser.Textures.Frame): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the size of this Game Object. | |
* @param width The width of this Game Object. | |
* @param height The height of this Game Object. | |
*/ | |
setSize(width: number, height: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the display size of this Game Object. | |
* Calling this will adjust the scale. | |
* @param width The width of this Game Object. | |
* @param height The height of this Game Object. | |
*/ | |
setDisplaySize(width: number, height: number): Phaser.GameObjects.GameObject; | |
/** | |
* The Texture this Game Object is using to render with. | |
*/ | |
texture: Phaser.Textures.Texture | Phaser.Textures.CanvasTexture; | |
/** | |
* The Texture Frame this Game Object is using to render with. | |
*/ | |
frame: Phaser.Textures.Frame; | |
/** | |
* Sets the texture and frame this Game Object will use to render with. | |
* | |
* Textures are referenced by their string-based keys, as stored in the Texture Manager. | |
* @param key The key of the texture to be used, as stored in the Texture Manager. | |
* @param frame The name or index of the frame within the Texture. | |
*/ | |
setTexture(key: string, frame?: string | integer): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the frame this Game Object will use to render with. | |
* | |
* The Frame has to belong to the current Texture being used. | |
* | |
* It can be either a string or an index. | |
* | |
* Calling `setFrame` will modify the `width` and `height` properties of your Game Object. | |
* It will also change the `origin` if the Frame has a custom pivot point, as exported from packages like Texture Packer. | |
* @param frame The name or index of the frame within the Texture. | |
* @param updateSize Should this call adjust the size of the Game Object? Default true. | |
* @param updateOrigin Should this call adjust the origin of the Game Object? Default true. | |
*/ | |
setFrame(frame: string | integer, updateSize?: boolean, updateOrigin?: boolean): Phaser.GameObjects.GameObject; | |
/** | |
* The x position of this Game Object. | |
*/ | |
x: number; | |
/** | |
* The y position of this Game Object. | |
*/ | |
y: number; | |
/** | |
* The z position of this Game Object. | |
* Note: Do not use this value to set the z-index, instead see the `depth` property. | |
*/ | |
z: number; | |
/** | |
* The w position of this Game Object. | |
*/ | |
w: number; | |
/** | |
* The horizontal scale of this Game Object. | |
*/ | |
scaleX: number; | |
/** | |
* The vertical scale of this Game Object. | |
*/ | |
scaleY: number; | |
/** | |
* The angle of this Game Object as expressed in degrees. | |
* | |
* Where 0 is to the right, 90 is down, 180 is left. | |
* | |
* If you prefer to work in radians, see the `rotation` property instead. | |
*/ | |
angle: integer; | |
/** | |
* The angle of this Game Object in radians. | |
* | |
* If you prefer to work in degrees, see the `angle` property instead. | |
*/ | |
rotation: number; | |
/** | |
* Sets the position of this Game Object. | |
* @param x The x position of this Game Object. Default 0. | |
* @param y The y position of this Game Object. If not set it will use the `x` value. Default x. | |
* @param z The z position of this Game Object. Default 0. | |
* @param w The w position of this Game Object. Default 0. | |
*/ | |
setPosition(x?: number, y?: number, z?: number, w?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the position of this Game Object to be a random position within the confines of | |
* the given area. | |
* | |
* If no area is specified a random position between 0 x 0 and the game width x height is used instead. | |
* | |
* The position does not factor in the size of this Game Object, meaning that only the origin is | |
* guaranteed to be within the area. | |
* @param x The x position of the top-left of the random area. Default 0. | |
* @param y The y position of the top-left of the random area. Default 0. | |
* @param width The width of the random area. | |
* @param height The height of the random area. | |
*/ | |
setRandomPosition(x?: number, y?: number, width?: number, height?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the rotation of this Game Object. | |
* @param radians The rotation of this Game Object, in radians. Default 0. | |
*/ | |
setRotation(radians?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the angle of this Game Object. | |
* @param degrees The rotation of this Game Object, in degrees. Default 0. | |
*/ | |
setAngle(degrees?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the scale of this Game Object. | |
* @param x The horizontal scale of this Game Object. | |
* @param y The vertical scale of this Game Object. If not set it will use the `x` value. Default x. | |
*/ | |
setScale(x: number, y?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the x position of this Game Object. | |
* @param value The x position of this Game Object. Default 0. | |
*/ | |
setX(value?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the y position of this Game Object. | |
* @param value The y position of this Game Object. Default 0. | |
*/ | |
setY(value?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the z position of this Game Object. | |
* @param value The z position of this Game Object. Default 0. | |
*/ | |
setZ(value?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the w position of this Game Object. | |
* @param value The w position of this Game Object. Default 0. | |
*/ | |
setW(value?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Gets the local transform matrix for this Game Object. | |
* @param tempMatrix The matrix to populate with the values from this Game Object. | |
*/ | |
getLocalTransformMatrix(tempMatrix?: Phaser.GameObjects.Components.TransformMatrix): Phaser.GameObjects.Components.TransformMatrix; | |
/** | |
* Gets the world transform matrix for this Game Object, factoring in any parent Containers. | |
* @param tempMatrix The matrix to populate with the values from this Game Object. | |
*/ | |
getWorldTransformMatrix(tempMatrix?: Phaser.GameObjects.Components.TransformMatrix): Phaser.GameObjects.Components.TransformMatrix; | |
/** | |
* The visible state of the Game Object. | |
* | |
* An invisible Game Object will skip rendering, but will still process update logic. | |
*/ | |
visible: boolean; | |
/** | |
* Sets the visibility of this Game Object. | |
* | |
* An invisible Game Object will skip rendering, but will still process update logic. | |
* @param value The visible state of the Game Object. | |
*/ | |
setVisible(value: boolean): Phaser.GameObjects.GameObject; | |
/** | |
* The horizontal scroll factor of this Game Object. | |
* | |
* The scroll factor controls the influence of the movement of a Camera upon this Game Object. | |
* | |
* When a camera scrolls it will change the location at which this Game Object is rendered on-screen. | |
* It does not change the Game Objects actual position values. | |
* | |
* A value of 1 means it will move exactly in sync with a camera. | |
* A value of 0 means it will not move at all, even if the camera moves. | |
* Other values control the degree to which the camera movement is mapped to this Game Object. | |
*/ | |
scrollFactorX: number; | |
/** | |
* The vertical scroll factor of this Game Object. | |
* | |
* The scroll factor controls the influence of the movement of a Camera upon this Game Object. | |
* | |
* When a camera scrolls it will change the location at which this Game Object is rendered on-screen. | |
* It does not change the Game Objects actual position values. | |
* | |
* A value of 1 means it will move exactly in sync with a camera. | |
* A value of 0 means it will not move at all, even if the camera moves. | |
* Other values control the degree to which the camera movement is mapped to this Game Object. | |
*/ | |
scrollFactorY: number; | |
/** | |
* Sets the scroll factor of this Game Object. | |
* | |
* The scroll factor controls the influence of the movement of a Camera upon this Game Object. | |
* | |
* When a camera scrolls it will change the location at which this Game Object is rendered on-screen. | |
* It does not change the Game Objects actual position values. | |
* | |
* A value of 1 means it will move exactly in sync with a camera. | |
* A value of 0 means it will not move at all, even if the camera moves. | |
* Other values control the degree to which the camera movement is mapped to this Game Object. | |
* @param x The horizontal scroll factor of this Game Object. | |
* @param y The vertical scroll factor of this Game Object. If not set it will use the `x` value. Default x. | |
*/ | |
setScrollFactor(x: number, y?: number): Phaser.GameObjects.GameObject; | |
} | |
namespace Particles { | |
/** | |
* [description] | |
*/ | |
class EmitterOp { | |
/** | |
* | |
* @param config [description] | |
* @param key [description] | |
* @param defaultValue [description] | |
* @param emitOnly [description] Default false. | |
*/ | |
constructor(config: object, key: string, defaultValue: number, emitOnly?: boolean); | |
/** | |
* [description] | |
*/ | |
propertyKey: string; | |
/** | |
* [description] | |
*/ | |
propertyValue: number; | |
/** | |
* [description] | |
*/ | |
defaultValue: number; | |
/** | |
* [description] | |
*/ | |
steps: number; | |
/** | |
* [description] | |
*/ | |
counter: number; | |
/** | |
* [description] | |
*/ | |
start: number; | |
/** | |
* [description] | |
*/ | |
end: number; | |
/** | |
* [description] | |
*/ | |
ease: Function; | |
/** | |
* [description] | |
*/ | |
emitOnly: boolean; | |
/** | |
* [description] | |
*/ | |
onEmit: EmitterOpOnEmitCallback; | |
/** | |
* [description] | |
*/ | |
onUpdate: EmitterOpOnUpdateCallback; | |
/** | |
* [description] | |
* @param config [description] | |
* @param newKey [description] | |
*/ | |
loadConfig(config?: object, newKey?: string): void; | |
/** | |
* [description] | |
*/ | |
toJSON(): object; | |
/** | |
* [description] | |
* @param value [description] | |
*/ | |
onChange(value: number): Phaser.GameObjects.Particles.EmitterOp; | |
/** | |
* [description] | |
*/ | |
setMethods(): Phaser.GameObjects.Particles.EmitterOp; | |
/** | |
* [description] | |
* @param object [description] | |
* @param key [description] | |
*/ | |
has(object: object, key: string): boolean; | |
/** | |
* [description] | |
* @param object [description] | |
* @param key1 [description] | |
* @param key2 [description] | |
*/ | |
hasBoth(object: object, key1: string, key2: string): boolean; | |
/** | |
* [description] | |
* @param object [description] | |
* @param key1 [description] | |
* @param key2 [description] | |
*/ | |
hasEither(object: object, key1: string, key2: string): boolean; | |
/** | |
* The returned value sets what the property will be at the START of the particles life, on emit. | |
* @param particle [description] | |
* @param key [description] | |
* @param value [description] | |
*/ | |
defaultEmit(particle: Phaser.GameObjects.Particles.Particle, key: string, value: number): number; | |
/** | |
* The returned value updates the property for the duration of the particles life. | |
* @param particle [description] | |
* @param key [description] | |
* @param t The T value (between 0 and 1) | |
* @param value [description] | |
*/ | |
defaultUpdate(particle: Phaser.GameObjects.Particles.Particle, key: string, t: number, value: number): number; | |
/** | |
* [description] | |
*/ | |
staticValueEmit(): number; | |
/** | |
* [description] | |
*/ | |
staticValueUpdate(): number; | |
/** | |
* [description] | |
*/ | |
randomStaticValueEmit(): number; | |
/** | |
* [description] | |
* @param particle [description] | |
* @param key [description] | |
*/ | |
randomRangedValueEmit(particle: Phaser.GameObjects.Particles.Particle, key: string): number; | |
/** | |
* [description] | |
*/ | |
steppedEmit(): number; | |
/** | |
* [description] | |
* @param particle [description] | |
* @param key [description] | |
*/ | |
easedValueEmit(particle: Phaser.GameObjects.Particles.Particle, key: string): number; | |
/** | |
* [description] | |
* @param particle [description] | |
* @param key [description] | |
* @param t The T value (between 0 and 1) | |
*/ | |
easeValueUpdate(particle: Phaser.GameObjects.Particles.Particle, key: string, t: number): number; | |
} | |
/** | |
* [description] | |
*/ | |
class GravityWell { | |
/** | |
* | |
* @param x The x coordinate of the Gravity Well, in world space. Default 0. | |
* @param y The y coordinate of the Gravity Well, in world space. Default 0. | |
* @param power The power of the Gravity Well. Default 0. | |
* @param epsilon [description] Default 100. | |
* @param gravity The gravitational force of this Gravity Well. Default 50. | |
*/ | |
constructor(x?: number | GravityWellConfig, y?: number, power?: number, epsilon?: number, gravity?: number); | |
/** | |
* The x coordinate of the Gravity Well, in world space. | |
*/ | |
x: number; | |
/** | |
* The y coordinate of the Gravity Well, in world space. | |
*/ | |
y: number; | |
/** | |
* The active state of the Gravity Well. An inactive Gravity Well will not influence any particles. | |
*/ | |
active: boolean; | |
/** | |
* The power of the Gravity Well. | |
*/ | |
power: number; | |
/** | |
* [description] | |
*/ | |
epsilon: number; | |
/** | |
* Takes a Particle and updates it based on the properties of this Gravity Well. | |
* @param particle The Particle to update. | |
* @param delta The delta time in ms. | |
* @param step The delta value divided by 1000. | |
*/ | |
update(particle: Phaser.GameObjects.Particles.Particle, delta: number, step: number): void; | |
} | |
/** | |
* A Particle is a simple Game Object controlled by a Particle Emitter and Manager, and rendered by the Manager. | |
* It uses its own lightweight physics system, and can interact only with its Emitter's bounds and zones. | |
*/ | |
class Particle { | |
/** | |
* | |
* @param emitter The Emitter to which this Particle belongs. | |
*/ | |
constructor(emitter: Phaser.GameObjects.Particles.ParticleEmitter); | |
/** | |
* The Emitter to which this Particle belongs. | |
* | |
* A Particle can only belong to a single Emitter and is created, updated and destroyed via it. | |
*/ | |
emitter: Phaser.GameObjects.Particles.ParticleEmitter; | |
/** | |
* The texture frame used to render this Particle. | |
*/ | |
frame: Phaser.Textures.Frame; | |
/** | |
* The position of this Particle within its Emitter's particle pool. | |
*/ | |
index: number; | |
/** | |
* The x coordinate of this Particle. | |
*/ | |
x: number; | |
/** | |
* The y coordinate of this Particle. | |
*/ | |
y: number; | |
/** | |
* The x velocity of this Particle. | |
*/ | |
velocityX: number; | |
/** | |
* The y velocity of this Particle. | |
*/ | |
velocityY: number; | |
/** | |
* The x acceleration of this Particle. | |
*/ | |
accelerationX: number; | |
/** | |
* The y acceleration of this Particle. | |
*/ | |
accelerationY: number; | |
/** | |
* The maximum horizontal velocity this Particle can travel at. | |
*/ | |
maxVelocityX: number; | |
/** | |
* The maximum vertical velocity this Particle can travel at. | |
*/ | |
maxVelocityY: number; | |
/** | |
* The bounciness, or restitution, of this Particle. | |
*/ | |
bounce: number; | |
/** | |
* The horizontal scale of this Particle. | |
*/ | |
scaleX: number; | |
/** | |
* The vertical scale of this Particle. | |
*/ | |
scaleY: number; | |
/** | |
* The alpha value of this Particle. | |
*/ | |
alpha: number; | |
/** | |
* The angle of this Particle in degrees. | |
*/ | |
angle: number; | |
/** | |
* The angle of this Particle in radians. | |
*/ | |
rotation: number; | |
/** | |
* The tint applied to this Particle. | |
*/ | |
tint: number; | |
/** | |
* The full color of this Particle, computed from its alpha and tint. | |
*/ | |
color: number; | |
/** | |
* The lifespan of this Particle in ms. | |
*/ | |
life: number; | |
/** | |
* The current life of this Particle in ms. | |
*/ | |
lifeCurrent: number; | |
/** | |
* The delay applied to this Particle upon emission, in ms. | |
*/ | |
delayCurrent: number; | |
/** | |
* The normalized lifespan T value, where 0 is the start and 1 is the end. | |
*/ | |
lifeT: number; | |
/** | |
* The data used by the ease equation. | |
*/ | |
data: object; | |
/** | |
* Checks to see if this Particle is alive and updating. | |
*/ | |
isAlive(): boolean; | |
/** | |
* Starts this Particle from the given coordinates. | |
* @param x The x coordinate to launch this Particle from. | |
* @param y The y coordinate to launch this Particle from. | |
*/ | |
fire(x: number, y: number): void; | |
/** | |
* An internal method that calculates the velocity of the Particle. | |
* @param emitter The Emitter that is updating this Particle. | |
* @param delta The delta time in ms. | |
* @param step The delta value divided by 1000. | |
* @param processors Particle processors (gravity wells). | |
*/ | |
computeVelocity(emitter: Phaser.GameObjects.Particles.ParticleEmitter, delta: number, step: number, processors: any[]): void; | |
/** | |
* Checks if this Particle is still within the bounds defined by the given Emitter. | |
* | |
* If not, and depending on the Emitter collision flags, the Particle may either stop or rebound. | |
* @param emitter The Emitter to check the bounds against. | |
*/ | |
checkBounds(emitter: Phaser.GameObjects.Particles.ParticleEmitter): void; | |
/** | |
* The main update method for this Particle. | |
* | |
* Updates its life values, computes the velocity and repositions the Particle. | |
* @param delta The delta time in ms. | |
* @param step The delta value divided by 1000. | |
* @param processors An optional array of update processors. | |
*/ | |
update(delta: number, step: number, processors: any[]): boolean; | |
} | |
/** | |
* A particle emitter represents a single particle stream. | |
* It controls a pool of {@link Phaser.GameObjects.Particles.Particle Particles} and is controlled by a {@link Phaser.GameObjects.Particles.ParticleEmitterManager Particle Emitter Manager}. | |
*/ | |
class ParticleEmitter implements Phaser.GameObjects.Components.BlendMode, Phaser.GameObjects.Components.Mask, Phaser.GameObjects.Components.ScrollFactor, Phaser.GameObjects.Components.Visible { | |
/** | |
* | |
* @param manager The Emitter Manager this Emitter belongs to. | |
* @param config Settings for this emitter. | |
*/ | |
constructor(manager: Phaser.GameObjects.Particles.ParticleEmitterManager, config: ParticleEmitterConfig); | |
/** | |
* The Emitter Manager this Emitter belongs to. | |
*/ | |
manager: Phaser.GameObjects.Particles.ParticleEmitterManager; | |
/** | |
* The texture assigned to particles. | |
*/ | |
texture: Phaser.Textures.Texture; | |
/** | |
* The texture frames assigned to particles. | |
*/ | |
frames: Phaser.Textures.Frame[]; | |
/** | |
* The default texture frame assigned to particles. | |
*/ | |
defaultFrame: Phaser.Textures.Frame; | |
/** | |
* Names of simple configuration properties. | |
*/ | |
configFastMap: object; | |
/** | |
* Names of complex configuration properties. | |
*/ | |
configOpMap: object; | |
/** | |
* The name of this Particle Emitter. | |
* | |
* Empty by default and never populated by Phaser, this is left for developers to use. | |
*/ | |
name: string; | |
/** | |
* The Particle Class which will be emitted by this Emitter. | |
*/ | |
particleClass: Phaser.GameObjects.Particles.Particle; | |
/** | |
* The x-coordinate of the particle origin (where particles will be emitted). | |
*/ | |
x: Phaser.GameObjects.Particles.EmitterOp; | |
/** | |
* The y-coordinate of the particle origin (where particles will be emitted). | |
*/ | |
y: Phaser.GameObjects.Particles.EmitterOp; | |
/** | |
* A radial emitter will emit particles in all directions between angle min and max, | |
* using {@link Phaser.GameObjects.Particles.ParticleEmitter#speed} as the value. If set to false then this acts as a point Emitter. | |
* A point emitter will emit particles only in the direction derived from the speedX and speedY values. | |
*/ | |
radial: boolean; | |
/** | |
* Horizontal acceleration applied to emitted particles, in pixels per second squared. | |
*/ | |
gravityX: number; | |
/** | |
* Vertical acceleration applied to emitted particles, in pixels per second squared. | |
*/ | |
gravityY: number; | |
/** | |
* Whether accelerationX and accelerationY are nonzero. Set automatically during configuration. | |
*/ | |
acceleration: boolean; | |
/** | |
* Horizontal acceleration applied to emitted particles, in pixels per second squared. | |
*/ | |
accelerationX: Phaser.GameObjects.Particles.EmitterOp; | |
/** | |
* Vertical acceleration applied to emitted particles, in pixels per second squared. | |
*/ | |
accelerationY: Phaser.GameObjects.Particles.EmitterOp; | |
/** | |
* The maximum horizontal velocity of emitted particles, in pixels per second squared. | |
*/ | |
maxVelocityX: Phaser.GameObjects.Particles.EmitterOp; | |
/** | |
* The maximum vertical velocity of emitted particles, in pixels per second squared. | |
*/ | |
maxVelocityY: Phaser.GameObjects.Particles.EmitterOp; | |
/** | |
* The initial horizontal speed of emitted particles, in pixels per second. | |
*/ | |
speedX: Phaser.GameObjects.Particles.EmitterOp; | |
/** | |
* The initial vertical speed of emitted particles, in pixels per second. | |
*/ | |
speedY: Phaser.GameObjects.Particles.EmitterOp; | |
/** | |
* Whether moveToX and moveToY are nonzero. Set automatically during configuration. | |
*/ | |
moveTo: boolean; | |
/** | |
* The x-coordinate emitted particles move toward, when {@link Phaser.GameObjects.Particles.ParticleEmitter#moveTo} is true. | |
*/ | |
moveToX: Phaser.GameObjects.Particles.EmitterOp; | |
/** | |
* The y-coordinate emitted particles move toward, when {@link Phaser.GameObjects.Particles.ParticleEmitter#moveTo} is true. | |
*/ | |
moveToY: Phaser.GameObjects.Particles.EmitterOp; | |
/** | |
* Whether particles will rebound when they meet the emitter bounds. | |
*/ | |
bounce: Phaser.GameObjects.Particles.EmitterOp; | |
/** | |
* The horizontal scale of emitted particles. | |
*/ | |
scaleX: Phaser.GameObjects.Particles.EmitterOp; | |
/** | |
* The vertical scale of emitted particles. | |
*/ | |
scaleY: Phaser.GameObjects.Particles.EmitterOp; | |
/** | |
* Color tint applied to emitted particles. Any alpha component (0xAA000000) is ignored. | |
*/ | |
tint: Phaser.GameObjects.Particles.EmitterOp; | |
/** | |
* The alpha (transparency) of emitted particles. | |
*/ | |
alpha: Phaser.GameObjects.Particles.EmitterOp; | |
/** | |
* The lifespan of emitted particles, in ms. | |
*/ | |
lifespan: Phaser.GameObjects.Particles.EmitterOp; | |
/** | |
* The angle of the initial velocity of emitted particles, in degrees. | |
*/ | |
angle: Phaser.GameObjects.Particles.EmitterOp; | |
/** | |
* The rotation of emitted particles, in degrees. | |
*/ | |
rotate: Phaser.GameObjects.Particles.EmitterOp; | |
/** | |
* A function to call when a particle is emitted. | |
*/ | |
emitCallback: ParticleEmitterCallback; | |
/** | |
* The calling context for {@link Phaser.GameObjects.Particles.ParticleEmitter#emitCallback}. | |
*/ | |
emitCallbackScope: any; | |
/** | |
* A function to call when a particle dies. | |
*/ | |
deathCallback: ParticleDeathCallback; | |
/** | |
* The calling context for {@link Phaser.GameObjects.Particles.ParticleEmitter#deathCallback}. | |
*/ | |
deathCallbackScope: any; | |
/** | |
* Set to hard limit the amount of particle objects this emitter is allowed to create. | |
* 0 means unlimited. | |
*/ | |
maxParticles: integer; | |
/** | |
* How many particles are emitted each time particles are emitted (one explosion or one flow cycle). | |
*/ | |
quantity: Phaser.GameObjects.Particles.EmitterOp; | |
/** | |
* How many ms to wait after emission before the particles start updating. | |
*/ | |
delay: Phaser.GameObjects.Particles.EmitterOp; | |
/** | |
* For a flow emitter, the time interval (>= 0) between particle flow cycles in ms. | |
* A value of 0 means there is one particle flow cycle for each logic update (the maximum flow frequency). This is the default setting. | |
* For an exploding emitter, this value will be -1. | |
* Calling {@link Phaser.GameObjects.Particles.ParticleEmitter#flow} also puts the emitter in flow mode (frequency >= 0). | |
* Calling {@link Phaser.GameObjects.Particles.ParticleEmitter#explode} also puts the emitter in explode mode (frequency = -1). | |
*/ | |
frequency: number; | |
/** | |
* Controls if the emitter is currently emitting a particle flow (when frequency >= 0). | |
* Already alive particles will continue to update until they expire. | |
* Controlled by {@link Phaser.GameObjects.Particles.ParticleEmitter#start}. | |
*/ | |
on: boolean; | |
/** | |
* Newly emitted particles are added to the top of the particle list, i.e. rendered above those already alive. | |
* Set to false to send them to the back. | |
*/ | |
particleBringToTop: boolean; | |
/** | |
* The time rate applied to active particles, affecting lifespan, movement, and tweens. Values larger than 1 are faster than normal. | |
*/ | |
timeScale: number; | |
/** | |
* An object describing a shape to emit particles from. | |
*/ | |
emitZone: Phaser.GameObjects.Particles.Zones.EdgeZone | Phaser.GameObjects.Particles.Zones.RandomZone; | |
/** | |
* An object describing a shape that deactivates particles when they interact with it. | |
*/ | |
deathZone: Phaser.GameObjects.Particles.Zones.DeathZone; | |
/** | |
* A rectangular boundary constraining particle movement. | |
*/ | |
bounds: Phaser.Geom.Rectangle; | |
/** | |
* Whether particles interact with the left edge of the emitter {@link Phaser.GameObjects.Particles.ParticleEmitter#bounds}. | |
*/ | |
collideLeft: boolean; | |
/** | |
* Whether particles interact with the right edge of the emitter {@link Phaser.GameObjects.Particles.ParticleEmitter#bounds}. | |
*/ | |
collideRight: boolean; | |
/** | |
* Whether particles interact with the top edge of the emitter {@link Phaser.GameObjects.Particles.ParticleEmitter#bounds}. | |
*/ | |
collideTop: boolean; | |
/** | |
* Whether particles interact with the bottom edge of the emitter {@link Phaser.GameObjects.Particles.ParticleEmitter#bounds}. | |
*/ | |
collideBottom: boolean; | |
/** | |
* Whether this emitter updates itself and its particles. | |
* | |
* Controlled by {@link Phaser.GameObjects.Particles.ParticleEmitter#pause} | |
* and {@link Phaser.GameObjects.Particles.ParticleEmitter#resume}. | |
*/ | |
active: boolean; | |
/** | |
* Set this to false to hide any active particles. | |
*/ | |
visible: boolean; | |
/** | |
* The blend mode of this emitter's particles. | |
*/ | |
blendMode: integer; | |
/** | |
* A Game Object whose position is used as the particle origin. | |
*/ | |
follow: Phaser.GameObjects.GameObject; | |
/** | |
* The offset of the particle origin from the {@link Phaser.GameObjects.Particles.ParticleEmitter#follow} target. | |
*/ | |
followOffset: Phaser.Math.Vector2; | |
/** | |
* Whether the emitter's {@link Phaser.GameObjects.Particles.ParticleEmitter#visible} state will track | |
* the {@link Phaser.GameObjects.Particles.ParticleEmitter#follow} target's visibility state. | |
*/ | |
trackVisible: boolean; | |
/** | |
* The current texture frame, as an index of {@link Phaser.GameObjects.Particles.ParticleEmitter#frames}. | |
*/ | |
currentFrame: integer; | |
/** | |
* Whether texture {@link Phaser.GameObjects.Particles.ParticleEmitter#frames} are selected at random. | |
*/ | |
randomFrame: boolean; | |
/** | |
* The number of consecutive particles that receive a single texture frame (per frame cycle). | |
*/ | |
frameQuantity: integer; | |
/** | |
* Merges configuration settings into the emitter's current settings. | |
* @param config Settings for this emitter. | |
*/ | |
fromJSON(config: ParticleEmitterConfig): Phaser.GameObjects.Particles.ParticleEmitter; | |
/** | |
* Creates a description of this emitter suitable for JSON serialization. | |
* @param output An object to copy output into. | |
*/ | |
toJSON(output?: object): object; | |
/** | |
* Continuously moves the particle origin to follow a Game Object's position. | |
* @param target The Game Object to follow. | |
* @param offsetX Horizontal offset of the particle origin from the Game Object. Default 0. | |
* @param offsetY Vertical offset of the particle origin from the Game Object. Default 0. | |
* @param trackVisible Whether the emitter's visible state will track the target's visible state. Default false. | |
*/ | |
startFollow(target: Phaser.GameObjects.Particles.Particle, offsetX?: number, offsetY?: number, trackVisible?: boolean): Phaser.GameObjects.Particles.ParticleEmitter; | |
/** | |
* Stops following a Game Object. | |
*/ | |
stopFollow(): Phaser.GameObjects.Particles.ParticleEmitter; | |
/** | |
* Chooses a texture frame from {@link Phaser.GameObjects.Particles.ParticleEmitter#frames}. | |
*/ | |
getFrame(): Phaser.Textures.Frame; | |
/** | |
* Sets a pattern for assigning texture frames to emitted particles. | |
* @param frames One or more texture frames, or a configuration object. | |
* @param pickRandom Whether frames should be assigned at random from `frames`. Default true. | |
* @param quantity The number of consecutive particles that will receive each frame. Default 1. | |
*/ | |
setFrame(frames: any[] | string | integer | ParticleEmitterFrameConfig, pickRandom?: boolean, quantity?: integer): Phaser.GameObjects.Particles.ParticleEmitter; | |
/** | |
* Turns {@link Phaser.GameObjects.Particles.ParticleEmitter#radial} particle movement on or off. | |
* @param value Radial mode (true) or point mode (true). Default true. | |
*/ | |
setRadial(value?: boolean): Phaser.GameObjects.Particles.ParticleEmitter; | |
/** | |
* Sets the position of the emitter's particle origin. | |
* New particles will be emitted here. | |
* @param x The x-coordinate of the particle origin. | |
* @param y The y-coordinate of the particle origin. | |
*/ | |
setPosition(x: number | number[] | EmitterOpOnEmitCallback | object, y: number | number[] | EmitterOpOnEmitCallback | object): Phaser.GameObjects.Particles.ParticleEmitter; | |
/** | |
* Sets or modifies a rectangular boundary constraining the particles. | |
* | |
* To remove the boundary, set {@link Phaser.GameObjects.Particles.ParticleEmitter#bounds} to null. | |
* @param x The x-coordinate of the left edge of the boundary, or an object representing a rectangle. | |
* @param y The y-coordinate of the top edge of the boundary. | |
* @param width The width of the boundary. | |
* @param height The height of the boundary. | |
*/ | |
setBounds(x: number | ParticleEmitterBounds | ParticleEmitterBoundsAlt, y: number, width: number, height: number): Phaser.GameObjects.Particles.ParticleEmitter; | |
/** | |
* Sets the initial horizontal speed of emitted particles. | |
* Changes the emitter to point mode. | |
* @param value The speed, in pixels per second. | |
*/ | |
setSpeedX(value: number | number[] | EmitterOpOnEmitCallback | object): Phaser.GameObjects.Particles.ParticleEmitter; | |
/** | |
* Sets the initial vertical speed of emitted particles. | |
* Changes the emitter to point mode. | |
* @param value The speed, in pixels per second. | |
*/ | |
setSpeedY(value: number | number[] | EmitterOpOnEmitCallback | object): Phaser.GameObjects.Particles.ParticleEmitter; | |
/** | |
* Sets the initial radial speed of emitted particles. | |
* Changes the emitter to radial mode. | |
* @param value The speed, in pixels per second. | |
*/ | |
setSpeed(value: number | number[] | EmitterOpOnEmitCallback | object): Phaser.GameObjects.Particles.ParticleEmitter; | |
/** | |
* Sets the horizontal scale of emitted particles. | |
* @param value The scale, relative to 1. | |
*/ | |
setScaleX(value: number | number[] | EmitterOpOnUpdateCallback | object): Phaser.GameObjects.Particles.ParticleEmitter; | |
/** | |
* Sets the vertical scale of emitted particles. | |
* @param value The scale, relative to 1. | |
*/ | |
setScaleY(value: number | number[] | EmitterOpOnUpdateCallback | object): Phaser.GameObjects.Particles.ParticleEmitter; | |
/** | |
* Sets the scale of emitted particles. | |
* @param value The scale, relative to 1. | |
*/ | |
setScale(value: number | number[] | EmitterOpOnUpdateCallback | object): Phaser.GameObjects.Particles.ParticleEmitter; | |
/** | |
* Sets the horizontal gravity applied to emitted particles. | |
* @param value Acceleration due to gravity, in pixels per second squared. | |
*/ | |
setGravityX(value: number): Phaser.GameObjects.Particles.ParticleEmitter; | |
/** | |
* Sets the vertical gravity applied to emitted particles. | |
* @param value Acceleration due to gravity, in pixels per second squared. | |
*/ | |
setGravityY(value: number): Phaser.GameObjects.Particles.ParticleEmitter; | |
/** | |
* Sets the gravity applied to emitted particles. | |
* @param x Horizontal acceleration due to gravity, in pixels per second squared. | |
* @param y Vertical acceleration due to gravity, in pixels per second squared. | |
*/ | |
setGravity(x: number, y: number): Phaser.GameObjects.Particles.ParticleEmitter; | |
/** | |
* Sets the opacity of emitted particles. | |
* @param value A value between 0 (transparent) and 1 (opaque). | |
*/ | |
setAlpha(value: number | number[] | EmitterOpOnUpdateCallback | object): Phaser.GameObjects.Particles.ParticleEmitter; | |
/** | |
* Sets the angle of a {@link Phaser.GameObjects.Particles.ParticleEmitter#radial} particle stream. | |
* @param value The angle of the initial velocity of emitted particles. | |
*/ | |
setEmitterAngle(value: number | number[] | EmitterOpOnEmitCallback | object): Phaser.GameObjects.Particles.ParticleEmitter; | |
/** | |
* Sets the angle of a {@link Phaser.GameObjects.Particles.ParticleEmitter#radial} particle stream. | |
* @param value The angle of the initial velocity of emitted particles. | |
*/ | |
setAngle(value: number | number[] | EmitterOpOnEmitCallback | object): Phaser.GameObjects.Particles.ParticleEmitter; | |
/** | |
* Sets the lifespan of newly emitted particles. | |
* @param value The particle lifespan, in ms. | |
*/ | |
setLifespan(value: number | number[] | EmitterOpOnEmitCallback | object): Phaser.GameObjects.Particles.ParticleEmitter; | |
/** | |
* Sets the number of particles released at each flow cycle or explosion. | |
* @param quantity The number of particles to release at each flow cycle or explosion. | |
*/ | |
setQuantity(quantity: number | number[] | EmitterOpOnEmitCallback | object): Phaser.GameObjects.Particles.ParticleEmitter; | |
/** | |
* Sets the emitter's {@link Phaser.GameObjects.Particles.ParticleEmitter#frequency} | |
* and {@link Phaser.GameObjects.Particles.ParticleEmitter#quantity}. | |
* @param frequency The time interval (>= 0) of each flow cycle, in ms; or -1 to put the emitter in explosion mode. | |
* @param quantity The number of particles to release at each flow cycle or explosion. | |
*/ | |
setFrequency(frequency: number, quantity?: number | number[] | EmitterOpOnEmitCallback | object): Phaser.GameObjects.Particles.ParticleEmitter; | |
/** | |
* Sets or removes the {@link Phaser.GameObjects.Particles.ParticleEmitter#emitZone}. | |
* | |
* An {@link ParticleEmitterEdgeZoneConfig EdgeZone} places particles on its edges. Its {@link EdgeZoneSource source} can be a Curve, Path, Circle, Ellipse, Line, Polygon, Rectangle, or Triangle; or any object with a suitable {@link EdgeZoneSourceCallback getPoints} method. | |
* | |
* A {@link ParticleEmitterRandomZoneConfig RandomZone} places randomly within its interior. Its {@link RandomZoneSource source} can be a Circle, Ellipse, Line, Polygon, Rectangle, or Triangle; or any object with a suitable {@link RandomZoneSourceCallback getRandomPoint} method. | |
* @param zoneConfig An object describing the zone, or `undefined` to remove any current emit zone. | |
*/ | |
setEmitZone(zoneConfig?: ParticleEmitterEdgeZoneConfig | ParticleEmitterRandomZoneConfig): Phaser.GameObjects.Particles.ParticleEmitter; | |
/** | |
* Sets or removes the {@link Phaser.GameObjects.Particles.ParticleEmitter#deathZone}. | |
* @param zoneConfig An object describing the zone, or `undefined` to remove any current death zone. | |
*/ | |
setDeathZone(zoneConfig?: ParticleEmitterDeathZoneConfig): Phaser.GameObjects.Particles.ParticleEmitter; | |
/** | |
* Creates inactive particles and adds them to this emitter's pool. | |
* @param particleCount The number of particles to create. | |
*/ | |
reserve(particleCount: integer): Phaser.GameObjects.Particles.ParticleEmitter; | |
/** | |
* Gets the number of active (in-use) particles in this emitter. | |
*/ | |
getAliveParticleCount(): integer; | |
/** | |
* Gets the number of inactive (available) particles in this emitter. | |
*/ | |
getDeadParticleCount(): integer; | |
/** | |
* Gets the total number of particles in this emitter. | |
*/ | |
getParticleCount(): integer; | |
/** | |
* Whether this emitter is at its limit (if set). | |
*/ | |
atLimit(): boolean; | |
/** | |
* Sets a function to call for each newly emitted particle. | |
* @param callback The function. | |
* @param context The calling context. | |
*/ | |
onParticleEmit(callback: ParticleEmitterCallback, context?: any): Phaser.GameObjects.Particles.ParticleEmitter; | |
/** | |
* Sets a function to call for each particle death. | |
* @param callback The function. | |
* @param context The function's calling context. | |
*/ | |
onParticleDeath(callback: ParticleDeathCallback, context?: any): Phaser.GameObjects.Particles.ParticleEmitter; | |
/** | |
* Deactivates every particle in this emitter. | |
*/ | |
killAll(): Phaser.GameObjects.Particles.ParticleEmitter; | |
/** | |
* Calls a function for each active particle in this emitter. | |
* @param callback The function. | |
* @param thisArg The function's calling context. | |
*/ | |
forEachAlive(callback: ParticleEmitterCallback, thisArg: any): Phaser.GameObjects.Particles.ParticleEmitter; | |
/** | |
* Calls a function for each inactive particle in this emitter. | |
* @param callback The function. | |
* @param thisArg The function's calling context. | |
*/ | |
forEachDead(callback: ParticleEmitterCallback, thisArg: any): Phaser.GameObjects.Particles.ParticleEmitter; | |
/** | |
* Turns {@link Phaser.GameObjects.Particles.ParticleEmitter#on} the emitter and resets the flow counter. | |
* | |
* If this emitter is in flow mode (frequency >= 0; the default), the particle flow will start (or restart). | |
* | |
* If this emitter is in explode mode (frequency = -1), nothing will happen. | |
* Use {@link Phaser.GameObjects.Particles.ParticleEmitter#explode} or {@link Phaser.GameObjects.Particles.ParticleEmitter#flow} instead. | |
*/ | |
start(): Phaser.GameObjects.Particles.ParticleEmitter; | |
/** | |
* {@link Phaser.GameObjects.Particles.ParticleEmitter#active Deactivates} the emitter. | |
*/ | |
pause(): Phaser.GameObjects.Particles.ParticleEmitter; | |
/** | |
* {@link Phaser.GameObjects.Particles.ParticleEmitter#active Activates} the emitter. | |
*/ | |
resume(): Phaser.GameObjects.Particles.ParticleEmitter; | |
/** | |
* Sorts active particles with {@link Phaser.GameObjects.Particles.ParticleEmitter#depthSortCallback}. | |
*/ | |
depthSort(): Phaser.GameObjects.Particles.ParticleEmitter; | |
/** | |
* Puts the emitter in flow mode (frequency >= 0) and starts (or restarts) a particle flow. | |
* | |
* To resume a flow at the current frequency and quantity, use {@link Phaser.GameObjects.Particles.ParticleEmitter#start} instead. | |
* @param frequency The time interval (>= 0) of each flow cycle, in ms. | |
* @param count The number of particles to emit at each flow cycle. Default 1. | |
*/ | |
flow(frequency: number, count?: number | number[] | EmitterOpOnEmitCallback | object): Phaser.GameObjects.Particles.ParticleEmitter; | |
/** | |
* Puts the emitter in explode mode (frequency = -1), stopping any current particle flow, and emits several particles all at once. | |
* @param count The amount of Particles to emit. | |
* @param x The x coordinate to emit the Particles from. | |
* @param y The y coordinate to emit the Particles from. | |
*/ | |
explode(count: integer, x: number, y: number): Phaser.GameObjects.Particles.Particle; | |
/** | |
* Emits particles at a given position (or the emitter's current position). | |
* @param x The x coordinate to emit the Particles from. Default this.x. | |
* @param y The y coordinate to emit the Particles from. Default this.x. | |
* @param count The number of Particles to emit. Default this.quantity. | |
*/ | |
emitParticleAt(x?: number, y?: number, count?: integer): Phaser.GameObjects.Particles.Particle; | |
/** | |
* Emits particles at a given position (or the emitter's current position). | |
* @param count The number of Particles to emit. Default this.quantity. | |
* @param x The x coordinate to emit the Particles from. Default this.x. | |
* @param y The y coordinate to emit the Particles from. Default this.x. | |
*/ | |
emitParticle(count?: integer, x?: number, y?: number): Phaser.GameObjects.Particles.Particle; | |
/** | |
* Updates this emitter and its particles. | |
* @param time The current timestamp as generated by the Request Animation Frame or SetTimeout. | |
* @param delta The delta time, in ms, elapsed since the last frame. | |
*/ | |
preUpdate(time: integer, delta: number): void; | |
/** | |
* Calculates the difference of two particles, for sorting them by depth. | |
* @param a The first particle. | |
* @param b The second particle. | |
*/ | |
depthSortCallback(a: object, b: object): integer; | |
/** | |
* Calculates the difference of two particles, for sorting them by index. | |
* @param a The first particle. | |
* @param b The second particle. | |
*/ | |
indexSortCallback(a: object, b: object): integer; | |
/** | |
* Sets the Blend Mode being used by this Game Object. | |
* | |
* This can be a const, such as `Phaser.BlendModes.SCREEN`, or an integer, such as 4 (for Overlay) | |
* | |
* Under WebGL only the following Blend Modes are available: | |
* | |
* * ADD | |
* * MULTIPLY | |
* * SCREEN | |
* | |
* Canvas has more available depending on browser support. | |
* | |
* You can also create your own custom Blend Modes in WebGL. | |
* | |
* Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending | |
* on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these | |
* reasons try to be careful about the construction of your Scene and the frequency of which blend modes | |
* are used. | |
* @param value The BlendMode value. Either a string or a CONST. | |
*/ | |
setBlendMode(value: string | Phaser.BlendModes): Phaser.GameObjects.GameObject; | |
/** | |
* The Mask this Game Object is using during render. | |
*/ | |
mask: Phaser.Display.Masks.BitmapMask | Phaser.Display.Masks.GeometryMask; | |
/** | |
* Sets the mask that this Game Object will use to render with. | |
* | |
* The mask must have been previously created and can be either a | |
* GeometryMask or a BitmapMask. | |
* | |
* Note: Bitmap Masks only work on WebGL. Geometry Masks work on both WebGL and Canvas. | |
* | |
* If a mask is already set on this Game Object it will be immediately replaced. | |
* @param mask The mask this Game Object will use when rendering. | |
*/ | |
setMask(mask: Phaser.Display.Masks.BitmapMask | Phaser.Display.Masks.GeometryMask): Phaser.GameObjects.GameObject; | |
/** | |
* Clears the mask that this Game Object was using. | |
* @param destroyMask Destroy the mask before clearing it? Default false. | |
*/ | |
clearMask(destroyMask?: boolean): Phaser.GameObjects.GameObject; | |
/** | |
* Creates and returns a Bitmap Mask. This mask can be used by any Game Object, | |
* including this one. | |
* | |
* To create the mask you need to pass in a reference to a renderable Game Object. | |
* A renderable Game Object is one that uses a texture to render with, such as an | |
* Image, Sprite, Render Texture or BitmapText. | |
* | |
* If you do not provide a renderable object, and this Game Object has a texture, | |
* it will use itself as the object. This means you can call this method to create | |
* a Bitmap Mask from any renderable Game Object. | |
* @param renderable A renderable Game Object that uses a texture, such as a Sprite. | |
*/ | |
createBitmapMask(renderable?: Phaser.GameObjects.GameObject): Phaser.Display.Masks.BitmapMask; | |
/** | |
* Creates and returns a Geometry Mask. This mask can be used by any Game Object, | |
* including this one. | |
* | |
* To create the mask you need to pass in a reference to a Graphics Game Object. | |
* | |
* If you do not provide a graphics object, and this Game Object is an instance | |
* of a Graphics object, then it will use itself to create the mask. | |
* | |
* This means you can call this method to create a Geometry Mask from any Graphics Game Object. | |
* @param graphics A Graphics Game Object. The geometry within it will be used as the mask. | |
*/ | |
createGeometryMask(graphics?: Phaser.GameObjects.Graphics): Phaser.Display.Masks.GeometryMask; | |
/** | |
* The horizontal scroll factor of this Game Object. | |
* | |
* The scroll factor controls the influence of the movement of a Camera upon this Game Object. | |
* | |
* When a camera scrolls it will change the location at which this Game Object is rendered on-screen. | |
* It does not change the Game Objects actual position values. | |
* | |
* A value of 1 means it will move exactly in sync with a camera. | |
* A value of 0 means it will not move at all, even if the camera moves. | |
* Other values control the degree to which the camera movement is mapped to this Game Object. | |
*/ | |
scrollFactorX: number; | |
/** | |
* The vertical scroll factor of this Game Object. | |
* | |
* The scroll factor controls the influence of the movement of a Camera upon this Game Object. | |
* | |
* When a camera scrolls it will change the location at which this Game Object is rendered on-screen. | |
* It does not change the Game Objects actual position values. | |
* | |
* A value of 1 means it will move exactly in sync with a camera. | |
* A value of 0 means it will not move at all, even if the camera moves. | |
* Other values control the degree to which the camera movement is mapped to this Game Object. | |
*/ | |
scrollFactorY: number; | |
/** | |
* Sets the scroll factor of this Game Object. | |
* | |
* The scroll factor controls the influence of the movement of a Camera upon this Game Object. | |
* | |
* When a camera scrolls it will change the location at which this Game Object is rendered on-screen. | |
* It does not change the Game Objects actual position values. | |
* | |
* A value of 1 means it will move exactly in sync with a camera. | |
* A value of 0 means it will not move at all, even if the camera moves. | |
* Other values control the degree to which the camera movement is mapped to this Game Object. | |
* @param x The horizontal scroll factor of this Game Object. | |
* @param y The vertical scroll factor of this Game Object. If not set it will use the `x` value. Default x. | |
*/ | |
setScrollFactor(x: number, y?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the visibility of this Game Object. | |
* | |
* An invisible Game Object will skip rendering, but will still process update logic. | |
* @param value The visible state of the Game Object. | |
*/ | |
setVisible(value: boolean): Phaser.GameObjects.GameObject; | |
} | |
/** | |
* A Particle Emitter Manager creates and controls {@link Phaser.GameObjects.Particles.ParticleEmitter Particle Emitters} and {@link Phaser.GameObjects.Particles.GravityWell Gravity Wells}. | |
*/ | |
class ParticleEmitterManager extends Phaser.GameObjects.GameObject { | |
/** | |
* | |
* @param scene The Scene to which this Emitter Manager belongs. | |
* @param texture The key of the Texture this Emitter Manager will use to render particles, as stored in the Texture Manager. | |
* @param frame An optional frame from the Texture this Emitter Manager will use to render particles. | |
* @param emitters Configuration settings for one or more emitters to create. | |
*/ | |
constructor(scene: Phaser.Scene, texture: string, frame: string | integer, emitters: ParticleEmitterConfig | ParticleEmitterConfig[]); | |
/** | |
* The time scale applied to all emitters and particles, affecting flow rate, lifespan, and movement. | |
* Values larger than 1 are faster than normal. | |
* This is multiplied with any timeScale set on each individual emitter. | |
*/ | |
timeScale: number; | |
/** | |
* The texture used to render this Emitter Manager's particles. | |
*/ | |
texture: Phaser.Textures.Texture; | |
/** | |
* The texture frame used to render this Emitter Manager's particles. | |
*/ | |
frame: Phaser.Textures.Frame; | |
/** | |
* Names of this Emitter Manager's texture frames. | |
*/ | |
frameNames: Phaser.Textures.Frame[]; | |
/** | |
* A list of Emitters being managed by this Emitter Manager. | |
*/ | |
emitters: Phaser.Structs.List<Phaser.GameObjects.Particles.ParticleEmitter>; | |
/** | |
* A list of Gravity Wells being managed by this Emitter Manager. | |
*/ | |
wells: Phaser.Structs.List<Phaser.GameObjects.Particles.GravityWell>; | |
/** | |
* Sets the texture and frame this Emitter Manager will use to render with. | |
* | |
* Textures are referenced by their string-based keys, as stored in the Texture Manager. | |
* @param key The key of the texture to be used, as stored in the Texture Manager. | |
* @param frame The name or index of the frame within the Texture. | |
*/ | |
setTexture(key: string, frame?: string | integer): Phaser.GameObjects.Particles.ParticleEmitterManager; | |
/** | |
* Sets the frame this Emitter Manager will use to render with. | |
* | |
* The Frame has to belong to the current Texture being used. | |
* | |
* It can be either a string or an index. | |
* @param frame The name or index of the frame within the Texture. | |
*/ | |
setFrame(frame?: string | integer): Phaser.GameObjects.Particles.ParticleEmitterManager; | |
/** | |
* Assigns texture frames to an emitter. | |
* @param frames The texture frames. | |
* @param emitter The particle emitter to modify. | |
*/ | |
setEmitterFrames(frames: Phaser.Textures.Frame | Phaser.Textures.Frame[], emitter: Phaser.GameObjects.Particles.ParticleEmitter): Phaser.GameObjects.Particles.ParticleEmitterManager; | |
/** | |
* Adds an existing Particle Emitter to this Emitter Manager. | |
* @param emitter The Particle Emitter to add to this Emitter Manager. | |
*/ | |
addEmitter(emitter: Phaser.GameObjects.Particles.ParticleEmitter): Phaser.GameObjects.Particles.ParticleEmitter; | |
/** | |
* Creates a new Particle Emitter object, adds it to this Emitter Manager and returns a reference to it. | |
* @param config [description] | |
*/ | |
createEmitter(config: object): Phaser.GameObjects.Particles.ParticleEmitter; | |
/** | |
* Adds an existing Gravity Well object to this Emitter Manager. | |
* @param well The Gravity Well to add to this Emitter Manager. | |
*/ | |
addGravityWell(well: Phaser.GameObjects.Particles.GravityWell): Phaser.GameObjects.Particles.GravityWell; | |
/** | |
* Creates a new Gravity Well, adds it to this Emitter Manager and returns a reference to it. | |
* @param config [description] | |
*/ | |
createGravityWell(config: object): Phaser.GameObjects.Particles.GravityWell; | |
/** | |
* Emits particles from each active emitter. | |
* @param count The number of particles to release from each emitter. The default is the emitter's own {@link Phaser.GameObjects.Particles.ParticleEmitter#quantity}. | |
* @param x The x-coordinate to to emit particles from. The default is the x-coordinate of the emitter's current location. | |
* @param y The y-coordinate to to emit particles from. The default is the y-coordinate of the emitter's current location. | |
*/ | |
emitParticle(count?: integer, x?: number, y?: number): Phaser.GameObjects.Particles.ParticleEmitterManager; | |
/** | |
* Emits particles from each active emitter. | |
* @param x The x-coordinate to to emit particles from. The default is the x-coordinate of the emitter's current location. | |
* @param y The y-coordinate to to emit particles from. The default is the y-coordinate of the emitter's current location. | |
* @param count The number of particles to release from each emitter. The default is the emitter's own {@link Phaser.GameObjects.Particles.ParticleEmitter#quantity}. | |
*/ | |
emitParticleAt(x?: number, y?: number, count?: integer): Phaser.GameObjects.Particles.ParticleEmitterManager; | |
/** | |
* Pauses this Emitter Manager. | |
* | |
* This has the effect of pausing all emitters, and all particles of those emitters, currently under its control. | |
* | |
* The particles will still render, but they will not have any of their logic updated. | |
*/ | |
pause(): Phaser.GameObjects.Particles.ParticleEmitterManager; | |
/** | |
* Resumes this Emitter Manager, should it have been previously paused. | |
*/ | |
resume(): Phaser.GameObjects.Particles.ParticleEmitterManager; | |
/** | |
* Gets all active particle processors (gravity wells). | |
*/ | |
getProcessors(): Phaser.GameObjects.Particles.GravityWell[]; | |
/** | |
* Updates all active emitters. | |
* @param time The current timestamp as generated by the Request Animation Frame or SetTimeout. | |
* @param delta The delta time, in ms, elapsed since the last frame. | |
*/ | |
preUpdate(time: integer, delta: number): void; | |
} | |
namespace Zones { | |
/** | |
* A Death Zone. | |
* | |
* A Death Zone is a special type of zone that will kill a Particle as soon as it either enters, or leaves, the zone. | |
* | |
* The zone consists of a `source` which could be a Geometric shape, such as a Rectangle or Ellipse, or your own | |
* object as long as it includes a `contains` method for which the Particles can be tested against. | |
*/ | |
class DeathZone { | |
/** | |
* | |
* @param source An object instance that has a `contains` method that returns a boolean when given `x` and `y` arguments. | |
* @param killOnEnter Should the Particle be killed when it enters the zone? `true` or leaves it? `false` | |
*/ | |
constructor(source: DeathZoneSource, killOnEnter: boolean); | |
/** | |
* An object instance that has a `contains` method that returns a boolean when given `x` and `y` arguments. | |
* This could be a Geometry shape, such as `Phaser.Geom.Circle`, or your own custom object. | |
*/ | |
source: DeathZoneSource; | |
/** | |
* Set to `true` if the Particle should be killed if it enters this zone. | |
* Set to `false` to kill the Particle if it leaves this zone. | |
*/ | |
killOnEnter: boolean; | |
/** | |
* Checks if the given Particle will be killed or not by this zone. | |
* @param particle The Particle to be checked against this zone. | |
*/ | |
willKill(particle: Phaser.GameObjects.Particles.Particle): boolean; | |
} | |
/** | |
* A zone that places particles on a shape's edges. | |
*/ | |
class EdgeZone { | |
/** | |
* | |
* @param source An object instance with a `getPoints(quantity, stepRate)` method returning an array of points. | |
* @param quantity [description] | |
* @param stepRate [description] | |
* @param yoyo [description] Default false. | |
* @param seamless [description] Default true. | |
*/ | |
constructor(source: EdgeZoneSource, quantity: number, stepRate: number, yoyo?: boolean, seamless?: boolean); | |
/** | |
* [description] | |
*/ | |
source: EdgeZoneSource | RandomZoneSource; | |
/** | |
* [description] | |
*/ | |
points: Phaser.Geom.Point[]; | |
/** | |
* [description] | |
*/ | |
quantity: number; | |
/** | |
* [description] | |
*/ | |
stepRate: number; | |
/** | |
* [description] | |
*/ | |
yoyo: boolean; | |
/** | |
* [description] | |
*/ | |
counter: number; | |
/** | |
* [description] | |
*/ | |
seamless: boolean; | |
/** | |
* [description] | |
*/ | |
updateSource(): Phaser.GameObjects.Particles.Zones.EdgeZone; | |
/** | |
* [description] | |
* @param source [description] | |
*/ | |
changeSource(source: object): Phaser.GameObjects.Particles.Zones.EdgeZone; | |
/** | |
* [description] | |
* @param particle [description] | |
*/ | |
getPoint(particle: Phaser.GameObjects.Particles.Particle): void; | |
} | |
/** | |
* A zone that places particles randomly within a shape's area. | |
*/ | |
class RandomZone { | |
/** | |
* | |
* @param source An object instance with a `getRandomPoint(point)` method. | |
*/ | |
constructor(source: RandomZoneSource); | |
/** | |
* [description] | |
*/ | |
source: RandomZoneSource; | |
/** | |
* [description] | |
* @param particle [description] | |
*/ | |
getPoint(particle: Phaser.GameObjects.Particles.Particle): void; | |
} | |
} | |
} | |
/** | |
* A PathFollower Game Object. | |
* | |
* A PathFollower is a Sprite Game Object with some extra helpers to allow it to follow a Path automatically. | |
* | |
* Anything you can do with a standard Sprite can be done with this PathFollower, such as animate it, tint it, | |
* scale it and so on. | |
* | |
* PathFollowers are bound to a single Path at any one time and can traverse the length of the Path, from start | |
* to finish, forwards or backwards, or from any given point on the Path to its end. They can optionally rotate | |
* to face the direction of the path, be offset from the path coordinates or rotate independently of the Path. | |
*/ | |
class PathFollower extends Phaser.GameObjects.Sprite { | |
/** | |
* | |
* @param scene [description] | |
* @param path The Path this PathFollower is following. It can only follow one Path at a time. | |
* @param x The horizontal position of this Game Object in the world. | |
* @param y The vertical position of this Game Object in the world. | |
* @param texture The key of the Texture this Game Object will use to render with, as stored in the Texture Manager. | |
* @param frame An optional frame from the Texture this Game Object is rendering with. | |
*/ | |
constructor(scene: Phaser.Scene, path: Phaser.Curves.Path, x: number, y: number, texture: string, frame?: string | integer); | |
/** | |
* The Path this PathFollower is following. It can only follow one Path at a time. | |
*/ | |
path: Phaser.Curves.Path; | |
/** | |
* Should the PathFollower automatically rotate to point in the direction of the Path? | |
*/ | |
rotateToPath: boolean; | |
/** | |
* [description] | |
*/ | |
pathRotationVerticalAdjust: boolean; | |
/** | |
* If the PathFollower is rotating to match the Path (@see Phaser.GameObjects.PathFollower#rotateToPath) | |
* this value is added to the rotation value. This allows you to rotate objects to a path but control | |
* the angle of the rotation as well. | |
*/ | |
pathRotationOffset: number; | |
/** | |
* An additional vector to add to the PathFollowers position, allowing you to offset it from the | |
* Path coordinates. | |
*/ | |
pathOffset: Phaser.Math.Vector2; | |
/** | |
* [description] | |
*/ | |
pathVector: Phaser.Math.Vector2; | |
/** | |
* [description] | |
*/ | |
pathTween: Phaser.Tweens.Tween; | |
/** | |
* [description] | |
*/ | |
pathConfig: PathConfig; | |
/** | |
* [description] | |
* @param path The Path this PathFollower is following. It can only follow one Path at a time. | |
* @param config [description] | |
*/ | |
setPath(path: Phaser.Curves.Path, config?: PathConfig): Phaser.GameObjects.PathFollower; | |
/** | |
* [description] | |
* @param value [description] | |
* @param offset Rotation offset in degrees. Default 0. | |
* @param verticalAdjust [description] Default false. | |
*/ | |
setRotateToPath(value: number, offset?: number, verticalAdjust?: boolean): Phaser.GameObjects.PathFollower; | |
/** | |
* Is this PathFollower actively following a Path or not? | |
* To be considered as `isFollowing` it must be currently moving on a Path, and not paused. | |
*/ | |
isFollowing(): boolean; | |
/** | |
* Starts this PathFollower following its given Path. | |
* @param config [description] Default {}. | |
* @param startAt [description] Default 0. | |
*/ | |
startFollow(config?: number | PathConfig, startAt?: number): Phaser.GameObjects.PathFollower; | |
/** | |
* Pauses this PathFollower. It will still continue to render, but it will remain motionless at the | |
* point on the Path at which you paused it. | |
*/ | |
pauseFollow(): Phaser.GameObjects.PathFollower; | |
/** | |
* Resumes a previously paused PathFollower. | |
* If the PathFollower was not paused this has no effect. | |
*/ | |
resumeFollow(): Phaser.GameObjects.PathFollower; | |
/** | |
* Stops this PathFollower from following the path any longer. | |
* This will invoke any 'stop' conditions that may exist on the Path, or for the follower. | |
*/ | |
stopFollow(): Phaser.GameObjects.PathFollower; | |
/** | |
* Internal update handler that advances this PathFollower along the path. | |
* Called automatically by the Scene step, should not typically be called directly. | |
* @param time The current timestamp as generated by the Request Animation Frame or SetTimeout. | |
* @param delta The delta time, in ms, elapsed since the last frame. | |
*/ | |
protected preUpdate(time: integer, delta: number): void; | |
/** | |
* Clears all alpha values associated with this Game Object. | |
* Immediately sets the alpha levels back to 1 (fully opaque) | |
*/ | |
clearAlpha(): Phaser.GameObjects.GameObject; | |
/** | |
* Set the Alpha level of this Game Object. The alpha controls the opacity of the Game Object as it renders. | |
* Alpha values are provided as a float between 0, fully transparent, and 1, fully opaque. | |
* | |
* If your game is running under WebGL you can optionally specify four different alpha values, each of which | |
* correspond to the four corners of the Game Object. Under Canvas only the `topLeft` value given is used. | |
* @param topLeft The alpha value used for the top-left of the Game Object. If this is the only value given it's applied across the whole Game Object. Default 1. | |
* @param topRight The alpha value used for the top-right of the Game Object. WebGL only. | |
* @param bottomLeft The alpha value used for the bottom-left of the Game Object. WebGL only. | |
* @param bottomRight The alpha value used for the bottom-right of the Game Object. WebGL only. | |
*/ | |
setAlpha(topLeft?: number, topRight?: number, bottomLeft?: number, bottomRight?: number): Phaser.GameObjects.GameObject; | |
/** | |
* The alpha value of the Game Object. | |
* | |
* This is a global value, impacting the entire Game Object, not just a region of it. | |
*/ | |
alpha: number; | |
/** | |
* The alpha value starting from the top-left of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
alphaTopLeft: number; | |
/** | |
* The alpha value starting from the top-right of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
alphaTopRight: number; | |
/** | |
* The alpha value starting from the bottom-left of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
alphaBottomLeft: number; | |
/** | |
* The alpha value starting from the bottom-right of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
alphaBottomRight: number; | |
/** | |
* Sets the Blend Mode being used by this Game Object. | |
* | |
* This can be a const, such as `Phaser.BlendModes.SCREEN`, or an integer, such as 4 (for Overlay) | |
* | |
* Under WebGL only the following Blend Modes are available: | |
* | |
* * ADD | |
* * MULTIPLY | |
* * SCREEN | |
* | |
* Canvas has more available depending on browser support. | |
* | |
* You can also create your own custom Blend Modes in WebGL. | |
* | |
* Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending | |
* on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these | |
* reasons try to be careful about the construction of your Scene and the frequency of which blend modes | |
* are used. | |
*/ | |
blendMode: Phaser.BlendModes | string; | |
/** | |
* Sets the Blend Mode being used by this Game Object. | |
* | |
* This can be a const, such as `Phaser.BlendModes.SCREEN`, or an integer, such as 4 (for Overlay) | |
* | |
* Under WebGL only the following Blend Modes are available: | |
* | |
* * ADD | |
* * MULTIPLY | |
* * SCREEN | |
* | |
* Canvas has more available depending on browser support. | |
* | |
* You can also create your own custom Blend Modes in WebGL. | |
* | |
* Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending | |
* on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these | |
* reasons try to be careful about the construction of your Scene and the frequency of which blend modes | |
* are used. | |
* @param value The BlendMode value. Either a string or a CONST. | |
*/ | |
setBlendMode(value: string | Phaser.BlendModes): Phaser.GameObjects.GameObject; | |
/** | |
* The depth of this Game Object within the Scene. | |
* | |
* The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order | |
* of Game Objects, without actually moving their position in the display list. | |
* | |
* The depth starts from zero (the default value) and increases from that point. A Game Object with a higher depth | |
* value will always render in front of one with a lower value. | |
* | |
* Setting the depth will queue a depth sort event within the Scene. | |
*/ | |
depth: number; | |
/** | |
* The depth of this Game Object within the Scene. | |
* | |
* The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order | |
* of Game Objects, without actually moving their position in the display list. | |
* | |
* The depth starts from zero (the default value) and increases from that point. A Game Object with a higher depth | |
* value will always render in front of one with a lower value. | |
* | |
* Setting the depth will queue a depth sort event within the Scene. | |
* @param value The depth of this Game Object. | |
*/ | |
setDepth(value: integer): Phaser.GameObjects.GameObject; | |
/** | |
* The horizontally flipped state of the Game Object. | |
* A Game Object that is flipped horizontally will render inversed on the horizontal axis. | |
* Flipping always takes place from the middle of the texture and does not impact the scale value. | |
*/ | |
flipX: boolean; | |
/** | |
* The vertically flipped state of the Game Object. | |
* A Game Object that is flipped vertically will render inversed on the vertical axis (i.e. upside down) | |
* Flipping always takes place from the middle of the texture and does not impact the scale value. | |
*/ | |
flipY: boolean; | |
/** | |
* Toggles the horizontal flipped state of this Game Object. | |
*/ | |
toggleFlipX(): Phaser.GameObjects.GameObject; | |
/** | |
* Toggles the vertical flipped state of this Game Object. | |
*/ | |
toggleFlipY(): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the horizontal flipped state of this Game Object. | |
* @param value The flipped state. `false` for no flip, or `true` to be flipped. | |
*/ | |
setFlipX(value: boolean): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the vertical flipped state of this Game Object. | |
* @param value The flipped state. `false` for no flip, or `true` to be flipped. | |
*/ | |
setFlipY(value: boolean): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the horizontal and vertical flipped state of this Game Object. | |
* @param x The horizontal flipped state. `false` for no flip, or `true` to be flipped. | |
* @param y The horizontal flipped state. `false` for no flip, or `true` to be flipped. | |
*/ | |
setFlip(x: boolean, y: boolean): Phaser.GameObjects.GameObject; | |
/** | |
* Resets the horizontal and vertical flipped state of this Game Object back to their default un-flipped state. | |
*/ | |
resetFlip(): Phaser.GameObjects.GameObject; | |
/** | |
* Gets the center coordinate of this Game Object, regardless of origin. | |
* The returned point is calculated in local space and does not factor in any parent containers | |
* @param output An object to store the values in. If not provided a new Vector2 will be created. | |
*/ | |
getCenter<O extends Phaser.Math.Vector2>(output?: O): O; | |
/** | |
* Gets the top-left corner coordinate of this Game Object, regardless of origin. | |
* The returned point is calculated in local space and does not factor in any parent containers | |
* @param output An object to store the values in. If not provided a new Vector2 will be created. | |
* @param includeParent If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false. | |
*/ | |
getTopLeft<O extends Phaser.Math.Vector2>(output?: O, includeParent?: boolean): O; | |
/** | |
* Gets the top-right corner coordinate of this Game Object, regardless of origin. | |
* The returned point is calculated in local space and does not factor in any parent containers | |
* @param output An object to store the values in. If not provided a new Vector2 will be created. | |
* @param includeParent If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false. | |
*/ | |
getTopRight<O extends Phaser.Math.Vector2>(output?: O, includeParent?: boolean): O; | |
/** | |
* Gets the bottom-left corner coordinate of this Game Object, regardless of origin. | |
* The returned point is calculated in local space and does not factor in any parent containers | |
* @param output An object to store the values in. If not provided a new Vector2 will be created. | |
* @param includeParent If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false. | |
*/ | |
getBottomLeft<O extends Phaser.Math.Vector2>(output?: O, includeParent?: boolean): O; | |
/** | |
* Gets the bottom-right corner coordinate of this Game Object, regardless of origin. | |
* The returned point is calculated in local space and does not factor in any parent containers | |
* @param output An object to store the values in. If not provided a new Vector2 will be created. | |
* @param includeParent If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false. | |
*/ | |
getBottomRight<O extends Phaser.Math.Vector2>(output?: O, includeParent?: boolean): O; | |
/** | |
* Gets the bounds of this Game Object, regardless of origin. | |
* The values are stored and returned in a Rectangle, or Rectangle-like, object. | |
* @param output An object to store the values in. If not provided a new Rectangle will be created. | |
*/ | |
getBounds<O extends Phaser.Geom.Rectangle>(output?: O): O; | |
/** | |
* The Mask this Game Object is using during render. | |
*/ | |
mask: Phaser.Display.Masks.BitmapMask | Phaser.Display.Masks.GeometryMask; | |
/** | |
* Sets the mask that this Game Object will use to render with. | |
* | |
* The mask must have been previously created and can be either a | |
* GeometryMask or a BitmapMask. | |
* | |
* Note: Bitmap Masks only work on WebGL. Geometry Masks work on both WebGL and Canvas. | |
* | |
* If a mask is already set on this Game Object it will be immediately replaced. | |
* @param mask The mask this Game Object will use when rendering. | |
*/ | |
setMask(mask: Phaser.Display.Masks.BitmapMask | Phaser.Display.Masks.GeometryMask): Phaser.GameObjects.GameObject; | |
/** | |
* Clears the mask that this Game Object was using. | |
* @param destroyMask Destroy the mask before clearing it? Default false. | |
*/ | |
clearMask(destroyMask?: boolean): Phaser.GameObjects.GameObject; | |
/** | |
* Creates and returns a Bitmap Mask. This mask can be used by any Game Object, | |
* including this one. | |
* | |
* To create the mask you need to pass in a reference to a renderable Game Object. | |
* A renderable Game Object is one that uses a texture to render with, such as an | |
* Image, Sprite, Render Texture or BitmapText. | |
* | |
* If you do not provide a renderable object, and this Game Object has a texture, | |
* it will use itself as the object. This means you can call this method to create | |
* a Bitmap Mask from any renderable Game Object. | |
* @param renderable A renderable Game Object that uses a texture, such as a Sprite. | |
*/ | |
createBitmapMask(renderable?: Phaser.GameObjects.GameObject): Phaser.Display.Masks.BitmapMask; | |
/** | |
* Creates and returns a Geometry Mask. This mask can be used by any Game Object, | |
* including this one. | |
* | |
* To create the mask you need to pass in a reference to a Graphics Game Object. | |
* | |
* If you do not provide a graphics object, and this Game Object is an instance | |
* of a Graphics object, then it will use itself to create the mask. | |
* | |
* This means you can call this method to create a Geometry Mask from any Graphics Game Object. | |
* @param graphics A Graphics Game Object. The geometry within it will be used as the mask. | |
*/ | |
createGeometryMask(graphics?: Phaser.GameObjects.Graphics): Phaser.Display.Masks.GeometryMask; | |
/** | |
* The horizontal origin of this Game Object. | |
* The origin maps the relationship between the size and position of the Game Object. | |
* The default value is 0.5, meaning all Game Objects are positioned based on their center. | |
* Setting the value to 0 means the position now relates to the left of the Game Object. | |
*/ | |
originX: number; | |
/** | |
* The vertical origin of this Game Object. | |
* The origin maps the relationship between the size and position of the Game Object. | |
* The default value is 0.5, meaning all Game Objects are positioned based on their center. | |
* Setting the value to 0 means the position now relates to the top of the Game Object. | |
*/ | |
originY: number; | |
/** | |
* The horizontal display origin of this Game Object. | |
* The origin is a normalized value between 0 and 1. | |
* The displayOrigin is a pixel value, based on the size of the Game Object combined with the origin. | |
*/ | |
displayOriginX: number; | |
/** | |
* The vertical display origin of this Game Object. | |
* The origin is a normalized value between 0 and 1. | |
* The displayOrigin is a pixel value, based on the size of the Game Object combined with the origin. | |
*/ | |
displayOriginY: number; | |
/** | |
* Sets the origin of this Game Object. | |
* | |
* The values are given in the range 0 to 1. | |
* @param x The horizontal origin value. Default 0.5. | |
* @param y The vertical origin value. If not defined it will be set to the value of `x`. Default x. | |
*/ | |
setOrigin(x?: number, y?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the origin of this Game Object based on the Pivot values in its Frame. | |
*/ | |
setOriginFromFrame(): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the display origin of this Game Object. | |
* The difference between this and setting the origin is that you can use pixel values for setting the display origin. | |
* @param x The horizontal display origin value. Default 0. | |
* @param y The vertical display origin value. If not defined it will be set to the value of `x`. Default x. | |
*/ | |
setDisplayOrigin(x?: number, y?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Updates the Display Origin cached values internally stored on this Game Object. | |
* You don't usually call this directly, but it is exposed for edge-cases where you may. | |
*/ | |
updateDisplayOrigin(): Phaser.GameObjects.GameObject; | |
/** | |
* [description] | |
*/ | |
defaultPipeline: Phaser.Renderer.WebGL.WebGLPipeline; | |
/** | |
* [description] | |
*/ | |
pipeline: Phaser.Renderer.WebGL.WebGLPipeline; | |
/** | |
* Sets the initial WebGL Pipeline of this Game Object. | |
* This should only be called during the instantiation of the Game Object. | |
* @param pipelineName The name of the pipeline to set on this Game Object. | |
*/ | |
initPipeline(pipelineName: string): boolean; | |
/** | |
* Sets the active WebGL Pipeline of this Game Object. | |
* @param pipelineName The name of the pipeline to set on this Game Object. | |
*/ | |
setPipeline(pipelineName: string): boolean; | |
/** | |
* Resets the WebGL Pipeline of this Game Object back to the default it was created with. | |
*/ | |
resetPipeline(): boolean; | |
/** | |
* Gets the name of the WebGL Pipeline this Game Object is currently using. | |
*/ | |
getPipelineName(): string; | |
/** | |
* The Scale Mode being used by this Game Object. | |
* Can be either `ScaleModes.LINEAR` or `ScaleModes.NEAREST`. | |
*/ | |
scaleMode: Phaser.ScaleModes; | |
/** | |
* Sets the Scale Mode being used by this Game Object. | |
* Can be either `ScaleModes.LINEAR` or `ScaleModes.NEAREST`. | |
* @param value The Scale Mode to be used by this Game Object. | |
*/ | |
setScaleMode(value: Phaser.ScaleModes): Phaser.GameObjects.GameObject; | |
/** | |
* The horizontal scroll factor of this Game Object. | |
* | |
* The scroll factor controls the influence of the movement of a Camera upon this Game Object. | |
* | |
* When a camera scrolls it will change the location at which this Game Object is rendered on-screen. | |
* It does not change the Game Objects actual position values. | |
* | |
* A value of 1 means it will move exactly in sync with a camera. | |
* A value of 0 means it will not move at all, even if the camera moves. | |
* Other values control the degree to which the camera movement is mapped to this Game Object. | |
*/ | |
scrollFactorX: number; | |
/** | |
* The vertical scroll factor of this Game Object. | |
* | |
* The scroll factor controls the influence of the movement of a Camera upon this Game Object. | |
* | |
* When a camera scrolls it will change the location at which this Game Object is rendered on-screen. | |
* It does not change the Game Objects actual position values. | |
* | |
* A value of 1 means it will move exactly in sync with a camera. | |
* A value of 0 means it will not move at all, even if the camera moves. | |
* Other values control the degree to which the camera movement is mapped to this Game Object. | |
*/ | |
scrollFactorY: number; | |
/** | |
* Sets the scroll factor of this Game Object. | |
* | |
* The scroll factor controls the influence of the movement of a Camera upon this Game Object. | |
* | |
* When a camera scrolls it will change the location at which this Game Object is rendered on-screen. | |
* It does not change the Game Objects actual position values. | |
* | |
* A value of 1 means it will move exactly in sync with a camera. | |
* A value of 0 means it will not move at all, even if the camera moves. | |
* Other values control the degree to which the camera movement is mapped to this Game Object. | |
* @param x The horizontal scroll factor of this Game Object. | |
* @param y The vertical scroll factor of this Game Object. If not set it will use the `x` value. Default x. | |
*/ | |
setScrollFactor(x: number, y?: number): Phaser.GameObjects.GameObject; | |
/** | |
* The native (un-scaled) width of this Game Object. | |
*/ | |
width: number; | |
/** | |
* The native (un-scaled) height of this Game Object. | |
*/ | |
height: number; | |
/** | |
* The displayed width of this Game Object. | |
* This value takes into account the scale factor. | |
*/ | |
displayWidth: number; | |
/** | |
* The displayed height of this Game Object. | |
* This value takes into account the scale factor. | |
*/ | |
displayHeight: number; | |
/** | |
* Sets the size of this Game Object to be that of the given Frame. | |
* @param frame The frame to base the size of this Game Object on. | |
*/ | |
setSizeToFrame(frame: Phaser.Textures.Frame): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the size of this Game Object. | |
* @param width The width of this Game Object. | |
* @param height The height of this Game Object. | |
*/ | |
setSize(width: number, height: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the display size of this Game Object. | |
* Calling this will adjust the scale. | |
* @param width The width of this Game Object. | |
* @param height The height of this Game Object. | |
*/ | |
setDisplaySize(width: number, height: number): Phaser.GameObjects.GameObject; | |
/** | |
* The Texture this Game Object is using to render with. | |
*/ | |
texture: Phaser.Textures.Texture | Phaser.Textures.CanvasTexture; | |
/** | |
* The Texture Frame this Game Object is using to render with. | |
*/ | |
frame: Phaser.Textures.Frame; | |
/** | |
* Sets the texture and frame this Game Object will use to render with. | |
* | |
* Textures are referenced by their string-based keys, as stored in the Texture Manager. | |
* @param key The key of the texture to be used, as stored in the Texture Manager. | |
* @param frame The name or index of the frame within the Texture. | |
*/ | |
setTexture(key: string, frame?: string | integer): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the frame this Game Object will use to render with. | |
* | |
* The Frame has to belong to the current Texture being used. | |
* | |
* It can be either a string or an index. | |
* | |
* Calling `setFrame` will modify the `width` and `height` properties of your Game Object. | |
* It will also change the `origin` if the Frame has a custom pivot point, as exported from packages like Texture Packer. | |
* @param frame The name or index of the frame within the Texture. | |
* @param updateSize Should this call adjust the size of the Game Object? Default true. | |
* @param updateOrigin Should this call adjust the origin of the Game Object? Default true. | |
*/ | |
setFrame(frame: string | integer, updateSize?: boolean, updateOrigin?: boolean): Phaser.GameObjects.GameObject; | |
/** | |
* Clears all tint values associated with this Game Object. | |
* Immediately sets the alpha levels back to 0xffffff (no tint) | |
*/ | |
clearTint(): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the tint values for this Game Object. | |
* @param topLeft The tint being applied to the top-left of the Game Object. If not other values are given this value is applied evenly, tinting the whole Game Object. Default 0xffffff. | |
* @param topRight The tint being applied to the top-right of the Game Object. | |
* @param bottomLeft The tint being applied to the bottom-left of the Game Object. | |
* @param bottomRight The tint being applied to the bottom-right of the Game Object. | |
*/ | |
setTint(topLeft?: integer, topRight?: integer, bottomLeft?: integer, bottomRight?: integer): Phaser.GameObjects.GameObject; | |
/** | |
* The tint value being applied to the top-left of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
tintTopLeft: integer; | |
/** | |
* The tint value being applied to the top-right of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
tintTopRight: integer; | |
/** | |
* The tint value being applied to the bottom-left of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
tintBottomLeft: integer; | |
/** | |
* The tint value being applied to the bottom-right of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
tintBottomRight: integer; | |
/** | |
* The tint value being applied to the whole of the Game Object. | |
*/ | |
tint: integer; | |
/** | |
* The x position of this Game Object. | |
*/ | |
x: number; | |
/** | |
* The y position of this Game Object. | |
*/ | |
y: number; | |
/** | |
* The z position of this Game Object. | |
* Note: Do not use this value to set the z-index, instead see the `depth` property. | |
*/ | |
z: number; | |
/** | |
* The w position of this Game Object. | |
*/ | |
w: number; | |
/** | |
* The horizontal scale of this Game Object. | |
*/ | |
scaleX: number; | |
/** | |
* The vertical scale of this Game Object. | |
*/ | |
scaleY: number; | |
/** | |
* The angle of this Game Object as expressed in degrees. | |
* | |
* Where 0 is to the right, 90 is down, 180 is left. | |
* | |
* If you prefer to work in radians, see the `rotation` property instead. | |
*/ | |
angle: integer; | |
/** | |
* The angle of this Game Object in radians. | |
* | |
* If you prefer to work in degrees, see the `angle` property instead. | |
*/ | |
rotation: number; | |
/** | |
* Sets the position of this Game Object. | |
* @param x The x position of this Game Object. Default 0. | |
* @param y The y position of this Game Object. If not set it will use the `x` value. Default x. | |
* @param z The z position of this Game Object. Default 0. | |
* @param w The w position of this Game Object. Default 0. | |
*/ | |
setPosition(x?: number, y?: number, z?: number, w?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the position of this Game Object to be a random position within the confines of | |
* the given area. | |
* | |
* If no area is specified a random position between 0 x 0 and the game width x height is used instead. | |
* | |
* The position does not factor in the size of this Game Object, meaning that only the origin is | |
* guaranteed to be within the area. | |
* @param x The x position of the top-left of the random area. Default 0. | |
* @param y The y position of the top-left of the random area. Default 0. | |
* @param width The width of the random area. | |
* @param height The height of the random area. | |
*/ | |
setRandomPosition(x?: number, y?: number, width?: number, height?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the rotation of this Game Object. | |
* @param radians The rotation of this Game Object, in radians. Default 0. | |
*/ | |
setRotation(radians?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the angle of this Game Object. | |
* @param degrees The rotation of this Game Object, in degrees. Default 0. | |
*/ | |
setAngle(degrees?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the scale of this Game Object. | |
* @param x The horizontal scale of this Game Object. | |
* @param y The vertical scale of this Game Object. If not set it will use the `x` value. Default x. | |
*/ | |
setScale(x: number, y?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the x position of this Game Object. | |
* @param value The x position of this Game Object. Default 0. | |
*/ | |
setX(value?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the y position of this Game Object. | |
* @param value The y position of this Game Object. Default 0. | |
*/ | |
setY(value?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the z position of this Game Object. | |
* @param value The z position of this Game Object. Default 0. | |
*/ | |
setZ(value?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the w position of this Game Object. | |
* @param value The w position of this Game Object. Default 0. | |
*/ | |
setW(value?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Gets the local transform matrix for this Game Object. | |
* @param tempMatrix The matrix to populate with the values from this Game Object. | |
*/ | |
getLocalTransformMatrix(tempMatrix?: Phaser.GameObjects.Components.TransformMatrix): Phaser.GameObjects.Components.TransformMatrix; | |
/** | |
* Gets the world transform matrix for this Game Object, factoring in any parent Containers. | |
* @param tempMatrix The matrix to populate with the values from this Game Object. | |
*/ | |
getWorldTransformMatrix(tempMatrix?: Phaser.GameObjects.Components.TransformMatrix): Phaser.GameObjects.Components.TransformMatrix; | |
/** | |
* The visible state of the Game Object. | |
* | |
* An invisible Game Object will skip rendering, but will still process update logic. | |
*/ | |
visible: boolean; | |
/** | |
* Sets the visibility of this Game Object. | |
* | |
* An invisible Game Object will skip rendering, but will still process update logic. | |
* @param value The visible state of the Game Object. | |
*/ | |
setVisible(value: boolean): Phaser.GameObjects.GameObject; | |
} | |
/** | |
* A Quad Game Object. | |
* | |
* A Quad is a Mesh Game Object pre-configured with two triangles arranged into a rectangle, with a single | |
* texture spread across them. | |
* | |
* You can manipulate the corner points of the quad via the getters and setters such as `topLeftX`, and also | |
* change their alpha and color values. The quad itself can be moved by adjusting the `x` and `y` properties. | |
*/ | |
class Quad extends Phaser.GameObjects.Mesh { | |
/** | |
* | |
* @param scene [description] | |
* @param x The horizontal position of this Game Object in the world. | |
* @param y The vertical position of this Game Object in the world. | |
* @param texture The key of the Texture this Game Object will use to render with, as stored in the Texture Manager. | |
* @param frame An optional frame from the Texture this Game Object is rendering with. | |
*/ | |
constructor(scene: Phaser.Scene, x: number, y: number, texture: string, frame?: string | integer); | |
/** | |
* The top-left x vertex of this Quad. | |
*/ | |
topLeftX: number; | |
/** | |
* The top-left y vertex of this Quad. | |
*/ | |
topLeftY: number; | |
/** | |
* The top-right x vertex of this Quad. | |
*/ | |
topRightX: number; | |
/** | |
* The top-right y vertex of this Quad. | |
*/ | |
topRightY: number; | |
/** | |
* The bottom-left x vertex of this Quad. | |
*/ | |
bottomLeftX: number; | |
/** | |
* The bottom-left y vertex of this Quad. | |
*/ | |
bottomLeftY: number; | |
/** | |
* The bottom-right x vertex of this Quad. | |
*/ | |
bottomRightX: number; | |
/** | |
* The bottom-right y vertex of this Quad. | |
*/ | |
bottomRightY: number; | |
/** | |
* The top-left alpha value of this Quad. | |
*/ | |
topLeftAlpha: number; | |
/** | |
* The top-right alpha value of this Quad. | |
*/ | |
topRightAlpha: number; | |
/** | |
* The bottom-left alpha value of this Quad. | |
*/ | |
bottomLeftAlpha: number; | |
/** | |
* The bottom-right alpha value of this Quad. | |
*/ | |
bottomRightAlpha: number; | |
/** | |
* The top-left color value of this Quad. | |
*/ | |
topLeftColor: number; | |
/** | |
* The top-right color value of this Quad. | |
*/ | |
topRightColor: number; | |
/** | |
* The bottom-left color value of this Quad. | |
*/ | |
bottomLeftColor: number; | |
/** | |
* The bottom-right color value of this Quad. | |
*/ | |
bottomRightColor: number; | |
/** | |
* Sets the top-left vertex position of this Quad. | |
* @param x The horizontal coordinate of the vertex. | |
* @param y The vertical coordinate of the vertex. | |
*/ | |
setTopLeft(x: number, y: number): Phaser.GameObjects.Quad; | |
/** | |
* Sets the top-right vertex position of this Quad. | |
* @param x The horizontal coordinate of the vertex. | |
* @param y The vertical coordinate of the vertex. | |
*/ | |
setTopRight(x: number, y: number): Phaser.GameObjects.Quad; | |
/** | |
* Sets the bottom-left vertex position of this Quad. | |
* @param x The horizontal coordinate of the vertex. | |
* @param y The vertical coordinate of the vertex. | |
*/ | |
setBottomLeft(x: number, y: number): Phaser.GameObjects.Quad; | |
/** | |
* Sets the bottom-right vertex position of this Quad. | |
* @param x The horizontal coordinate of the vertex. | |
* @param y The vertical coordinate of the vertex. | |
*/ | |
setBottomRight(x: number, y: number): Phaser.GameObjects.Quad; | |
/** | |
* Resets the positions of the four corner vertices of this Quad. | |
*/ | |
resetPosition(): Phaser.GameObjects.Quad; | |
/** | |
* Resets the alpha values used by this Quad back to 1. | |
*/ | |
resetAlpha(): Phaser.GameObjects.Quad; | |
/** | |
* Resets the color values used by this Quad back to 0xffffff. | |
*/ | |
resetColors(): Phaser.GameObjects.Quad; | |
/** | |
* Resets the position, alpha and color values used by this Quad. | |
*/ | |
reset(): Phaser.GameObjects.Quad; | |
/** | |
* Clears all alpha values associated with this Game Object. | |
* Immediately sets the alpha levels back to 1 (fully opaque) | |
*/ | |
clearAlpha(): Phaser.GameObjects.GameObject; | |
/** | |
* Set the Alpha level of this Game Object. The alpha controls the opacity of the Game Object as it renders. | |
* Alpha values are provided as a float between 0, fully transparent, and 1, fully opaque. | |
* | |
* If your game is running under WebGL you can optionally specify four different alpha values, each of which | |
* correspond to the four corners of the Game Object. Under Canvas only the `topLeft` value given is used. | |
* @param topLeft The alpha value used for the top-left of the Game Object. If this is the only value given it's applied across the whole Game Object. Default 1. | |
* @param topRight The alpha value used for the top-right of the Game Object. WebGL only. | |
* @param bottomLeft The alpha value used for the bottom-left of the Game Object. WebGL only. | |
* @param bottomRight The alpha value used for the bottom-right of the Game Object. WebGL only. | |
*/ | |
setAlpha(topLeft?: number, topRight?: number, bottomLeft?: number, bottomRight?: number): Phaser.GameObjects.GameObject; | |
/** | |
* The alpha value of the Game Object. | |
* | |
* This is a global value, impacting the entire Game Object, not just a region of it. | |
*/ | |
alpha: number; | |
/** | |
* The alpha value starting from the top-left of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
alphaTopLeft: number; | |
/** | |
* The alpha value starting from the top-right of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
alphaTopRight: number; | |
/** | |
* The alpha value starting from the bottom-left of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
alphaBottomLeft: number; | |
/** | |
* The alpha value starting from the bottom-right of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
alphaBottomRight: number; | |
/** | |
* Sets the Blend Mode being used by this Game Object. | |
* | |
* This can be a const, such as `Phaser.BlendModes.SCREEN`, or an integer, such as 4 (for Overlay) | |
* | |
* Under WebGL only the following Blend Modes are available: | |
* | |
* * ADD | |
* * MULTIPLY | |
* * SCREEN | |
* | |
* Canvas has more available depending on browser support. | |
* | |
* You can also create your own custom Blend Modes in WebGL. | |
* | |
* Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending | |
* on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these | |
* reasons try to be careful about the construction of your Scene and the frequency of which blend modes | |
* are used. | |
*/ | |
blendMode: Phaser.BlendModes | string; | |
/** | |
* Sets the Blend Mode being used by this Game Object. | |
* | |
* This can be a const, such as `Phaser.BlendModes.SCREEN`, or an integer, such as 4 (for Overlay) | |
* | |
* Under WebGL only the following Blend Modes are available: | |
* | |
* * ADD | |
* * MULTIPLY | |
* * SCREEN | |
* | |
* Canvas has more available depending on browser support. | |
* | |
* You can also create your own custom Blend Modes in WebGL. | |
* | |
* Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending | |
* on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these | |
* reasons try to be careful about the construction of your Scene and the frequency of which blend modes | |
* are used. | |
* @param value The BlendMode value. Either a string or a CONST. | |
*/ | |
setBlendMode(value: string | Phaser.BlendModes): Phaser.GameObjects.GameObject; | |
/** | |
* The depth of this Game Object within the Scene. | |
* | |
* The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order | |
* of Game Objects, without actually moving their position in the display list. | |
* | |
* The depth starts from zero (the default value) and increases from that point. A Game Object with a higher depth | |
* value will always render in front of one with a lower value. | |
* | |
* Setting the depth will queue a depth sort event within the Scene. | |
*/ | |
depth: number; | |
/** | |
* The depth of this Game Object within the Scene. | |
* | |
* The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order | |
* of Game Objects, without actually moving their position in the display list. | |
* | |
* The depth starts from zero (the default value) and increases from that point. A Game Object with a higher depth | |
* value will always render in front of one with a lower value. | |
* | |
* Setting the depth will queue a depth sort event within the Scene. | |
* @param value The depth of this Game Object. | |
*/ | |
setDepth(value: integer): Phaser.GameObjects.GameObject; | |
/** | |
* The horizontally flipped state of the Game Object. | |
* A Game Object that is flipped horizontally will render inversed on the horizontal axis. | |
* Flipping always takes place from the middle of the texture and does not impact the scale value. | |
*/ | |
flipX: boolean; | |
/** | |
* The vertically flipped state of the Game Object. | |
* A Game Object that is flipped vertically will render inversed on the vertical axis (i.e. upside down) | |
* Flipping always takes place from the middle of the texture and does not impact the scale value. | |
*/ | |
flipY: boolean; | |
/** | |
* Toggles the horizontal flipped state of this Game Object. | |
*/ | |
toggleFlipX(): Phaser.GameObjects.GameObject; | |
/** | |
* Toggles the vertical flipped state of this Game Object. | |
*/ | |
toggleFlipY(): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the horizontal flipped state of this Game Object. | |
* @param value The flipped state. `false` for no flip, or `true` to be flipped. | |
*/ | |
setFlipX(value: boolean): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the vertical flipped state of this Game Object. | |
* @param value The flipped state. `false` for no flip, or `true` to be flipped. | |
*/ | |
setFlipY(value: boolean): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the horizontal and vertical flipped state of this Game Object. | |
* @param x The horizontal flipped state. `false` for no flip, or `true` to be flipped. | |
* @param y The horizontal flipped state. `false` for no flip, or `true` to be flipped. | |
*/ | |
setFlip(x: boolean, y: boolean): Phaser.GameObjects.GameObject; | |
/** | |
* Resets the horizontal and vertical flipped state of this Game Object back to their default un-flipped state. | |
*/ | |
resetFlip(): Phaser.GameObjects.GameObject; | |
/** | |
* Gets the center coordinate of this Game Object, regardless of origin. | |
* The returned point is calculated in local space and does not factor in any parent containers | |
* @param output An object to store the values in. If not provided a new Vector2 will be created. | |
*/ | |
getCenter<O extends Phaser.Math.Vector2>(output?: O): O; | |
/** | |
* Gets the top-left corner coordinate of this Game Object, regardless of origin. | |
* The returned point is calculated in local space and does not factor in any parent containers | |
* @param output An object to store the values in. If not provided a new Vector2 will be created. | |
* @param includeParent If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false. | |
*/ | |
getTopLeft<O extends Phaser.Math.Vector2>(output?: O, includeParent?: boolean): O; | |
/** | |
* Gets the top-right corner coordinate of this Game Object, regardless of origin. | |
* The returned point is calculated in local space and does not factor in any parent containers | |
* @param output An object to store the values in. If not provided a new Vector2 will be created. | |
* @param includeParent If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false. | |
*/ | |
getTopRight<O extends Phaser.Math.Vector2>(output?: O, includeParent?: boolean): O; | |
/** | |
* Gets the bottom-left corner coordinate of this Game Object, regardless of origin. | |
* The returned point is calculated in local space and does not factor in any parent containers | |
* @param output An object to store the values in. If not provided a new Vector2 will be created. | |
* @param includeParent If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false. | |
*/ | |
getBottomLeft<O extends Phaser.Math.Vector2>(output?: O, includeParent?: boolean): O; | |
/** | |
* Gets the bottom-right corner coordinate of this Game Object, regardless of origin. | |
* The returned point is calculated in local space and does not factor in any parent containers | |
* @param output An object to store the values in. If not provided a new Vector2 will be created. | |
* @param includeParent If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false. | |
*/ | |
getBottomRight<O extends Phaser.Math.Vector2>(output?: O, includeParent?: boolean): O; | |
/** | |
* Gets the bounds of this Game Object, regardless of origin. | |
* The values are stored and returned in a Rectangle, or Rectangle-like, object. | |
* @param output An object to store the values in. If not provided a new Rectangle will be created. | |
*/ | |
getBounds<O extends Phaser.Geom.Rectangle>(output?: O): O; | |
/** | |
* The Mask this Game Object is using during render. | |
*/ | |
mask: Phaser.Display.Masks.BitmapMask | Phaser.Display.Masks.GeometryMask; | |
/** | |
* Sets the mask that this Game Object will use to render with. | |
* | |
* The mask must have been previously created and can be either a | |
* GeometryMask or a BitmapMask. | |
* | |
* Note: Bitmap Masks only work on WebGL. Geometry Masks work on both WebGL and Canvas. | |
* | |
* If a mask is already set on this Game Object it will be immediately replaced. | |
* @param mask The mask this Game Object will use when rendering. | |
*/ | |
setMask(mask: Phaser.Display.Masks.BitmapMask | Phaser.Display.Masks.GeometryMask): Phaser.GameObjects.GameObject; | |
/** | |
* Clears the mask that this Game Object was using. | |
* @param destroyMask Destroy the mask before clearing it? Default false. | |
*/ | |
clearMask(destroyMask?: boolean): Phaser.GameObjects.GameObject; | |
/** | |
* Creates and returns a Bitmap Mask. This mask can be used by any Game Object, | |
* including this one. | |
* | |
* To create the mask you need to pass in a reference to a renderable Game Object. | |
* A renderable Game Object is one that uses a texture to render with, such as an | |
* Image, Sprite, Render Texture or BitmapText. | |
* | |
* If you do not provide a renderable object, and this Game Object has a texture, | |
* it will use itself as the object. This means you can call this method to create | |
* a Bitmap Mask from any renderable Game Object. | |
* @param renderable A renderable Game Object that uses a texture, such as a Sprite. | |
*/ | |
createBitmapMask(renderable?: Phaser.GameObjects.GameObject): Phaser.Display.Masks.BitmapMask; | |
/** | |
* Creates and returns a Geometry Mask. This mask can be used by any Game Object, | |
* including this one. | |
* | |
* To create the mask you need to pass in a reference to a Graphics Game Object. | |
* | |
* If you do not provide a graphics object, and this Game Object is an instance | |
* of a Graphics object, then it will use itself to create the mask. | |
* | |
* This means you can call this method to create a Geometry Mask from any Graphics Game Object. | |
* @param graphics A Graphics Game Object. The geometry within it will be used as the mask. | |
*/ | |
createGeometryMask(graphics?: Phaser.GameObjects.Graphics): Phaser.Display.Masks.GeometryMask; | |
/** | |
* The horizontal origin of this Game Object. | |
* The origin maps the relationship between the size and position of the Game Object. | |
* The default value is 0.5, meaning all Game Objects are positioned based on their center. | |
* Setting the value to 0 means the position now relates to the left of the Game Object. | |
*/ | |
originX: number; | |
/** | |
* The vertical origin of this Game Object. | |
* The origin maps the relationship between the size and position of the Game Object. | |
* The default value is 0.5, meaning all Game Objects are positioned based on their center. | |
* Setting the value to 0 means the position now relates to the top of the Game Object. | |
*/ | |
originY: number; | |
/** | |
* The horizontal display origin of this Game Object. | |
* The origin is a normalized value between 0 and 1. | |
* The displayOrigin is a pixel value, based on the size of the Game Object combined with the origin. | |
*/ | |
displayOriginX: number; | |
/** | |
* The vertical display origin of this Game Object. | |
* The origin is a normalized value between 0 and 1. | |
* The displayOrigin is a pixel value, based on the size of the Game Object combined with the origin. | |
*/ | |
displayOriginY: number; | |
/** | |
* Sets the origin of this Game Object. | |
* | |
* The values are given in the range 0 to 1. | |
* @param x The horizontal origin value. Default 0.5. | |
* @param y The vertical origin value. If not defined it will be set to the value of `x`. Default x. | |
*/ | |
setOrigin(x?: number, y?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the origin of this Game Object based on the Pivot values in its Frame. | |
*/ | |
setOriginFromFrame(): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the display origin of this Game Object. | |
* The difference between this and setting the origin is that you can use pixel values for setting the display origin. | |
* @param x The horizontal display origin value. Default 0. | |
* @param y The vertical display origin value. If not defined it will be set to the value of `x`. Default x. | |
*/ | |
setDisplayOrigin(x?: number, y?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Updates the Display Origin cached values internally stored on this Game Object. | |
* You don't usually call this directly, but it is exposed for edge-cases where you may. | |
*/ | |
updateDisplayOrigin(): Phaser.GameObjects.GameObject; | |
/** | |
* [description] | |
*/ | |
defaultPipeline: Phaser.Renderer.WebGL.WebGLPipeline; | |
/** | |
* [description] | |
*/ | |
pipeline: Phaser.Renderer.WebGL.WebGLPipeline; | |
/** | |
* Sets the initial WebGL Pipeline of this Game Object. | |
* This should only be called during the instantiation of the Game Object. | |
* @param pipelineName The name of the pipeline to set on this Game Object. | |
*/ | |
initPipeline(pipelineName: string): boolean; | |
/** | |
* Sets the active WebGL Pipeline of this Game Object. | |
* @param pipelineName The name of the pipeline to set on this Game Object. | |
*/ | |
setPipeline(pipelineName: string): boolean; | |
/** | |
* Resets the WebGL Pipeline of this Game Object back to the default it was created with. | |
*/ | |
resetPipeline(): boolean; | |
/** | |
* Gets the name of the WebGL Pipeline this Game Object is currently using. | |
*/ | |
getPipelineName(): string; | |
/** | |
* The Scale Mode being used by this Game Object. | |
* Can be either `ScaleModes.LINEAR` or `ScaleModes.NEAREST`. | |
*/ | |
scaleMode: Phaser.ScaleModes; | |
/** | |
* Sets the Scale Mode being used by this Game Object. | |
* Can be either `ScaleModes.LINEAR` or `ScaleModes.NEAREST`. | |
* @param value The Scale Mode to be used by this Game Object. | |
*/ | |
setScaleMode(value: Phaser.ScaleModes): Phaser.GameObjects.GameObject; | |
/** | |
* The native (un-scaled) width of this Game Object. | |
*/ | |
width: number; | |
/** | |
* The native (un-scaled) height of this Game Object. | |
*/ | |
height: number; | |
/** | |
* The displayed width of this Game Object. | |
* This value takes into account the scale factor. | |
*/ | |
displayWidth: number; | |
/** | |
* The displayed height of this Game Object. | |
* This value takes into account the scale factor. | |
*/ | |
displayHeight: number; | |
/** | |
* Sets the size of this Game Object to be that of the given Frame. | |
* @param frame The frame to base the size of this Game Object on. | |
*/ | |
setSizeToFrame(frame: Phaser.Textures.Frame): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the size of this Game Object. | |
* @param width The width of this Game Object. | |
* @param height The height of this Game Object. | |
*/ | |
setSize(width: number, height: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the display size of this Game Object. | |
* Calling this will adjust the scale. | |
* @param width The width of this Game Object. | |
* @param height The height of this Game Object. | |
*/ | |
setDisplaySize(width: number, height: number): Phaser.GameObjects.GameObject; | |
/** | |
* The Texture this Game Object is using to render with. | |
*/ | |
texture: Phaser.Textures.Texture | Phaser.Textures.CanvasTexture; | |
/** | |
* The Texture Frame this Game Object is using to render with. | |
*/ | |
frame: Phaser.Textures.Frame; | |
/** | |
* Sets the texture and frame this Game Object will use to render with. | |
* | |
* Textures are referenced by their string-based keys, as stored in the Texture Manager. | |
* @param key The key of the texture to be used, as stored in the Texture Manager. | |
* @param frame The name or index of the frame within the Texture. | |
*/ | |
setTexture(key: string, frame?: string | integer): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the frame this Game Object will use to render with. | |
* | |
* The Frame has to belong to the current Texture being used. | |
* | |
* It can be either a string or an index. | |
* | |
* Calling `setFrame` will modify the `width` and `height` properties of your Game Object. | |
* It will also change the `origin` if the Frame has a custom pivot point, as exported from packages like Texture Packer. | |
* @param frame The name or index of the frame within the Texture. | |
* @param updateSize Should this call adjust the size of the Game Object? Default true. | |
* @param updateOrigin Should this call adjust the origin of the Game Object? Default true. | |
*/ | |
setFrame(frame: string | integer, updateSize?: boolean, updateOrigin?: boolean): Phaser.GameObjects.GameObject; | |
/** | |
* The x position of this Game Object. | |
*/ | |
x: number; | |
/** | |
* The y position of this Game Object. | |
*/ | |
y: number; | |
/** | |
* The z position of this Game Object. | |
* Note: Do not use this value to set the z-index, instead see the `depth` property. | |
*/ | |
z: number; | |
/** | |
* The w position of this Game Object. | |
*/ | |
w: number; | |
/** | |
* The horizontal scale of this Game Object. | |
*/ | |
scaleX: number; | |
/** | |
* The vertical scale of this Game Object. | |
*/ | |
scaleY: number; | |
/** | |
* The angle of this Game Object as expressed in degrees. | |
* | |
* Where 0 is to the right, 90 is down, 180 is left. | |
* | |
* If you prefer to work in radians, see the `rotation` property instead. | |
*/ | |
angle: integer; | |
/** | |
* The angle of this Game Object in radians. | |
* | |
* If you prefer to work in degrees, see the `angle` property instead. | |
*/ | |
rotation: number; | |
/** | |
* Sets the position of this Game Object. | |
* @param x The x position of this Game Object. Default 0. | |
* @param y The y position of this Game Object. If not set it will use the `x` value. Default x. | |
* @param z The z position of this Game Object. Default 0. | |
* @param w The w position of this Game Object. Default 0. | |
*/ | |
setPosition(x?: number, y?: number, z?: number, w?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the position of this Game Object to be a random position within the confines of | |
* the given area. | |
* | |
* If no area is specified a random position between 0 x 0 and the game width x height is used instead. | |
* | |
* The position does not factor in the size of this Game Object, meaning that only the origin is | |
* guaranteed to be within the area. | |
* @param x The x position of the top-left of the random area. Default 0. | |
* @param y The y position of the top-left of the random area. Default 0. | |
* @param width The width of the random area. | |
* @param height The height of the random area. | |
*/ | |
setRandomPosition(x?: number, y?: number, width?: number, height?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the rotation of this Game Object. | |
* @param radians The rotation of this Game Object, in radians. Default 0. | |
*/ | |
setRotation(radians?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the angle of this Game Object. | |
* @param degrees The rotation of this Game Object, in degrees. Default 0. | |
*/ | |
setAngle(degrees?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the scale of this Game Object. | |
* @param x The horizontal scale of this Game Object. | |
* @param y The vertical scale of this Game Object. If not set it will use the `x` value. Default x. | |
*/ | |
setScale(x: number, y?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the x position of this Game Object. | |
* @param value The x position of this Game Object. Default 0. | |
*/ | |
setX(value?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the y position of this Game Object. | |
* @param value The y position of this Game Object. Default 0. | |
*/ | |
setY(value?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the z position of this Game Object. | |
* @param value The z position of this Game Object. Default 0. | |
*/ | |
setZ(value?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the w position of this Game Object. | |
* @param value The w position of this Game Object. Default 0. | |
*/ | |
setW(value?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Gets the local transform matrix for this Game Object. | |
* @param tempMatrix The matrix to populate with the values from this Game Object. | |
*/ | |
getLocalTransformMatrix(tempMatrix?: Phaser.GameObjects.Components.TransformMatrix): Phaser.GameObjects.Components.TransformMatrix; | |
/** | |
* Gets the world transform matrix for this Game Object, factoring in any parent Containers. | |
* @param tempMatrix The matrix to populate with the values from this Game Object. | |
*/ | |
getWorldTransformMatrix(tempMatrix?: Phaser.GameObjects.Components.TransformMatrix): Phaser.GameObjects.Components.TransformMatrix; | |
/** | |
* The visible state of the Game Object. | |
* | |
* An invisible Game Object will skip rendering, but will still process update logic. | |
*/ | |
visible: boolean; | |
/** | |
* Sets the visibility of this Game Object. | |
* | |
* An invisible Game Object will skip rendering, but will still process update logic. | |
* @param value The visible state of the Game Object. | |
*/ | |
setVisible(value: boolean): Phaser.GameObjects.GameObject; | |
/** | |
* The horizontal scroll factor of this Game Object. | |
* | |
* The scroll factor controls the influence of the movement of a Camera upon this Game Object. | |
* | |
* When a camera scrolls it will change the location at which this Game Object is rendered on-screen. | |
* It does not change the Game Objects actual position values. | |
* | |
* A value of 1 means it will move exactly in sync with a camera. | |
* A value of 0 means it will not move at all, even if the camera moves. | |
* Other values control the degree to which the camera movement is mapped to this Game Object. | |
*/ | |
scrollFactorX: number; | |
/** | |
* The vertical scroll factor of this Game Object. | |
* | |
* The scroll factor controls the influence of the movement of a Camera upon this Game Object. | |
* | |
* When a camera scrolls it will change the location at which this Game Object is rendered on-screen. | |
* It does not change the Game Objects actual position values. | |
* | |
* A value of 1 means it will move exactly in sync with a camera. | |
* A value of 0 means it will not move at all, even if the camera moves. | |
* Other values control the degree to which the camera movement is mapped to this Game Object. | |
*/ | |
scrollFactorY: number; | |
/** | |
* Sets the scroll factor of this Game Object. | |
* | |
* The scroll factor controls the influence of the movement of a Camera upon this Game Object. | |
* | |
* When a camera scrolls it will change the location at which this Game Object is rendered on-screen. | |
* It does not change the Game Objects actual position values. | |
* | |
* A value of 1 means it will move exactly in sync with a camera. | |
* A value of 0 means it will not move at all, even if the camera moves. | |
* Other values control the degree to which the camera movement is mapped to this Game Object. | |
* @param x The horizontal scroll factor of this Game Object. | |
* @param y The vertical scroll factor of this Game Object. If not set it will use the `x` value. Default x. | |
*/ | |
setScrollFactor(x: number, y?: number): Phaser.GameObjects.GameObject; | |
} | |
/** | |
* A Render Texture. | |
*/ | |
class RenderTexture extends Phaser.GameObjects.GameObject implements Phaser.GameObjects.Components.Alpha, Phaser.GameObjects.Components.BlendMode, Phaser.GameObjects.Components.ComputedSize, Phaser.GameObjects.Components.Depth, Phaser.GameObjects.Components.Flip, Phaser.GameObjects.Components.GetBounds, Phaser.GameObjects.Components.Mask, Phaser.GameObjects.Components.MatrixStack, Phaser.GameObjects.Components.Origin, Phaser.GameObjects.Components.Pipeline, Phaser.GameObjects.Components.ScaleMode, Phaser.GameObjects.Components.ScrollFactor, Phaser.GameObjects.Components.Tint, Phaser.GameObjects.Components.Transform, Phaser.GameObjects.Components.Visible { | |
/** | |
* | |
* @param scene The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time. | |
* @param x The horizontal position of this Game Object in the world. | |
* @param y The vertical position of this Game Object in the world. | |
* @param width The width of the Render Texture. Default 32. | |
* @param height The height of the Render Texture. Default 32. | |
*/ | |
constructor(scene: Phaser.Scene, x: number, y: number, width?: integer, height?: integer); | |
/** | |
* A reference to either the Canvas or WebGL Renderer that the Game instance is using. | |
*/ | |
renderer: Phaser.Renderer.Canvas.CanvasRenderer | Phaser.Renderer.WebGL.WebGLRenderer; | |
/** | |
* [description] | |
*/ | |
globalTint: number; | |
/** | |
* [description] | |
*/ | |
globalAlpha: number; | |
/** | |
* [description] | |
*/ | |
destroy(): void; | |
/** | |
* [description] | |
* @param tint [description] | |
*/ | |
setGlobalTint(tint: integer): Phaser.GameObjects.RenderTexture; | |
/** | |
* [description] | |
* @param alpha [description] | |
*/ | |
setGlobalAlpha(alpha: number): Phaser.GameObjects.RenderTexture; | |
/** | |
* Clears all alpha values associated with this Game Object. | |
* Immediately sets the alpha levels back to 1 (fully opaque) | |
*/ | |
clearAlpha(): Phaser.GameObjects.GameObject; | |
/** | |
* Set the Alpha level of this Game Object. The alpha controls the opacity of the Game Object as it renders. | |
* Alpha values are provided as a float between 0, fully transparent, and 1, fully opaque. | |
* | |
* If your game is running under WebGL you can optionally specify four different alpha values, each of which | |
* correspond to the four corners of the Game Object. Under Canvas only the `topLeft` value given is used. | |
* @param topLeft The alpha value used for the top-left of the Game Object. If this is the only value given it's applied across the whole Game Object. Default 1. | |
* @param topRight The alpha value used for the top-right of the Game Object. WebGL only. | |
* @param bottomLeft The alpha value used for the bottom-left of the Game Object. WebGL only. | |
* @param bottomRight The alpha value used for the bottom-right of the Game Object. WebGL only. | |
*/ | |
setAlpha(topLeft?: number, topRight?: number, bottomLeft?: number, bottomRight?: number): Phaser.GameObjects.GameObject; | |
/** | |
* The alpha value of the Game Object. | |
* | |
* This is a global value, impacting the entire Game Object, not just a region of it. | |
*/ | |
alpha: number; | |
/** | |
* The alpha value starting from the top-left of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
alphaTopLeft: number; | |
/** | |
* The alpha value starting from the top-right of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
alphaTopRight: number; | |
/** | |
* The alpha value starting from the bottom-left of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
alphaBottomLeft: number; | |
/** | |
* The alpha value starting from the bottom-right of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
alphaBottomRight: number; | |
/** | |
* Sets the Blend Mode being used by this Game Object. | |
* | |
* This can be a const, such as `Phaser.BlendModes.SCREEN`, or an integer, such as 4 (for Overlay) | |
* | |
* Under WebGL only the following Blend Modes are available: | |
* | |
* * ADD | |
* * MULTIPLY | |
* * SCREEN | |
* | |
* Canvas has more available depending on browser support. | |
* | |
* You can also create your own custom Blend Modes in WebGL. | |
* | |
* Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending | |
* on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these | |
* reasons try to be careful about the construction of your Scene and the frequency of which blend modes | |
* are used. | |
*/ | |
blendMode: Phaser.BlendModes | string; | |
/** | |
* Sets the Blend Mode being used by this Game Object. | |
* | |
* This can be a const, such as `Phaser.BlendModes.SCREEN`, or an integer, such as 4 (for Overlay) | |
* | |
* Under WebGL only the following Blend Modes are available: | |
* | |
* * ADD | |
* * MULTIPLY | |
* * SCREEN | |
* | |
* Canvas has more available depending on browser support. | |
* | |
* You can also create your own custom Blend Modes in WebGL. | |
* | |
* Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending | |
* on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these | |
* reasons try to be careful about the construction of your Scene and the frequency of which blend modes | |
* are used. | |
* @param value The BlendMode value. Either a string or a CONST. | |
*/ | |
setBlendMode(value: string | Phaser.BlendModes): Phaser.GameObjects.GameObject; | |
/** | |
* The native (un-scaled) width of this Game Object. | |
*/ | |
width: number; | |
/** | |
* The native (un-scaled) height of this Game Object. | |
*/ | |
height: number; | |
/** | |
* The displayed width of this Game Object. | |
* This value takes into account the scale factor. | |
*/ | |
displayWidth: number; | |
/** | |
* The displayed height of this Game Object. | |
* This value takes into account the scale factor. | |
*/ | |
displayHeight: number; | |
/** | |
* Sets the size of this Game Object. | |
* @param width The width of this Game Object. | |
* @param height The height of this Game Object. | |
*/ | |
setSize(width: number, height: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the display size of this Game Object. | |
* Calling this will adjust the scale. | |
* @param width The width of this Game Object. | |
* @param height The height of this Game Object. | |
*/ | |
setDisplaySize(width: number, height: number): Phaser.GameObjects.GameObject; | |
/** | |
* The depth of this Game Object within the Scene. | |
* | |
* The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order | |
* of Game Objects, without actually moving their position in the display list. | |
* | |
* The depth starts from zero (the default value) and increases from that point. A Game Object with a higher depth | |
* value will always render in front of one with a lower value. | |
* | |
* Setting the depth will queue a depth sort event within the Scene. | |
*/ | |
depth: number; | |
/** | |
* The depth of this Game Object within the Scene. | |
* | |
* The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order | |
* of Game Objects, without actually moving their position in the display list. | |
* | |
* The depth starts from zero (the default value) and increases from that point. A Game Object with a higher depth | |
* value will always render in front of one with a lower value. | |
* | |
* Setting the depth will queue a depth sort event within the Scene. | |
* @param value The depth of this Game Object. | |
*/ | |
setDepth(value: integer): Phaser.GameObjects.GameObject; | |
/** | |
* The horizontally flipped state of the Game Object. | |
* A Game Object that is flipped horizontally will render inversed on the horizontal axis. | |
* Flipping always takes place from the middle of the texture and does not impact the scale value. | |
*/ | |
flipX: boolean; | |
/** | |
* The vertically flipped state of the Game Object. | |
* A Game Object that is flipped vertically will render inversed on the vertical axis (i.e. upside down) | |
* Flipping always takes place from the middle of the texture and does not impact the scale value. | |
*/ | |
flipY: boolean; | |
/** | |
* Toggles the horizontal flipped state of this Game Object. | |
*/ | |
toggleFlipX(): Phaser.GameObjects.GameObject; | |
/** | |
* Toggles the vertical flipped state of this Game Object. | |
*/ | |
toggleFlipY(): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the horizontal flipped state of this Game Object. | |
* @param value The flipped state. `false` for no flip, or `true` to be flipped. | |
*/ | |
setFlipX(value: boolean): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the vertical flipped state of this Game Object. | |
* @param value The flipped state. `false` for no flip, or `true` to be flipped. | |
*/ | |
setFlipY(value: boolean): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the horizontal and vertical flipped state of this Game Object. | |
* @param x The horizontal flipped state. `false` for no flip, or `true` to be flipped. | |
* @param y The horizontal flipped state. `false` for no flip, or `true` to be flipped. | |
*/ | |
setFlip(x: boolean, y: boolean): Phaser.GameObjects.GameObject; | |
/** | |
* Resets the horizontal and vertical flipped state of this Game Object back to their default un-flipped state. | |
*/ | |
resetFlip(): Phaser.GameObjects.GameObject; | |
/** | |
* Gets the center coordinate of this Game Object, regardless of origin. | |
* The returned point is calculated in local space and does not factor in any parent containers | |
* @param output An object to store the values in. If not provided a new Vector2 will be created. | |
*/ | |
getCenter<O extends Phaser.Math.Vector2>(output?: O): O; | |
/** | |
* Gets the top-left corner coordinate of this Game Object, regardless of origin. | |
* The returned point is calculated in local space and does not factor in any parent containers | |
* @param output An object to store the values in. If not provided a new Vector2 will be created. | |
* @param includeParent If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false. | |
*/ | |
getTopLeft<O extends Phaser.Math.Vector2>(output?: O, includeParent?: boolean): O; | |
/** | |
* Gets the top-right corner coordinate of this Game Object, regardless of origin. | |
* The returned point is calculated in local space and does not factor in any parent containers | |
* @param output An object to store the values in. If not provided a new Vector2 will be created. | |
* @param includeParent If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false. | |
*/ | |
getTopRight<O extends Phaser.Math.Vector2>(output?: O, includeParent?: boolean): O; | |
/** | |
* Gets the bottom-left corner coordinate of this Game Object, regardless of origin. | |
* The returned point is calculated in local space and does not factor in any parent containers | |
* @param output An object to store the values in. If not provided a new Vector2 will be created. | |
* @param includeParent If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false. | |
*/ | |
getBottomLeft<O extends Phaser.Math.Vector2>(output?: O, includeParent?: boolean): O; | |
/** | |
* Gets the bottom-right corner coordinate of this Game Object, regardless of origin. | |
* The returned point is calculated in local space and does not factor in any parent containers | |
* @param output An object to store the values in. If not provided a new Vector2 will be created. | |
* @param includeParent If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false. | |
*/ | |
getBottomRight<O extends Phaser.Math.Vector2>(output?: O, includeParent?: boolean): O; | |
/** | |
* Gets the bounds of this Game Object, regardless of origin. | |
* The values are stored and returned in a Rectangle, or Rectangle-like, object. | |
* @param output An object to store the values in. If not provided a new Rectangle will be created. | |
*/ | |
getBounds<O extends Phaser.Geom.Rectangle>(output?: O): O; | |
/** | |
* The Mask this Game Object is using during render. | |
*/ | |
mask: Phaser.Display.Masks.BitmapMask | Phaser.Display.Masks.GeometryMask; | |
/** | |
* Sets the mask that this Game Object will use to render with. | |
* | |
* The mask must have been previously created and can be either a | |
* GeometryMask or a BitmapMask. | |
* | |
* Note: Bitmap Masks only work on WebGL. Geometry Masks work on both WebGL and Canvas. | |
* | |
* If a mask is already set on this Game Object it will be immediately replaced. | |
* @param mask The mask this Game Object will use when rendering. | |
*/ | |
setMask(mask: Phaser.Display.Masks.BitmapMask | Phaser.Display.Masks.GeometryMask): Phaser.GameObjects.GameObject; | |
/** | |
* Clears the mask that this Game Object was using. | |
* @param destroyMask Destroy the mask before clearing it? Default false. | |
*/ | |
clearMask(destroyMask?: boolean): Phaser.GameObjects.GameObject; | |
/** | |
* Creates and returns a Bitmap Mask. This mask can be used by any Game Object, | |
* including this one. | |
* | |
* To create the mask you need to pass in a reference to a renderable Game Object. | |
* A renderable Game Object is one that uses a texture to render with, such as an | |
* Image, Sprite, Render Texture or BitmapText. | |
* | |
* If you do not provide a renderable object, and this Game Object has a texture, | |
* it will use itself as the object. This means you can call this method to create | |
* a Bitmap Mask from any renderable Game Object. | |
* @param renderable A renderable Game Object that uses a texture, such as a Sprite. | |
*/ | |
createBitmapMask(renderable?: Phaser.GameObjects.GameObject): Phaser.Display.Masks.BitmapMask; | |
/** | |
* Creates and returns a Geometry Mask. This mask can be used by any Game Object, | |
* including this one. | |
* | |
* To create the mask you need to pass in a reference to a Graphics Game Object. | |
* | |
* If you do not provide a graphics object, and this Game Object is an instance | |
* of a Graphics object, then it will use itself to create the mask. | |
* | |
* This means you can call this method to create a Geometry Mask from any Graphics Game Object. | |
* @param graphics A Graphics Game Object. The geometry within it will be used as the mask. | |
*/ | |
createGeometryMask(graphics?: Phaser.GameObjects.Graphics): Phaser.Display.Masks.GeometryMask; | |
/** | |
* [description] | |
*/ | |
initMatrixStack(): Phaser.GameObjects.GameObject; | |
/** | |
* [description] | |
*/ | |
save(): Phaser.GameObjects.GameObject; | |
/** | |
* [description] | |
*/ | |
restore(): Phaser.GameObjects.GameObject; | |
/** | |
* [description] | |
*/ | |
loadIdentity(): Phaser.GameObjects.GameObject; | |
/** | |
* [description] | |
* @param a [description] | |
* @param b [description] | |
* @param c [description] | |
* @param d [description] | |
* @param tx [description] | |
* @param ty [description] | |
*/ | |
transform(a: number, b: number, c: number, d: number, tx: number, ty: number): Phaser.GameObjects.GameObject; | |
/** | |
* [description] | |
* @param a [description] | |
* @param b [description] | |
* @param c [description] | |
* @param d [description] | |
* @param tx [description] | |
* @param ty [description] | |
*/ | |
setTransform(a: number, b: number, c: number, d: number, tx: number, ty: number): Phaser.GameObjects.GameObject; | |
/** | |
* [description] | |
* @param x [description] | |
* @param y [description] | |
*/ | |
translate(x: number, y: number): Phaser.GameObjects.GameObject; | |
/** | |
* [description] | |
* @param x [description] | |
* @param y [description] | |
*/ | |
scale(x: number, y: number): Phaser.GameObjects.GameObject; | |
/** | |
* [description] | |
* @param t The angle of rotation, in radians. | |
*/ | |
rotate(t: number): Phaser.GameObjects.GameObject; | |
/** | |
* The horizontal origin of this Game Object. | |
* The origin maps the relationship between the size and position of the Game Object. | |
* The default value is 0.5, meaning all Game Objects are positioned based on their center. | |
* Setting the value to 0 means the position now relates to the left of the Game Object. | |
*/ | |
originX: number; | |
/** | |
* The vertical origin of this Game Object. | |
* The origin maps the relationship between the size and position of the Game Object. | |
* The default value is 0.5, meaning all Game Objects are positioned based on their center. | |
* Setting the value to 0 means the position now relates to the top of the Game Object. | |
*/ | |
originY: number; | |
/** | |
* The horizontal display origin of this Game Object. | |
* The origin is a normalized value between 0 and 1. | |
* The displayOrigin is a pixel value, based on the size of the Game Object combined with the origin. | |
*/ | |
displayOriginX: number; | |
/** | |
* The vertical display origin of this Game Object. | |
* The origin is a normalized value between 0 and 1. | |
* The displayOrigin is a pixel value, based on the size of the Game Object combined with the origin. | |
*/ | |
displayOriginY: number; | |
/** | |
* Sets the origin of this Game Object. | |
* | |
* The values are given in the range 0 to 1. | |
* @param x The horizontal origin value. Default 0.5. | |
* @param y The vertical origin value. If not defined it will be set to the value of `x`. Default x. | |
*/ | |
setOrigin(x?: number, y?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the origin of this Game Object based on the Pivot values in its Frame. | |
*/ | |
setOriginFromFrame(): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the display origin of this Game Object. | |
* The difference between this and setting the origin is that you can use pixel values for setting the display origin. | |
* @param x The horizontal display origin value. Default 0. | |
* @param y The vertical display origin value. If not defined it will be set to the value of `x`. Default x. | |
*/ | |
setDisplayOrigin(x?: number, y?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Updates the Display Origin cached values internally stored on this Game Object. | |
* You don't usually call this directly, but it is exposed for edge-cases where you may. | |
*/ | |
updateDisplayOrigin(): Phaser.GameObjects.GameObject; | |
/** | |
* [description] | |
*/ | |
defaultPipeline: Phaser.Renderer.WebGL.WebGLPipeline; | |
/** | |
* [description] | |
*/ | |
pipeline: Phaser.Renderer.WebGL.WebGLPipeline; | |
/** | |
* Sets the initial WebGL Pipeline of this Game Object. | |
* This should only be called during the instantiation of the Game Object. | |
* @param pipelineName The name of the pipeline to set on this Game Object. | |
*/ | |
initPipeline(pipelineName: string): boolean; | |
/** | |
* Sets the active WebGL Pipeline of this Game Object. | |
* @param pipelineName The name of the pipeline to set on this Game Object. | |
*/ | |
setPipeline(pipelineName: string): boolean; | |
/** | |
* Resets the WebGL Pipeline of this Game Object back to the default it was created with. | |
*/ | |
resetPipeline(): boolean; | |
/** | |
* Gets the name of the WebGL Pipeline this Game Object is currently using. | |
*/ | |
getPipelineName(): string; | |
/** | |
* The Scale Mode being used by this Game Object. | |
* Can be either `ScaleModes.LINEAR` or `ScaleModes.NEAREST`. | |
*/ | |
scaleMode: Phaser.ScaleModes; | |
/** | |
* Sets the Scale Mode being used by this Game Object. | |
* Can be either `ScaleModes.LINEAR` or `ScaleModes.NEAREST`. | |
* @param value The Scale Mode to be used by this Game Object. | |
*/ | |
setScaleMode(value: Phaser.ScaleModes): Phaser.GameObjects.GameObject; | |
/** | |
* The horizontal scroll factor of this Game Object. | |
* | |
* The scroll factor controls the influence of the movement of a Camera upon this Game Object. | |
* | |
* When a camera scrolls it will change the location at which this Game Object is rendered on-screen. | |
* It does not change the Game Objects actual position values. | |
* | |
* A value of 1 means it will move exactly in sync with a camera. | |
* A value of 0 means it will not move at all, even if the camera moves. | |
* Other values control the degree to which the camera movement is mapped to this Game Object. | |
*/ | |
scrollFactorX: number; | |
/** | |
* The vertical scroll factor of this Game Object. | |
* | |
* The scroll factor controls the influence of the movement of a Camera upon this Game Object. | |
* | |
* When a camera scrolls it will change the location at which this Game Object is rendered on-screen. | |
* It does not change the Game Objects actual position values. | |
* | |
* A value of 1 means it will move exactly in sync with a camera. | |
* A value of 0 means it will not move at all, even if the camera moves. | |
* Other values control the degree to which the camera movement is mapped to this Game Object. | |
*/ | |
scrollFactorY: number; | |
/** | |
* Sets the scroll factor of this Game Object. | |
* | |
* The scroll factor controls the influence of the movement of a Camera upon this Game Object. | |
* | |
* When a camera scrolls it will change the location at which this Game Object is rendered on-screen. | |
* It does not change the Game Objects actual position values. | |
* | |
* A value of 1 means it will move exactly in sync with a camera. | |
* A value of 0 means it will not move at all, even if the camera moves. | |
* Other values control the degree to which the camera movement is mapped to this Game Object. | |
* @param x The horizontal scroll factor of this Game Object. | |
* @param y The vertical scroll factor of this Game Object. If not set it will use the `x` value. Default x. | |
*/ | |
setScrollFactor(x: number, y?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Clears all tint values associated with this Game Object. | |
* Immediately sets the alpha levels back to 0xffffff (no tint) | |
*/ | |
clearTint(): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the tint values for this Game Object. | |
* @param topLeft The tint being applied to the top-left of the Game Object. If not other values are given this value is applied evenly, tinting the whole Game Object. Default 0xffffff. | |
* @param topRight The tint being applied to the top-right of the Game Object. | |
* @param bottomLeft The tint being applied to the bottom-left of the Game Object. | |
* @param bottomRight The tint being applied to the bottom-right of the Game Object. | |
*/ | |
setTint(topLeft?: integer, topRight?: integer, bottomLeft?: integer, bottomRight?: integer): Phaser.GameObjects.GameObject; | |
/** | |
* The tint value being applied to the top-left of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
tintTopLeft: integer; | |
/** | |
* The tint value being applied to the top-right of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
tintTopRight: integer; | |
/** | |
* The tint value being applied to the bottom-left of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
tintBottomLeft: integer; | |
/** | |
* The tint value being applied to the bottom-right of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
tintBottomRight: integer; | |
/** | |
* The tint value being applied to the whole of the Game Object. | |
*/ | |
tint: integer; | |
/** | |
* The x position of this Game Object. | |
*/ | |
x: number; | |
/** | |
* The y position of this Game Object. | |
*/ | |
y: number; | |
/** | |
* The z position of this Game Object. | |
* Note: Do not use this value to set the z-index, instead see the `depth` property. | |
*/ | |
z: number; | |
/** | |
* The w position of this Game Object. | |
*/ | |
w: number; | |
/** | |
* The horizontal scale of this Game Object. | |
*/ | |
scaleX: number; | |
/** | |
* The vertical scale of this Game Object. | |
*/ | |
scaleY: number; | |
/** | |
* The angle of this Game Object as expressed in degrees. | |
* | |
* Where 0 is to the right, 90 is down, 180 is left. | |
* | |
* If you prefer to work in radians, see the `rotation` property instead. | |
*/ | |
angle: integer; | |
/** | |
* The angle of this Game Object in radians. | |
* | |
* If you prefer to work in degrees, see the `angle` property instead. | |
*/ | |
rotation: number; | |
/** | |
* Sets the position of this Game Object. | |
* @param x The x position of this Game Object. Default 0. | |
* @param y The y position of this Game Object. If not set it will use the `x` value. Default x. | |
* @param z The z position of this Game Object. Default 0. | |
* @param w The w position of this Game Object. Default 0. | |
*/ | |
setPosition(x?: number, y?: number, z?: number, w?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the position of this Game Object to be a random position within the confines of | |
* the given area. | |
* | |
* If no area is specified a random position between 0 x 0 and the game width x height is used instead. | |
* | |
* The position does not factor in the size of this Game Object, meaning that only the origin is | |
* guaranteed to be within the area. | |
* @param x The x position of the top-left of the random area. Default 0. | |
* @param y The y position of the top-left of the random area. Default 0. | |
* @param width The width of the random area. | |
* @param height The height of the random area. | |
*/ | |
setRandomPosition(x?: number, y?: number, width?: number, height?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the rotation of this Game Object. | |
* @param radians The rotation of this Game Object, in radians. Default 0. | |
*/ | |
setRotation(radians?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the angle of this Game Object. | |
* @param degrees The rotation of this Game Object, in degrees. Default 0. | |
*/ | |
setAngle(degrees?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the scale of this Game Object. | |
* @param x The horizontal scale of this Game Object. | |
* @param y The vertical scale of this Game Object. If not set it will use the `x` value. Default x. | |
*/ | |
setScale(x: number, y?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the x position of this Game Object. | |
* @param value The x position of this Game Object. Default 0. | |
*/ | |
setX(value?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the y position of this Game Object. | |
* @param value The y position of this Game Object. Default 0. | |
*/ | |
setY(value?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the z position of this Game Object. | |
* @param value The z position of this Game Object. Default 0. | |
*/ | |
setZ(value?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the w position of this Game Object. | |
* @param value The w position of this Game Object. Default 0. | |
*/ | |
setW(value?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Gets the local transform matrix for this Game Object. | |
* @param tempMatrix The matrix to populate with the values from this Game Object. | |
*/ | |
getLocalTransformMatrix(tempMatrix?: Phaser.GameObjects.Components.TransformMatrix): Phaser.GameObjects.Components.TransformMatrix; | |
/** | |
* Gets the world transform matrix for this Game Object, factoring in any parent Containers. | |
* @param tempMatrix The matrix to populate with the values from this Game Object. | |
*/ | |
getWorldTransformMatrix(tempMatrix?: Phaser.GameObjects.Components.TransformMatrix): Phaser.GameObjects.Components.TransformMatrix; | |
/** | |
* The visible state of the Game Object. | |
* | |
* An invisible Game Object will skip rendering, but will still process update logic. | |
*/ | |
visible: boolean; | |
/** | |
* Sets the visibility of this Game Object. | |
* | |
* An invisible Game Object will skip rendering, but will still process update logic. | |
* @param value The visible state of the Game Object. | |
*/ | |
setVisible(value: boolean): Phaser.GameObjects.GameObject; | |
} | |
/** | |
* A Sprite Game Object. | |
* | |
* A Sprite Game Object is used for the display of both static and animated images in your game. | |
* Sprites can have input events and physics bodies. They can also be tweened, tinted, scrolled | |
* and animated. | |
* | |
* The main difference between a Sprite and an Image Game Object is that you cannot animate Images. | |
* As such, Sprites take a fraction longer to process and have a larger API footprint due to the Animation | |
* Component. If you do not require animation then you can safely use Images to replace Sprites in all cases. | |
*/ | |
class Sprite extends Phaser.GameObjects.GameObject implements Phaser.GameObjects.Components.Alpha, Phaser.GameObjects.Components.BlendMode, Phaser.GameObjects.Components.Depth, Phaser.GameObjects.Components.Flip, Phaser.GameObjects.Components.GetBounds, Phaser.GameObjects.Components.Mask, Phaser.GameObjects.Components.Origin, Phaser.GameObjects.Components.Pipeline, Phaser.GameObjects.Components.ScaleMode, Phaser.GameObjects.Components.ScrollFactor, Phaser.GameObjects.Components.Size, Phaser.GameObjects.Components.Texture, Phaser.GameObjects.Components.Tint, Phaser.GameObjects.Components.Transform, Phaser.GameObjects.Components.Visible { | |
/** | |
* | |
* @param scene The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time. | |
* @param x The horizontal position of this Game Object in the world. | |
* @param y The vertical position of this Game Object in the world. | |
* @param texture The key of the Texture this Game Object will use to render with, as stored in the Texture Manager. | |
* @param frame An optional frame from the Texture this Game Object is rendering with. | |
*/ | |
constructor(scene: Phaser.Scene, x: number, y: number, texture: string, frame?: string | integer); | |
/** | |
* [description] | |
*/ | |
anims: Phaser.GameObjects.Components.Animation; | |
/** | |
* [description] | |
* @param time [description] | |
* @param delta [description] | |
*/ | |
protected preUpdate(time: number, delta: number): void; | |
/** | |
* [description] | |
* @param key [description] | |
* @param ignoreIfPlaying [description] Default false. | |
* @param startFrame [description] Default 0. | |
*/ | |
play(key: string, ignoreIfPlaying?: boolean, startFrame?: integer): Phaser.GameObjects.Sprite; | |
/** | |
* [description] | |
*/ | |
toJSON(): JSONGameObject; | |
/** | |
* Clears all alpha values associated with this Game Object. | |
* Immediately sets the alpha levels back to 1 (fully opaque) | |
*/ | |
clearAlpha(): Phaser.GameObjects.GameObject; | |
/** | |
* Set the Alpha level of this Game Object. The alpha controls the opacity of the Game Object as it renders. | |
* Alpha values are provided as a float between 0, fully transparent, and 1, fully opaque. | |
* | |
* If your game is running under WebGL you can optionally specify four different alpha values, each of which | |
* correspond to the four corners of the Game Object. Under Canvas only the `topLeft` value given is used. | |
* @param topLeft The alpha value used for the top-left of the Game Object. If this is the only value given it's applied across the whole Game Object. Default 1. | |
* @param topRight The alpha value used for the top-right of the Game Object. WebGL only. | |
* @param bottomLeft The alpha value used for the bottom-left of the Game Object. WebGL only. | |
* @param bottomRight The alpha value used for the bottom-right of the Game Object. WebGL only. | |
*/ | |
setAlpha(topLeft?: number, topRight?: number, bottomLeft?: number, bottomRight?: number): Phaser.GameObjects.GameObject; | |
/** | |
* The alpha value of the Game Object. | |
* | |
* This is a global value, impacting the entire Game Object, not just a region of it. | |
*/ | |
alpha: number; | |
/** | |
* The alpha value starting from the top-left of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
alphaTopLeft: number; | |
/** | |
* The alpha value starting from the top-right of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
alphaTopRight: number; | |
/** | |
* The alpha value starting from the bottom-left of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
alphaBottomLeft: number; | |
/** | |
* The alpha value starting from the bottom-right of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
alphaBottomRight: number; | |
/** | |
* Sets the Blend Mode being used by this Game Object. | |
* | |
* This can be a const, such as `Phaser.BlendModes.SCREEN`, or an integer, such as 4 (for Overlay) | |
* | |
* Under WebGL only the following Blend Modes are available: | |
* | |
* * ADD | |
* * MULTIPLY | |
* * SCREEN | |
* | |
* Canvas has more available depending on browser support. | |
* | |
* You can also create your own custom Blend Modes in WebGL. | |
* | |
* Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending | |
* on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these | |
* reasons try to be careful about the construction of your Scene and the frequency of which blend modes | |
* are used. | |
*/ | |
blendMode: Phaser.BlendModes | string; | |
/** | |
* Sets the Blend Mode being used by this Game Object. | |
* | |
* This can be a const, such as `Phaser.BlendModes.SCREEN`, or an integer, such as 4 (for Overlay) | |
* | |
* Under WebGL only the following Blend Modes are available: | |
* | |
* * ADD | |
* * MULTIPLY | |
* * SCREEN | |
* | |
* Canvas has more available depending on browser support. | |
* | |
* You can also create your own custom Blend Modes in WebGL. | |
* | |
* Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending | |
* on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these | |
* reasons try to be careful about the construction of your Scene and the frequency of which blend modes | |
* are used. | |
* @param value The BlendMode value. Either a string or a CONST. | |
*/ | |
setBlendMode(value: string | Phaser.BlendModes): Phaser.GameObjects.GameObject; | |
/** | |
* The depth of this Game Object within the Scene. | |
* | |
* The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order | |
* of Game Objects, without actually moving their position in the display list. | |
* | |
* The depth starts from zero (the default value) and increases from that point. A Game Object with a higher depth | |
* value will always render in front of one with a lower value. | |
* | |
* Setting the depth will queue a depth sort event within the Scene. | |
*/ | |
depth: number; | |
/** | |
* The depth of this Game Object within the Scene. | |
* | |
* The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order | |
* of Game Objects, without actually moving their position in the display list. | |
* | |
* The depth starts from zero (the default value) and increases from that point. A Game Object with a higher depth | |
* value will always render in front of one with a lower value. | |
* | |
* Setting the depth will queue a depth sort event within the Scene. | |
* @param value The depth of this Game Object. | |
*/ | |
setDepth(value: integer): Phaser.GameObjects.GameObject; | |
/** | |
* The horizontally flipped state of the Game Object. | |
* A Game Object that is flipped horizontally will render inversed on the horizontal axis. | |
* Flipping always takes place from the middle of the texture and does not impact the scale value. | |
*/ | |
flipX: boolean; | |
/** | |
* The vertically flipped state of the Game Object. | |
* A Game Object that is flipped vertically will render inversed on the vertical axis (i.e. upside down) | |
* Flipping always takes place from the middle of the texture and does not impact the scale value. | |
*/ | |
flipY: boolean; | |
/** | |
* Toggles the horizontal flipped state of this Game Object. | |
*/ | |
toggleFlipX(): Phaser.GameObjects.GameObject; | |
/** | |
* Toggles the vertical flipped state of this Game Object. | |
*/ | |
toggleFlipY(): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the horizontal flipped state of this Game Object. | |
* @param value The flipped state. `false` for no flip, or `true` to be flipped. | |
*/ | |
setFlipX(value: boolean): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the vertical flipped state of this Game Object. | |
* @param value The flipped state. `false` for no flip, or `true` to be flipped. | |
*/ | |
setFlipY(value: boolean): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the horizontal and vertical flipped state of this Game Object. | |
* @param x The horizontal flipped state. `false` for no flip, or `true` to be flipped. | |
* @param y The horizontal flipped state. `false` for no flip, or `true` to be flipped. | |
*/ | |
setFlip(x: boolean, y: boolean): Phaser.GameObjects.GameObject; | |
/** | |
* Resets the horizontal and vertical flipped state of this Game Object back to their default un-flipped state. | |
*/ | |
resetFlip(): Phaser.GameObjects.GameObject; | |
/** | |
* Gets the center coordinate of this Game Object, regardless of origin. | |
* The returned point is calculated in local space and does not factor in any parent containers | |
* @param output An object to store the values in. If not provided a new Vector2 will be created. | |
*/ | |
getCenter<O extends Phaser.Math.Vector2>(output?: O): O; | |
/** | |
* Gets the top-left corner coordinate of this Game Object, regardless of origin. | |
* The returned point is calculated in local space and does not factor in any parent containers | |
* @param output An object to store the values in. If not provided a new Vector2 will be created. | |
* @param includeParent If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false. | |
*/ | |
getTopLeft<O extends Phaser.Math.Vector2>(output?: O, includeParent?: boolean): O; | |
/** | |
* Gets the top-right corner coordinate of this Game Object, regardless of origin. | |
* The returned point is calculated in local space and does not factor in any parent containers | |
* @param output An object to store the values in. If not provided a new Vector2 will be created. | |
* @param includeParent If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false. | |
*/ | |
getTopRight<O extends Phaser.Math.Vector2>(output?: O, includeParent?: boolean): O; | |
/** | |
* Gets the bottom-left corner coordinate of this Game Object, regardless of origin. | |
* The returned point is calculated in local space and does not factor in any parent containers | |
* @param output An object to store the values in. If not provided a new Vector2 will be created. | |
* @param includeParent If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false. | |
*/ | |
getBottomLeft<O extends Phaser.Math.Vector2>(output?: O, includeParent?: boolean): O; | |
/** | |
* Gets the bottom-right corner coordinate of this Game Object, regardless of origin. | |
* The returned point is calculated in local space and does not factor in any parent containers | |
* @param output An object to store the values in. If not provided a new Vector2 will be created. | |
* @param includeParent If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false. | |
*/ | |
getBottomRight<O extends Phaser.Math.Vector2>(output?: O, includeParent?: boolean): O; | |
/** | |
* Gets the bounds of this Game Object, regardless of origin. | |
* The values are stored and returned in a Rectangle, or Rectangle-like, object. | |
* @param output An object to store the values in. If not provided a new Rectangle will be created. | |
*/ | |
getBounds<O extends Phaser.Geom.Rectangle>(output?: O): O; | |
/** | |
* The Mask this Game Object is using during render. | |
*/ | |
mask: Phaser.Display.Masks.BitmapMask | Phaser.Display.Masks.GeometryMask; | |
/** | |
* Sets the mask that this Game Object will use to render with. | |
* | |
* The mask must have been previously created and can be either a | |
* GeometryMask or a BitmapMask. | |
* | |
* Note: Bitmap Masks only work on WebGL. Geometry Masks work on both WebGL and Canvas. | |
* | |
* If a mask is already set on this Game Object it will be immediately replaced. | |
* @param mask The mask this Game Object will use when rendering. | |
*/ | |
setMask(mask: Phaser.Display.Masks.BitmapMask | Phaser.Display.Masks.GeometryMask): Phaser.GameObjects.GameObject; | |
/** | |
* Clears the mask that this Game Object was using. | |
* @param destroyMask Destroy the mask before clearing it? Default false. | |
*/ | |
clearMask(destroyMask?: boolean): Phaser.GameObjects.GameObject; | |
/** | |
* Creates and returns a Bitmap Mask. This mask can be used by any Game Object, | |
* including this one. | |
* | |
* To create the mask you need to pass in a reference to a renderable Game Object. | |
* A renderable Game Object is one that uses a texture to render with, such as an | |
* Image, Sprite, Render Texture or BitmapText. | |
* | |
* If you do not provide a renderable object, and this Game Object has a texture, | |
* it will use itself as the object. This means you can call this method to create | |
* a Bitmap Mask from any renderable Game Object. | |
* @param renderable A renderable Game Object that uses a texture, such as a Sprite. | |
*/ | |
createBitmapMask(renderable?: Phaser.GameObjects.GameObject): Phaser.Display.Masks.BitmapMask; | |
/** | |
* Creates and returns a Geometry Mask. This mask can be used by any Game Object, | |
* including this one. | |
* | |
* To create the mask you need to pass in a reference to a Graphics Game Object. | |
* | |
* If you do not provide a graphics object, and this Game Object is an instance | |
* of a Graphics object, then it will use itself to create the mask. | |
* | |
* This means you can call this method to create a Geometry Mask from any Graphics Game Object. | |
* @param graphics A Graphics Game Object. The geometry within it will be used as the mask. | |
*/ | |
createGeometryMask(graphics?: Phaser.GameObjects.Graphics): Phaser.Display.Masks.GeometryMask; | |
/** | |
* The horizontal origin of this Game Object. | |
* The origin maps the relationship between the size and position of the Game Object. | |
* The default value is 0.5, meaning all Game Objects are positioned based on their center. | |
* Setting the value to 0 means the position now relates to the left of the Game Object. | |
*/ | |
originX: number; | |
/** | |
* The vertical origin of this Game Object. | |
* The origin maps the relationship between the size and position of the Game Object. | |
* The default value is 0.5, meaning all Game Objects are positioned based on their center. | |
* Setting the value to 0 means the position now relates to the top of the Game Object. | |
*/ | |
originY: number; | |
/** | |
* The horizontal display origin of this Game Object. | |
* The origin is a normalized value between 0 and 1. | |
* The displayOrigin is a pixel value, based on the size of the Game Object combined with the origin. | |
*/ | |
displayOriginX: number; | |
/** | |
* The vertical display origin of this Game Object. | |
* The origin is a normalized value between 0 and 1. | |
* The displayOrigin is a pixel value, based on the size of the Game Object combined with the origin. | |
*/ | |
displayOriginY: number; | |
/** | |
* Sets the origin of this Game Object. | |
* | |
* The values are given in the range 0 to 1. | |
* @param x The horizontal origin value. Default 0.5. | |
* @param y The vertical origin value. If not defined it will be set to the value of `x`. Default x. | |
*/ | |
setOrigin(x?: number, y?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the origin of this Game Object based on the Pivot values in its Frame. | |
*/ | |
setOriginFromFrame(): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the display origin of this Game Object. | |
* The difference between this and setting the origin is that you can use pixel values for setting the display origin. | |
* @param x The horizontal display origin value. Default 0. | |
* @param y The vertical display origin value. If not defined it will be set to the value of `x`. Default x. | |
*/ | |
setDisplayOrigin(x?: number, y?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Updates the Display Origin cached values internally stored on this Game Object. | |
* You don't usually call this directly, but it is exposed for edge-cases where you may. | |
*/ | |
updateDisplayOrigin(): Phaser.GameObjects.GameObject; | |
/** | |
* [description] | |
*/ | |
defaultPipeline: Phaser.Renderer.WebGL.WebGLPipeline; | |
/** | |
* [description] | |
*/ | |
pipeline: Phaser.Renderer.WebGL.WebGLPipeline; | |
/** | |
* Sets the initial WebGL Pipeline of this Game Object. | |
* This should only be called during the instantiation of the Game Object. | |
* @param pipelineName The name of the pipeline to set on this Game Object. | |
*/ | |
initPipeline(pipelineName: string): boolean; | |
/** | |
* Sets the active WebGL Pipeline of this Game Object. | |
* @param pipelineName The name of the pipeline to set on this Game Object. | |
*/ | |
setPipeline(pipelineName: string): boolean; | |
/** | |
* Resets the WebGL Pipeline of this Game Object back to the default it was created with. | |
*/ | |
resetPipeline(): boolean; | |
/** | |
* Gets the name of the WebGL Pipeline this Game Object is currently using. | |
*/ | |
getPipelineName(): string; | |
/** | |
* The Scale Mode being used by this Game Object. | |
* Can be either `ScaleModes.LINEAR` or `ScaleModes.NEAREST`. | |
*/ | |
scaleMode: Phaser.ScaleModes; | |
/** | |
* Sets the Scale Mode being used by this Game Object. | |
* Can be either `ScaleModes.LINEAR` or `ScaleModes.NEAREST`. | |
* @param value The Scale Mode to be used by this Game Object. | |
*/ | |
setScaleMode(value: Phaser.ScaleModes): Phaser.GameObjects.GameObject; | |
/** | |
* The horizontal scroll factor of this Game Object. | |
* | |
* The scroll factor controls the influence of the movement of a Camera upon this Game Object. | |
* | |
* When a camera scrolls it will change the location at which this Game Object is rendered on-screen. | |
* It does not change the Game Objects actual position values. | |
* | |
* A value of 1 means it will move exactly in sync with a camera. | |
* A value of 0 means it will not move at all, even if the camera moves. | |
* Other values control the degree to which the camera movement is mapped to this Game Object. | |
*/ | |
scrollFactorX: number; | |
/** | |
* The vertical scroll factor of this Game Object. | |
* | |
* The scroll factor controls the influence of the movement of a Camera upon this Game Object. | |
* | |
* When a camera scrolls it will change the location at which this Game Object is rendered on-screen. | |
* It does not change the Game Objects actual position values. | |
* | |
* A value of 1 means it will move exactly in sync with a camera. | |
* A value of 0 means it will not move at all, even if the camera moves. | |
* Other values control the degree to which the camera movement is mapped to this Game Object. | |
*/ | |
scrollFactorY: number; | |
/** | |
* Sets the scroll factor of this Game Object. | |
* | |
* The scroll factor controls the influence of the movement of a Camera upon this Game Object. | |
* | |
* When a camera scrolls it will change the location at which this Game Object is rendered on-screen. | |
* It does not change the Game Objects actual position values. | |
* | |
* A value of 1 means it will move exactly in sync with a camera. | |
* A value of 0 means it will not move at all, even if the camera moves. | |
* Other values control the degree to which the camera movement is mapped to this Game Object. | |
* @param x The horizontal scroll factor of this Game Object. | |
* @param y The vertical scroll factor of this Game Object. If not set it will use the `x` value. Default x. | |
*/ | |
setScrollFactor(x: number, y?: number): Phaser.GameObjects.GameObject; | |
/** | |
* The native (un-scaled) width of this Game Object. | |
*/ | |
width: number; | |
/** | |
* The native (un-scaled) height of this Game Object. | |
*/ | |
height: number; | |
/** | |
* The displayed width of this Game Object. | |
* This value takes into account the scale factor. | |
*/ | |
displayWidth: number; | |
/** | |
* The displayed height of this Game Object. | |
* This value takes into account the scale factor. | |
*/ | |
displayHeight: number; | |
/** | |
* Sets the size of this Game Object to be that of the given Frame. | |
* @param frame The frame to base the size of this Game Object on. | |
*/ | |
setSizeToFrame(frame: Phaser.Textures.Frame): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the size of this Game Object. | |
* @param width The width of this Game Object. | |
* @param height The height of this Game Object. | |
*/ | |
setSize(width: number, height: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the display size of this Game Object. | |
* Calling this will adjust the scale. | |
* @param width The width of this Game Object. | |
* @param height The height of this Game Object. | |
*/ | |
setDisplaySize(width: number, height: number): Phaser.GameObjects.GameObject; | |
/** | |
* The Texture this Game Object is using to render with. | |
*/ | |
texture: Phaser.Textures.Texture | Phaser.Textures.CanvasTexture; | |
/** | |
* The Texture Frame this Game Object is using to render with. | |
*/ | |
frame: Phaser.Textures.Frame; | |
/** | |
* Sets the texture and frame this Game Object will use to render with. | |
* | |
* Textures are referenced by their string-based keys, as stored in the Texture Manager. | |
* @param key The key of the texture to be used, as stored in the Texture Manager. | |
* @param frame The name or index of the frame within the Texture. | |
*/ | |
setTexture(key: string, frame?: string | integer): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the frame this Game Object will use to render with. | |
* | |
* The Frame has to belong to the current Texture being used. | |
* | |
* It can be either a string or an index. | |
* | |
* Calling `setFrame` will modify the `width` and `height` properties of your Game Object. | |
* It will also change the `origin` if the Frame has a custom pivot point, as exported from packages like Texture Packer. | |
* @param frame The name or index of the frame within the Texture. | |
* @param updateSize Should this call adjust the size of the Game Object? Default true. | |
* @param updateOrigin Should this call adjust the origin of the Game Object? Default true. | |
*/ | |
setFrame(frame: string | integer, updateSize?: boolean, updateOrigin?: boolean): Phaser.GameObjects.GameObject; | |
/** | |
* Clears all tint values associated with this Game Object. | |
* Immediately sets the alpha levels back to 0xffffff (no tint) | |
*/ | |
clearTint(): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the tint values for this Game Object. | |
* @param topLeft The tint being applied to the top-left of the Game Object. If not other values are given this value is applied evenly, tinting the whole Game Object. Default 0xffffff. | |
* @param topRight The tint being applied to the top-right of the Game Object. | |
* @param bottomLeft The tint being applied to the bottom-left of the Game Object. | |
* @param bottomRight The tint being applied to the bottom-right of the Game Object. | |
*/ | |
setTint(topLeft?: integer, topRight?: integer, bottomLeft?: integer, bottomRight?: integer): Phaser.GameObjects.GameObject; | |
/** | |
* The tint value being applied to the top-left of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
tintTopLeft: integer; | |
/** | |
* The tint value being applied to the top-right of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
tintTopRight: integer; | |
/** | |
* The tint value being applied to the bottom-left of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
tintBottomLeft: integer; | |
/** | |
* The tint value being applied to the bottom-right of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
tintBottomRight: integer; | |
/** | |
* The tint value being applied to the whole of the Game Object. | |
*/ | |
tint: integer; | |
/** | |
* The x position of this Game Object. | |
*/ | |
x: number; | |
/** | |
* The y position of this Game Object. | |
*/ | |
y: number; | |
/** | |
* The z position of this Game Object. | |
* Note: Do not use this value to set the z-index, instead see the `depth` property. | |
*/ | |
z: number; | |
/** | |
* The w position of this Game Object. | |
*/ | |
w: number; | |
/** | |
* The horizontal scale of this Game Object. | |
*/ | |
scaleX: number; | |
/** | |
* The vertical scale of this Game Object. | |
*/ | |
scaleY: number; | |
/** | |
* The angle of this Game Object as expressed in degrees. | |
* | |
* Where 0 is to the right, 90 is down, 180 is left. | |
* | |
* If you prefer to work in radians, see the `rotation` property instead. | |
*/ | |
angle: integer; | |
/** | |
* The angle of this Game Object in radians. | |
* | |
* If you prefer to work in degrees, see the `angle` property instead. | |
*/ | |
rotation: number; | |
/** | |
* Sets the position of this Game Object. | |
* @param x The x position of this Game Object. Default 0. | |
* @param y The y position of this Game Object. If not set it will use the `x` value. Default x. | |
* @param z The z position of this Game Object. Default 0. | |
* @param w The w position of this Game Object. Default 0. | |
*/ | |
setPosition(x?: number, y?: number, z?: number, w?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the position of this Game Object to be a random position within the confines of | |
* the given area. | |
* | |
* If no area is specified a random position between 0 x 0 and the game width x height is used instead. | |
* | |
* The position does not factor in the size of this Game Object, meaning that only the origin is | |
* guaranteed to be within the area. | |
* @param x The x position of the top-left of the random area. Default 0. | |
* @param y The y position of the top-left of the random area. Default 0. | |
* @param width The width of the random area. | |
* @param height The height of the random area. | |
*/ | |
setRandomPosition(x?: number, y?: number, width?: number, height?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the rotation of this Game Object. | |
* @param radians The rotation of this Game Object, in radians. Default 0. | |
*/ | |
setRotation(radians?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the angle of this Game Object. | |
* @param degrees The rotation of this Game Object, in degrees. Default 0. | |
*/ | |
setAngle(degrees?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the scale of this Game Object. | |
* @param x The horizontal scale of this Game Object. | |
* @param y The vertical scale of this Game Object. If not set it will use the `x` value. Default x. | |
*/ | |
setScale(x: number, y?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the x position of this Game Object. | |
* @param value The x position of this Game Object. Default 0. | |
*/ | |
setX(value?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the y position of this Game Object. | |
* @param value The y position of this Game Object. Default 0. | |
*/ | |
setY(value?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the z position of this Game Object. | |
* @param value The z position of this Game Object. Default 0. | |
*/ | |
setZ(value?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the w position of this Game Object. | |
* @param value The w position of this Game Object. Default 0. | |
*/ | |
setW(value?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Gets the local transform matrix for this Game Object. | |
* @param tempMatrix The matrix to populate with the values from this Game Object. | |
*/ | |
getLocalTransformMatrix(tempMatrix?: Phaser.GameObjects.Components.TransformMatrix): Phaser.GameObjects.Components.TransformMatrix; | |
/** | |
* Gets the world transform matrix for this Game Object, factoring in any parent Containers. | |
* @param tempMatrix The matrix to populate with the values from this Game Object. | |
*/ | |
getWorldTransformMatrix(tempMatrix?: Phaser.GameObjects.Components.TransformMatrix): Phaser.GameObjects.Components.TransformMatrix; | |
/** | |
* The visible state of the Game Object. | |
* | |
* An invisible Game Object will skip rendering, but will still process update logic. | |
*/ | |
visible: boolean; | |
/** | |
* Sets the visibility of this Game Object. | |
* | |
* An invisible Game Object will skip rendering, but will still process update logic. | |
* @param value The visible state of the Game Object. | |
*/ | |
setVisible(value: boolean): Phaser.GameObjects.GameObject; | |
} | |
/** | |
* A Sprite 3D Game Object. | |
* | |
* The Sprite 3D object is an encapsulation of a standard Sprite object, with additional methods to allow | |
* it to be rendered by a 3D Camera. The Sprite can be positioned anywhere within 3D space. | |
*/ | |
class Sprite3D extends Phaser.GameObjects.GameObject { | |
/** | |
* | |
* @param scene The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time. | |
* @param x The x position of this Game Object. | |
* @param y The y position of this Game Object. | |
* @param z The z position of this Game Object. | |
* @param texture The key of the Texture this Game Object will use to render with, as stored in the Texture Manager. | |
* @param frame An optional frame from the Texture this Game Object is rendering with. | |
*/ | |
constructor(scene: Phaser.Scene, x: number, y: number, z: number, texture: string, frame?: string | integer); | |
/** | |
* [description] | |
*/ | |
gameObject: Phaser.GameObjects.GameObject; | |
/** | |
* [description] | |
*/ | |
position: Phaser.Math.Vector4; | |
/** | |
* [description] | |
*/ | |
size: Phaser.Math.Vector2; | |
/** | |
* [description] | |
*/ | |
scale: Phaser.Math.Vector2; | |
/** | |
* [description] | |
*/ | |
adjustScaleX: boolean; | |
/** | |
* [description] | |
*/ | |
adjustScaleY: boolean; | |
/** | |
* [description] | |
* @param camera The 3D Camera onto which to project this Sprite. | |
*/ | |
project(camera: Phaser.Cameras.Sprite3D.Camera): void; | |
/** | |
* [description] | |
* @param value [description] | |
*/ | |
setVisible(value: boolean): Phaser.GameObjects.Sprite3D; | |
/** | |
* The visible state of the Game Object. | |
* | |
* An invisible Game Object will skip rendering, but will still process update logic. | |
*/ | |
visible: boolean; | |
/** | |
* The x position of this Game Object. | |
*/ | |
x: number; | |
/** | |
* The y position of this Game Object. | |
*/ | |
y: number; | |
/** | |
* The z position of this Game Object. | |
*/ | |
z: number; | |
} | |
/** | |
* [description] | |
*/ | |
class Text extends Phaser.GameObjects.GameObject implements Phaser.GameObjects.Components.Alpha, Phaser.GameObjects.Components.BlendMode, Phaser.GameObjects.Components.ComputedSize, Phaser.GameObjects.Components.Depth, Phaser.GameObjects.Components.Flip, Phaser.GameObjects.Components.GetBounds, Phaser.GameObjects.Components.Mask, Phaser.GameObjects.Components.Origin, Phaser.GameObjects.Components.Pipeline, Phaser.GameObjects.Components.ScaleMode, Phaser.GameObjects.Components.ScrollFactor, Phaser.GameObjects.Components.Tint, Phaser.GameObjects.Components.Transform, Phaser.GameObjects.Components.Visible { | |
/** | |
* | |
* @param scene The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time. | |
* @param x The horizontal position of this Game Object in the world. | |
* @param y The vertical position of this Game Object in the world. | |
* @param text The text this Text object will display. | |
* @param style The text style configuration object. | |
*/ | |
constructor(scene: Phaser.Scene, x: number, y: number, text: string | string[], style: object); | |
/** | |
* Returns an object containing dimensions of the Text object. | |
* @param text The Text object to get the size from. | |
* @param size [description] | |
* @param lines [description] | |
*/ | |
static GetTextSize(text: Phaser.GameObjects.Text, size: number, lines: any[]): object; | |
/** | |
* Calculates the ascent, descent and fontSize of a given font style. | |
* @param textStyle The TextStyle object to measure. | |
*/ | |
static MeasureText(textStyle: Phaser.GameObjects.Text.TextStyle): object; | |
/** | |
* The canvas element that the text is rendered to. | |
*/ | |
canvas: HTMLCanvasElement; | |
/** | |
* The context of the canvas element that the text is rendered to. | |
*/ | |
context: CanvasRenderingContext2D; | |
/** | |
* [description] | |
*/ | |
style: Phaser.GameObjects.Text.TextStyle; | |
/** | |
* [description] | |
*/ | |
autoRound: boolean; | |
/** | |
* The Regular Expression that is used to split the text up into lines, in | |
* multi-line text. By default this is `/(?:\r\n|\r|\n)/`. | |
* You can change this RegExp to be anything else that you may need. | |
*/ | |
splitRegExp: object; | |
/** | |
* [description] | |
*/ | |
text: string; | |
/** | |
* [description] | |
*/ | |
resolution: number; | |
/** | |
* Specify a padding value which is added to the line width and height when calculating the Text size. | |
* Allows you to add extra spacing if the browser is unable to accurately determine the true font dimensions. | |
*/ | |
padding: Object; | |
/** | |
* [description] | |
*/ | |
width: number; | |
/** | |
* [description] | |
*/ | |
height: number; | |
/** | |
* [description] | |
*/ | |
canvasTexture: HTMLCanvasElement; | |
/** | |
* [description] | |
*/ | |
dirty: boolean; | |
/** | |
* [description] | |
*/ | |
initRTL(): void; | |
/** | |
* Greedy wrapping algorithm that will wrap words as the line grows longer than its horizontal | |
* bounds. | |
* @param text The text to perform word wrap detection against. | |
*/ | |
runWordWrap(text: string): string; | |
/** | |
* Advanced wrapping algorithm that will wrap words as the line grows longer than its horizontal | |
* bounds. Consecutive spaces will be collapsed and replaced with a single space. Lines will be | |
* trimmed of white space before processing. Throws an error if wordWrapWidth is less than a | |
* single character. | |
* @param text The text to perform word wrap detection against. | |
* @param context [description] | |
* @param wordWrapWidth [description] | |
*/ | |
advancedWordWrap(text: string, context: CanvasRenderingContext2D, wordWrapWidth: number): string; | |
/** | |
* Greedy wrapping algorithm that will wrap words as the line grows longer than its horizontal | |
* bounds. Spaces are not collapsed and whitespace is not trimmed. | |
* @param text The text to perform word wrap detection against. | |
* @param context [description] | |
* @param wordWrapWidth [description] | |
*/ | |
basicWordWrap(text: string, context: CanvasRenderingContext2D, wordWrapWidth: number): string; | |
/** | |
* Runs the given text through this Text objects word wrapping and returns the results as an | |
* array, where each element of the array corresponds to a wrapped line of text. | |
* @param text The text for which the wrapping will be calculated. If unspecified, the Text objects current text will be used. | |
*/ | |
getWrappedText(text: string): string[]; | |
/** | |
* [description] | |
* @param value The string, or array of strings, to be set as the content of this Text object. | |
*/ | |
setText(value: string | string[]): Phaser.GameObjects.Text; | |
/** | |
* [description] | |
* @param style [description] | |
*/ | |
setStyle(style: object): Phaser.GameObjects.Text; | |
/** | |
* [description] | |
* @param font [description] | |
*/ | |
setFont(font: string): Phaser.GameObjects.Text; | |
/** | |
* [description] | |
* @param family [description] | |
*/ | |
setFontFamily(family: string): Phaser.GameObjects.Text; | |
/** | |
* [description] | |
* @param size [description] | |
*/ | |
setFontSize(size: number): Phaser.GameObjects.Text; | |
/** | |
* [description] | |
* @param style [description] | |
*/ | |
setFontStyle(style: string): Phaser.GameObjects.Text; | |
/** | |
* [description] | |
* @param width [description] | |
* @param height [description] | |
*/ | |
setFixedSize(width: number, height: number): Phaser.GameObjects.Text; | |
/** | |
* [description] | |
* @param color [description] | |
*/ | |
setBackgroundColor(color: string): Phaser.GameObjects.Text; | |
/** | |
* [description] | |
* @param color [description] | |
*/ | |
setFill(color: string): Phaser.GameObjects.Text; | |
/** | |
* [description] | |
* @param color [description] | |
*/ | |
setColor(color: string): Phaser.GameObjects.Text; | |
/** | |
* [description] | |
* @param color [description] | |
* @param thickness [description] | |
*/ | |
setStroke(color: string, thickness: number): Phaser.GameObjects.Text; | |
/** | |
* [description] | |
* @param x [description] | |
* @param y [description] | |
* @param color [description] | |
* @param blur [description] | |
* @param shadowStroke [description] | |
* @param shadowFill [description] | |
*/ | |
setShadow(x: number, y: number, color: string, blur: number, shadowStroke: boolean, shadowFill: boolean): Phaser.GameObjects.Text; | |
/** | |
* [description] | |
* @param x [description] | |
* @param y [description] | |
*/ | |
setShadowOffset(x: number, y: number): Phaser.GameObjects.Text; | |
/** | |
* [description] | |
* @param color [description] | |
*/ | |
setShadowColor(color: string): Phaser.GameObjects.Text; | |
/** | |
* [description] | |
* @param blur [description] | |
*/ | |
setShadowBlur(blur: number): Phaser.GameObjects.Text; | |
/** | |
* [description] | |
* @param enabled [description] | |
*/ | |
setShadowStroke(enabled: boolean): Phaser.GameObjects.Text; | |
/** | |
* [description] | |
* @param enabled [description] | |
*/ | |
setShadowFill(enabled: boolean): Phaser.GameObjects.Text; | |
/** | |
* Set the width (in pixels) to use for wrapping lines. Pass in null to remove wrapping by width. | |
* @param width The maximum width of a line in pixels. Set to null to remove wrapping. | |
* @param useAdvancedWrap Whether or not to use the advanced wrapping | |
* algorithm. If true, spaces are collapsed and whitespace is trimmed from lines. If false, | |
* spaces and whitespace are left as is. Default false. | |
*/ | |
setWordWrapWidth(width: number, useAdvancedWrap?: boolean): Phaser.GameObjects.Text; | |
/** | |
* Set a custom callback for wrapping lines. Pass in null to remove wrapping by callback. | |
* @param callback A custom function that will be responsible for wrapping the | |
* text. It will receive two arguments: text (the string to wrap), textObject (this Text | |
* instance). It should return the wrapped lines either as an array of lines or as a string with | |
* newline characters in place to indicate where breaks should happen. | |
* @param scope The scope that will be applied when the callback is invoked. Default null. | |
*/ | |
setWordWrapCallback(callback: TextStyleWordWrapCallback, scope?: object): Phaser.GameObjects.Text; | |
/** | |
* [description] | |
* @param align [description] | |
*/ | |
setAlign(align: string): Phaser.GameObjects.Text; | |
/** | |
* 'left' can be an object. | |
* If only 'left' and 'top' are given they are treated as 'x' and 'y' | |
* @param left [description] | |
* @param top [description] | |
* @param right [description] | |
* @param bottom [description] | |
*/ | |
setPadding(left: number | object, top: number, right: number, bottom: number): Phaser.GameObjects.Text; | |
/** | |
* [description] | |
* @param max [description] Default 0. | |
*/ | |
setMaxLines(max?: integer): Phaser.GameObjects.Text; | |
/** | |
* [description] | |
*/ | |
updateText(): Phaser.GameObjects.Text; | |
/** | |
* [description] | |
*/ | |
getTextMetrics(): object; | |
/** | |
* [description] | |
*/ | |
toJSON(): JSONGameObject; | |
/** | |
* [description] | |
*/ | |
preDestroy(): void; | |
/** | |
* Clears all alpha values associated with this Game Object. | |
* Immediately sets the alpha levels back to 1 (fully opaque) | |
*/ | |
clearAlpha(): Phaser.GameObjects.GameObject; | |
/** | |
* Set the Alpha level of this Game Object. The alpha controls the opacity of the Game Object as it renders. | |
* Alpha values are provided as a float between 0, fully transparent, and 1, fully opaque. | |
* | |
* If your game is running under WebGL you can optionally specify four different alpha values, each of which | |
* correspond to the four corners of the Game Object. Under Canvas only the `topLeft` value given is used. | |
* @param topLeft The alpha value used for the top-left of the Game Object. If this is the only value given it's applied across the whole Game Object. Default 1. | |
* @param topRight The alpha value used for the top-right of the Game Object. WebGL only. | |
* @param bottomLeft The alpha value used for the bottom-left of the Game Object. WebGL only. | |
* @param bottomRight The alpha value used for the bottom-right of the Game Object. WebGL only. | |
*/ | |
setAlpha(topLeft?: number, topRight?: number, bottomLeft?: number, bottomRight?: number): Phaser.GameObjects.GameObject; | |
/** | |
* The alpha value of the Game Object. | |
* | |
* This is a global value, impacting the entire Game Object, not just a region of it. | |
*/ | |
alpha: number; | |
/** | |
* The alpha value starting from the top-left of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
alphaTopLeft: number; | |
/** | |
* The alpha value starting from the top-right of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
alphaTopRight: number; | |
/** | |
* The alpha value starting from the bottom-left of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
alphaBottomLeft: number; | |
/** | |
* The alpha value starting from the bottom-right of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
alphaBottomRight: number; | |
/** | |
* Sets the Blend Mode being used by this Game Object. | |
* | |
* This can be a const, such as `Phaser.BlendModes.SCREEN`, or an integer, such as 4 (for Overlay) | |
* | |
* Under WebGL only the following Blend Modes are available: | |
* | |
* * ADD | |
* * MULTIPLY | |
* * SCREEN | |
* | |
* Canvas has more available depending on browser support. | |
* | |
* You can also create your own custom Blend Modes in WebGL. | |
* | |
* Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending | |
* on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these | |
* reasons try to be careful about the construction of your Scene and the frequency of which blend modes | |
* are used. | |
*/ | |
blendMode: Phaser.BlendModes | string; | |
/** | |
* Sets the Blend Mode being used by this Game Object. | |
* | |
* This can be a const, such as `Phaser.BlendModes.SCREEN`, or an integer, such as 4 (for Overlay) | |
* | |
* Under WebGL only the following Blend Modes are available: | |
* | |
* * ADD | |
* * MULTIPLY | |
* * SCREEN | |
* | |
* Canvas has more available depending on browser support. | |
* | |
* You can also create your own custom Blend Modes in WebGL. | |
* | |
* Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending | |
* on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these | |
* reasons try to be careful about the construction of your Scene and the frequency of which blend modes | |
* are used. | |
* @param value The BlendMode value. Either a string or a CONST. | |
*/ | |
setBlendMode(value: string | Phaser.BlendModes): Phaser.GameObjects.GameObject; | |
/** | |
* The displayed width of this Game Object. | |
* This value takes into account the scale factor. | |
*/ | |
displayWidth: number; | |
/** | |
* The displayed height of this Game Object. | |
* This value takes into account the scale factor. | |
*/ | |
displayHeight: number; | |
/** | |
* Sets the size of this Game Object. | |
* @param width The width of this Game Object. | |
* @param height The height of this Game Object. | |
*/ | |
setSize(width: number, height: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the display size of this Game Object. | |
* Calling this will adjust the scale. | |
* @param width The width of this Game Object. | |
* @param height The height of this Game Object. | |
*/ | |
setDisplaySize(width: number, height: number): Phaser.GameObjects.GameObject; | |
/** | |
* The depth of this Game Object within the Scene. | |
* | |
* The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order | |
* of Game Objects, without actually moving their position in the display list. | |
* | |
* The depth starts from zero (the default value) and increases from that point. A Game Object with a higher depth | |
* value will always render in front of one with a lower value. | |
* | |
* Setting the depth will queue a depth sort event within the Scene. | |
*/ | |
depth: number; | |
/** | |
* The depth of this Game Object within the Scene. | |
* | |
* The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order | |
* of Game Objects, without actually moving their position in the display list. | |
* | |
* The depth starts from zero (the default value) and increases from that point. A Game Object with a higher depth | |
* value will always render in front of one with a lower value. | |
* | |
* Setting the depth will queue a depth sort event within the Scene. | |
* @param value The depth of this Game Object. | |
*/ | |
setDepth(value: integer): Phaser.GameObjects.GameObject; | |
/** | |
* The horizontally flipped state of the Game Object. | |
* A Game Object that is flipped horizontally will render inversed on the horizontal axis. | |
* Flipping always takes place from the middle of the texture and does not impact the scale value. | |
*/ | |
flipX: boolean; | |
/** | |
* The vertically flipped state of the Game Object. | |
* A Game Object that is flipped vertically will render inversed on the vertical axis (i.e. upside down) | |
* Flipping always takes place from the middle of the texture and does not impact the scale value. | |
*/ | |
flipY: boolean; | |
/** | |
* Toggles the horizontal flipped state of this Game Object. | |
*/ | |
toggleFlipX(): Phaser.GameObjects.GameObject; | |
/** | |
* Toggles the vertical flipped state of this Game Object. | |
*/ | |
toggleFlipY(): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the horizontal flipped state of this Game Object. | |
* @param value The flipped state. `false` for no flip, or `true` to be flipped. | |
*/ | |
setFlipX(value: boolean): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the vertical flipped state of this Game Object. | |
* @param value The flipped state. `false` for no flip, or `true` to be flipped. | |
*/ | |
setFlipY(value: boolean): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the horizontal and vertical flipped state of this Game Object. | |
* @param x The horizontal flipped state. `false` for no flip, or `true` to be flipped. | |
* @param y The horizontal flipped state. `false` for no flip, or `true` to be flipped. | |
*/ | |
setFlip(x: boolean, y: boolean): Phaser.GameObjects.GameObject; | |
/** | |
* Resets the horizontal and vertical flipped state of this Game Object back to their default un-flipped state. | |
*/ | |
resetFlip(): Phaser.GameObjects.GameObject; | |
/** | |
* Gets the center coordinate of this Game Object, regardless of origin. | |
* The returned point is calculated in local space and does not factor in any parent containers | |
* @param output An object to store the values in. If not provided a new Vector2 will be created. | |
*/ | |
getCenter<O extends Phaser.Math.Vector2>(output?: O): O; | |
/** | |
* Gets the top-left corner coordinate of this Game Object, regardless of origin. | |
* The returned point is calculated in local space and does not factor in any parent containers | |
* @param output An object to store the values in. If not provided a new Vector2 will be created. | |
* @param includeParent If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false. | |
*/ | |
getTopLeft<O extends Phaser.Math.Vector2>(output?: O, includeParent?: boolean): O; | |
/** | |
* Gets the top-right corner coordinate of this Game Object, regardless of origin. | |
* The returned point is calculated in local space and does not factor in any parent containers | |
* @param output An object to store the values in. If not provided a new Vector2 will be created. | |
* @param includeParent If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false. | |
*/ | |
getTopRight<O extends Phaser.Math.Vector2>(output?: O, includeParent?: boolean): O; | |
/** | |
* Gets the bottom-left corner coordinate of this Game Object, regardless of origin. | |
* The returned point is calculated in local space and does not factor in any parent containers | |
* @param output An object to store the values in. If not provided a new Vector2 will be created. | |
* @param includeParent If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false. | |
*/ | |
getBottomLeft<O extends Phaser.Math.Vector2>(output?: O, includeParent?: boolean): O; | |
/** | |
* Gets the bottom-right corner coordinate of this Game Object, regardless of origin. | |
* The returned point is calculated in local space and does not factor in any parent containers | |
* @param output An object to store the values in. If not provided a new Vector2 will be created. | |
* @param includeParent If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? Default false. | |
*/ | |
getBottomRight<O extends Phaser.Math.Vector2>(output?: O, includeParent?: boolean): O; | |
/** | |
* Gets the bounds of this Game Object, regardless of origin. | |
* The values are stored and returned in a Rectangle, or Rectangle-like, object. | |
* @param output An object to store the values in. If not provided a new Rectangle will be created. | |
*/ | |
getBounds<O extends Phaser.Geom.Rectangle>(output?: O): O; | |
/** | |
* The Mask this Game Object is using during render. | |
*/ | |
mask: Phaser.Display.Masks.BitmapMask | Phaser.Display.Masks.GeometryMask; | |
/** | |
* Sets the mask that this Game Object will use to render with. | |
* | |
* The mask must have been previously created and can be either a | |
* GeometryMask or a BitmapMask. | |
* | |
* Note: Bitmap Masks only work on WebGL. Geometry Masks work on both WebGL and Canvas. | |
* | |
* If a mask is already set on this Game Object it will be immediately replaced. | |
* @param mask The mask this Game Object will use when rendering. | |
*/ | |
setMask(mask: Phaser.Display.Masks.BitmapMask | Phaser.Display.Masks.GeometryMask): Phaser.GameObjects.GameObject; | |
/** | |
* Clears the mask that this Game Object was using. | |
* @param destroyMask Destroy the mask before clearing it? Default false. | |
*/ | |
clearMask(destroyMask?: boolean): Phaser.GameObjects.GameObject; | |
/** | |
* Creates and returns a Bitmap Mask. This mask can be used by any Game Object, | |
* including this one. | |
* | |
* To create the mask you need to pass in a reference to a renderable Game Object. | |
* A renderable Game Object is one that uses a texture to render with, such as an | |
* Image, Sprite, Render Texture or BitmapText. | |
* | |
* If you do not provide a renderable object, and this Game Object has a texture, | |
* it will use itself as the object. This means you can call this method to create | |
* a Bitmap Mask from any renderable Game Object. | |
* @param renderable A renderable Game Object that uses a texture, such as a Sprite. | |
*/ | |
createBitmapMask(renderable?: Phaser.GameObjects.GameObject): Phaser.Display.Masks.BitmapMask; | |
/** | |
* Creates and returns a Geometry Mask. This mask can be used by any Game Object, | |
* including this one. | |
* | |
* To create the mask you need to pass in a reference to a Graphics Game Object. | |
* | |
* If you do not provide a graphics object, and this Game Object is an instance | |
* of a Graphics object, then it will use itself to create the mask. | |
* | |
* This means you can call this method to create a Geometry Mask from any Graphics Game Object. | |
* @param graphics A Graphics Game Object. The geometry within it will be used as the mask. | |
*/ | |
createGeometryMask(graphics?: Phaser.GameObjects.Graphics): Phaser.Display.Masks.GeometryMask; | |
/** | |
* The horizontal origin of this Game Object. | |
* The origin maps the relationship between the size and position of the Game Object. | |
* The default value is 0.5, meaning all Game Objects are positioned based on their center. | |
* Setting the value to 0 means the position now relates to the left of the Game Object. | |
*/ | |
originX: number; | |
/** | |
* The vertical origin of this Game Object. | |
* The origin maps the relationship between the size and position of the Game Object. | |
* The default value is 0.5, meaning all Game Objects are positioned based on their center. | |
* Setting the value to 0 means the position now relates to the top of the Game Object. | |
*/ | |
originY: number; | |
/** | |
* The horizontal display origin of this Game Object. | |
* The origin is a normalized value between 0 and 1. | |
* The displayOrigin is a pixel value, based on the size of the Game Object combined with the origin. | |
*/ | |
displayOriginX: number; | |
/** | |
* The vertical display origin of this Game Object. | |
* The origin is a normalized value between 0 and 1. | |
* The displayOrigin is a pixel value, based on the size of the Game Object combined with the origin. | |
*/ | |
displayOriginY: number; | |
/** | |
* Sets the origin of this Game Object. | |
* | |
* The values are given in the range 0 to 1. | |
* @param x The horizontal origin value. Default 0.5. | |
* @param y The vertical origin value. If not defined it will be set to the value of `x`. Default x. | |
*/ | |
setOrigin(x?: number, y?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the origin of this Game Object based on the Pivot values in its Frame. | |
*/ | |
setOriginFromFrame(): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the display origin of this Game Object. | |
* The difference between this and setting the origin is that you can use pixel values for setting the display origin. | |
* @param x The horizontal display origin value. Default 0. | |
* @param y The vertical display origin value. If not defined it will be set to the value of `x`. Default x. | |
*/ | |
setDisplayOrigin(x?: number, y?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Updates the Display Origin cached values internally stored on this Game Object. | |
* You don't usually call this directly, but it is exposed for edge-cases where you may. | |
*/ | |
updateDisplayOrigin(): Phaser.GameObjects.GameObject; | |
/** | |
* [description] | |
*/ | |
defaultPipeline: Phaser.Renderer.WebGL.WebGLPipeline; | |
/** | |
* [description] | |
*/ | |
pipeline: Phaser.Renderer.WebGL.WebGLPipeline; | |
/** | |
* Sets the initial WebGL Pipeline of this Game Object. | |
* This should only be called during the instantiation of the Game Object. | |
* @param pipelineName The name of the pipeline to set on this Game Object. | |
*/ | |
initPipeline(pipelineName: string): boolean; | |
/** | |
* Sets the active WebGL Pipeline of this Game Object. | |
* @param pipelineName The name of the pipeline to set on this Game Object. | |
*/ | |
setPipeline(pipelineName: string): boolean; | |
/** | |
* Resets the WebGL Pipeline of this Game Object back to the default it was created with. | |
*/ | |
resetPipeline(): boolean; | |
/** | |
* Gets the name of the WebGL Pipeline this Game Object is currently using. | |
*/ | |
getPipelineName(): string; | |
/** | |
* The Scale Mode being used by this Game Object. | |
* Can be either `ScaleModes.LINEAR` or `ScaleModes.NEAREST`. | |
*/ | |
scaleMode: Phaser.ScaleModes; | |
/** | |
* Sets the Scale Mode being used by this Game Object. | |
* Can be either `ScaleModes.LINEAR` or `ScaleModes.NEAREST`. | |
* @param value The Scale Mode to be used by this Game Object. | |
*/ | |
setScaleMode(value: Phaser.ScaleModes): Phaser.GameObjects.GameObject; | |
/** | |
* The horizontal scroll factor of this Game Object. | |
* | |
* The scroll factor controls the influence of the movement of a Camera upon this Game Object. | |
* | |
* When a camera scrolls it will change the location at which this Game Object is rendered on-screen. | |
* It does not change the Game Objects actual position values. | |
* | |
* A value of 1 means it will move exactly in sync with a camera. | |
* A value of 0 means it will not move at all, even if the camera moves. | |
* Other values control the degree to which the camera movement is mapped to this Game Object. | |
*/ | |
scrollFactorX: number; | |
/** | |
* The vertical scroll factor of this Game Object. | |
* | |
* The scroll factor controls the influence of the movement of a Camera upon this Game Object. | |
* | |
* When a camera scrolls it will change the location at which this Game Object is rendered on-screen. | |
* It does not change the Game Objects actual position values. | |
* | |
* A value of 1 means it will move exactly in sync with a camera. | |
* A value of 0 means it will not move at all, even if the camera moves. | |
* Other values control the degree to which the camera movement is mapped to this Game Object. | |
*/ | |
scrollFactorY: number; | |
/** | |
* Sets the scroll factor of this Game Object. | |
* | |
* The scroll factor controls the influence of the movement of a Camera upon this Game Object. | |
* | |
* When a camera scrolls it will change the location at which this Game Object is rendered on-screen. | |
* It does not change the Game Objects actual position values. | |
* | |
* A value of 1 means it will move exactly in sync with a camera. | |
* A value of 0 means it will not move at all, even if the camera moves. | |
* Other values control the degree to which the camera movement is mapped to this Game Object. | |
* @param x The horizontal scroll factor of this Game Object. | |
* @param y The vertical scroll factor of this Game Object. If not set it will use the `x` value. Default x. | |
*/ | |
setScrollFactor(x: number, y?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Clears all tint values associated with this Game Object. | |
* Immediately sets the alpha levels back to 0xffffff (no tint) | |
*/ | |
clearTint(): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the tint values for this Game Object. | |
* @param topLeft The tint being applied to the top-left of the Game Object. If not other values are given this value is applied evenly, tinting the whole Game Object. Default 0xffffff. | |
* @param topRight The tint being applied to the top-right of the Game Object. | |
* @param bottomLeft The tint being applied to the bottom-left of the Game Object. | |
* @param bottomRight The tint being applied to the bottom-right of the Game Object. | |
*/ | |
setTint(topLeft?: integer, topRight?: integer, bottomLeft?: integer, bottomRight?: integer): Phaser.GameObjects.GameObject; | |
/** | |
* The tint value being applied to the top-left of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
tintTopLeft: integer; | |
/** | |
* The tint value being applied to the top-right of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
tintTopRight: integer; | |
/** | |
* The tint value being applied to the bottom-left of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
tintBottomLeft: integer; | |
/** | |
* The tint value being applied to the bottom-right of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
tintBottomRight: integer; | |
/** | |
* The tint value being applied to the whole of the Game Object. | |
*/ | |
tint: integer; | |
/** | |
* The x position of this Game Object. | |
*/ | |
x: number; | |
/** | |
* The y position of this Game Object. | |
*/ | |
y: number; | |
/** | |
* The z position of this Game Object. | |
* Note: Do not use this value to set the z-index, instead see the `depth` property. | |
*/ | |
z: number; | |
/** | |
* The w position of this Game Object. | |
*/ | |
w: number; | |
/** | |
* The horizontal scale of this Game Object. | |
*/ | |
scaleX: number; | |
/** | |
* The vertical scale of this Game Object. | |
*/ | |
scaleY: number; | |
/** | |
* The angle of this Game Object as expressed in degrees. | |
* | |
* Where 0 is to the right, 90 is down, 180 is left. | |
* | |
* If you prefer to work in radians, see the `rotation` property instead. | |
*/ | |
angle: integer; | |
/** | |
* The angle of this Game Object in radians. | |
* | |
* If you prefer to work in degrees, see the `angle` property instead. | |
*/ | |
rotation: number; | |
/** | |
* Sets the position of this Game Object. | |
* @param x The x position of this Game Object. Default 0. | |
* @param y The y position of this Game Object. If not set it will use the `x` value. Default x. | |
* @param z The z position of this Game Object. Default 0. | |
* @param w The w position of this Game Object. Default 0. | |
*/ | |
setPosition(x?: number, y?: number, z?: number, w?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the position of this Game Object to be a random position within the confines of | |
* the given area. | |
* | |
* If no area is specified a random position between 0 x 0 and the game width x height is used instead. | |
* | |
* The position does not factor in the size of this Game Object, meaning that only the origin is | |
* guaranteed to be within the area. | |
* @param x The x position of the top-left of the random area. Default 0. | |
* @param y The y position of the top-left of the random area. Default 0. | |
* @param width The width of the random area. | |
* @param height The height of the random area. | |
*/ | |
setRandomPosition(x?: number, y?: number, width?: number, height?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the rotation of this Game Object. | |
* @param radians The rotation of this Game Object, in radians. Default 0. | |
*/ | |
setRotation(radians?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the angle of this Game Object. | |
* @param degrees The rotation of this Game Object, in degrees. Default 0. | |
*/ | |
setAngle(degrees?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the scale of this Game Object. | |
* @param x The horizontal scale of this Game Object. | |
* @param y The vertical scale of this Game Object. If not set it will use the `x` value. Default x. | |
*/ | |
setScale(x: number, y?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the x position of this Game Object. | |
* @param value The x position of this Game Object. Default 0. | |
*/ | |
setX(value?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the y position of this Game Object. | |
* @param value The y position of this Game Object. Default 0. | |
*/ | |
setY(value?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the z position of this Game Object. | |
* @param value The z position of this Game Object. Default 0. | |
*/ | |
setZ(value?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Sets the w position of this Game Object. | |
* @param value The w position of this Game Object. Default 0. | |
*/ | |
setW(value?: number): Phaser.GameObjects.GameObject; | |
/** | |
* Gets the local transform matrix for this Game Object. | |
* @param tempMatrix The matrix to populate with the values from this Game Object. | |
*/ | |
getLocalTransformMatrix(tempMatrix?: Phaser.GameObjects.Components.TransformMatrix): Phaser.GameObjects.Components.TransformMatrix; | |
/** | |
* Gets the world transform matrix for this Game Object, factoring in any parent Containers. | |
* @param tempMatrix The matrix to populate with the values from this Game Object. | |
*/ | |
getWorldTransformMatrix(tempMatrix?: Phaser.GameObjects.Components.TransformMatrix): Phaser.GameObjects.Components.TransformMatrix; | |
/** | |
* The visible state of the Game Object. | |
* | |
* An invisible Game Object will skip rendering, but will still process update logic. | |
*/ | |
visible: boolean; | |
/** | |
* Sets the visibility of this Game Object. | |
* | |
* An invisible Game Object will skip rendering, but will still process update logic. | |
* @param value The visible state of the Game Object. | |
*/ | |
setVisible(value: boolean): Phaser.GameObjects.GameObject; | |
} | |
/** | |
* [description] | |
*/ | |
class TileSprite extends Phaser.GameObjects.GameObject implements Phaser.GameObjects.Components.Alpha, Phaser.GameObjects.Components.BlendMode, Phaser.GameObjects.Components.Depth, Phaser.GameObjects.Components.Flip, Phaser.GameObjects.Components.GetBounds, Phaser.GameObjects.Components.Mask, Phaser.GameObjects.Components.Origin, Phaser.GameObjects.Components.Pipeline, Phaser.GameObjects.Components.ScaleMode, Phaser.GameObjects.Components.ScrollFactor, Phaser.GameObjects.Components.Size, Phaser.GameObjects.Components.Texture, Phaser.GameObjects.Components.Tint, Phaser.GameObjects.Components.Transform, Phaser.GameObjects.Components.Visible { | |
/** | |
* | |
* @param scene The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time. | |
* @param x The horizontal position of this Game Object in the world. | |
* @param y The vertical position of this Game Object in the world. | |
* @param width The width of the Game Object. | |
* @param height The height of the Game Object. | |
* @param texture The key of the Texture this Game Object will use to render with, as stored in the Texture Manager. | |
* @param frame An optional frame from the Texture this Game Object is rendering with. | |
*/ | |
constructor(scene: Phaser.Scene, x: number, y: number, width: number, height: number, texture: string, frame?: string | integer); | |
/** | |
* [description] | |
*/ | |
tilePositionX: number; | |
/** | |
* [description] | |
*/ | |
tilePositionY: number; | |
/** | |
* [description] | |
*/ | |
dirty: boolean; | |
/** | |
* [description] | |
*/ | |
tileTexture: WebGLTexture; | |
/** | |
* [description] | |
*/ | |
renderer: Phaser.Renderer.Canvas.CanvasRenderer | Phaser.Renderer.WebGL.WebGLRenderer; | |
/** | |
* The next power of two value from the width of the Frame. | |
*/ | |
potWidth: integer; | |
/** | |
* The next power of two value from the height of the Frame. | |
*/ | |
potHeight: integer; | |
/** | |
* [description] | |
*/ | |
canvasPattern: CanvasPattern; | |
/** | |
* [description] | |
*/ | |
canvasBuffer: HTMLCanvasElement; | |
/** | |
* [description] | |
*/ | |
canvasBufferCtx: CanvasRenderingContext2D; | |
/** | |
* Sets {@link Phaser.GameObjects.TileSprite#tilePositionX} and {@link Phaser.GameObjects.TileSprite#tilePositionY}. | |
* @param x The x position of this sprite's tiling texture. | |
* @param y The y position of this sprite's tiling texture. | |
*/ | |
setTilePosition(x?: number, y?: number): Phaser.GameObjects.TileSprite; | |
/** | |
* [description] | |
*/ | |
updateTileTexture(): void; | |
/** | |
* [description] | |
*/ | |
destroy(): void; | |
/** | |
* Clears all alpha values associated with this Game Object. | |
* Immediately sets the alpha levels back to 1 (fully opaque) | |
*/ | |
clearAlpha(): Phaser.GameObjects.GameObject; | |
/** | |
* Set the Alpha level of this Game Object. The alpha controls the opacity of the Game Object as it renders. | |
* Alpha values are provided as a float between 0, fully transparent, and 1, fully opaque. | |
* | |
* If your game is running under WebGL you can optionally specify four different alpha values, each of which | |
* correspond to the four corners of the Game Object. Under Canvas only the `topLeft` value given is used. | |
* @param topLeft The alpha value used for the top-left of the Game Object. If this is the only value given it's applied across the whole Game Object. Default 1. | |
* @param topRight The alpha value used for the top-right of the Game Object. WebGL only. | |
* @param bottomLeft The alpha value used for the bottom-left of the Game Object. WebGL only. | |
* @param bottomRight The alpha value used for the bottom-right of the Game Object. WebGL only. | |
*/ | |
setAlpha(topLeft?: number, topRight?: number, bottomLeft?: number, bottomRight?: number): Phaser.GameObjects.GameObject; | |
/** | |
* The alpha value of the Game Object. | |
* | |
* This is a global value, impacting the entire Game Object, not just a region of it. | |
*/ | |
alpha: number; | |
/** | |
* The alpha value starting from the top-left of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
alphaTopLeft: number; | |
/** | |
* The alpha value starting from the top-right of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
alphaTopRight: number; | |
/** | |
* The alpha value starting from the bottom-left of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
alphaBottomLeft: number; | |
/** | |
* The alpha value starting from the bottom-right of the Game Object. | |
* This value is interpolated from the corner to the center of the Game Object. | |
*/ | |
alphaBottomRight: number; | |
/** | |
* Sets the Blend Mode being used by this Game Object. | |
* | |
* This can be a const, such as `Phaser.BlendModes.SCREEN`, or an integer, such as 4 (for Overlay) | |
* | |
* Under WebGL only the following Blend Modes are available: | |
* | |
* * ADD | |
* * MULTIPLY | |
* * SCREEN | |
* | |
* Canvas has more available depending on browser support. | |
* | |
* You can also create your own custom Blend Modes in WebGL. | |
* | |
* Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending | |
* on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these | |
* reasons try to be careful about the construction of your Scene and the frequency of which blend modes | |
* are used. | |
*/ | |
blendMode: Phaser.BlendModes | string; | |
/** | |
* Sets the Blend Mode being used by this Game Object. | |
* | |
* This can be a const, such as `Phaser.BlendModes.SCREEN`, or an integer, such as 4 (for Overlay) | |
* | |
* Under WebGL only the following Blend Modes are available: | |
* | |
* * ADD | |
* * MULTIPLY | |
* * SCREEN | |
* | |
* Canvas has more available depending on browser support. | |
* | |
* You can also create your own custom Blend Modes in WebGL. | |
* | |
* Blend modes have different effects under Canvas and WebGL, and from bro |
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