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Phew. Added TypeScript defs for the Weapon Plugin. Don't say I never do anything for you!
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Lines changed: 85 additions & 3 deletions

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src/plugins/weapon/WeaponPlugin.js

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@@ -591,6 +591,7 @@ Phaser.Weapon.prototype.destroy = function () {
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* Internal update method, called by the PluginManager.
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*
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* @method Phaser.Weapon#update
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* @protected
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*/
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Phaser.Weapon.prototype.update = function () {
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typescript/phaser.d.ts

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@@ -1,7 +1,7 @@
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/// <reference path="pixi.d.ts" />
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/// <reference path="p2.d.ts" />
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// Type definitions for Phaser 2.4.8 - 16th May 2016
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// Type definitions for Phaser 2.4.9 - 3rd June 2016
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// Project: https://github.com/photonstorm/phaser
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declare module "phaser" {
@@ -406,6 +406,15 @@ declare module "phaser" {
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}
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class Bullet extends Phaser.Sprite {
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constructor(game: Phaser.Game, x: number, y: number, key?: any, frame?: any);
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kill(): void;
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update(): void;
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}
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class Button extends Phaser.Image {
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constructor(game: Phaser.Game, x?: number, y?: number, key?: string, callback?: Function, callbackContext?: any, overFrame?: string | number, outFrame?: string | number, downFrame?: string | number, upFrame?: string | number);
@@ -1487,8 +1496,8 @@ declare module "phaser" {
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tilemap(key?: string, tileWidth?: number, tileHeight?: number, width?: number, height?: number): Phaser.Tilemap;
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tileSprite(x: number, y: number, width: number, height: number, key?: any, frame?: any, group?: Phaser.Group): Phaser.TileSprite;
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tween(obj: any): Phaser.Tween;
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weapon(quantity?: number, key?: any, frame?: any, group?: Phaser.Group): Phaser.Weapon;
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video(key?: string, url?: string): Phaser.Video;
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videoSprite(): void; //todo not sure?
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}
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@@ -3525,7 +3534,7 @@ declare module "phaser" {
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class Plugin implements IStateCycle {
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constructor(game: Phaser.Game, parent: PIXI.DisplayObject);
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constructor(game: Phaser.Game, parent: Phaser.PluginManager);
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active: boolean;
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game: Phaser.Game;
@@ -5445,6 +5454,78 @@ declare module "phaser" {
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}
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class Weapon extends Phaser.Plugin {
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constructor(game: Phaser.Game, parent: Phaser.PluginManager);
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static KILL_NEVER: number;
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static KILL_LIFESPAN: number;
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static KILL_DISTANCE: number;
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static KILL_WEAPON_BOUNDS: number;
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static KILL_CAMERA_BOUNDS: number;
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static KILL_WORLD_BOUNDS: number;
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static KILL_STATIC_BOUNDS: number;
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autoExpandBulletsGroup: boolean;
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autofire: boolean;
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bounds: Phaser.Rectangle;
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bulletAngleOffset: number;
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bulletAngleVariance: number;
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bulletAnimation: string;
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bulletClass: any;
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bulletCollideWorldBounds: boolean;
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bulletFrame: string;
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bulletFrameCycle: boolean;
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bulletFrameRandom: boolean;
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bulletFrames: any[];
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bulletGravity: Phaser.Point;
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bulletInheritSpriteSpeed: boolean;
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bulletKey: string;
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bulletKillDistance: number;
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bulletKillType: number;
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bulletLifespan: number;
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bulletRotateToVelocity: boolean;
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bullets: Phaser.Group;
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bulletSpeed: number;
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bulletSpeedVariance: number;
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bulletWorldWrap: boolean;
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bulletWorldWrapPadding: number;
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fireAngle: number;
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fireFrom: Phaser.Rectangle;
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fireLimit: number;
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fireRate: number;
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fireRateVariance: number;
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onFire: Phaser.Signal;
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onFireLimit: Phaser.Signal;
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onKill: Phaser.Signal;
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shots: number;
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trackedPointer: Phaser.Pointer;
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trackedSprite: any;
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trackOffset: Phaser.Point;
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trackRotation: boolean;
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x: number;
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y: number;
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addBulletAnimation(name: string, frames?: number[] | string[], frameRate?: number, loop?: boolean, useNumericIndex?: boolean): Phaser.Weapon;
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createBullets(quantity?: number, key?: any, frame?: any, group?: Phaser.Group): Phaser.Weapon;
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debug(x?: number, y?: number, debugBodies?: boolean): void;
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destroy(): void;
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fire(from: any, x?: number, y?: number): boolean;
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fireAtPointer(pointer: Phaser.Pointer): boolean;
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fireAtSprite(sprite: Phaser.Sprite): boolean;
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fireAtXY(x: number, y: number): boolean;
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forEach(callback: any, callbackContext: any): Phaser.Weapon;
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killAll(): Phaser.Weapon;
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pauseAll(): Phaser.Weapon;
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resetShots(newLimit?: number): Phaser.Weapon;
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resumeAll(): Phaser.Weapon;
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setBulletBodyOffset(width: number, height: number, offsetX?: number, offsetY?: number): Phaser.Weapon;
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setBulletFrames(min: number, max: number, cycle?: boolean, random?: boolean): Phaser.Weapon;
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trackPointer(pointer: Phaser.Pointer, offsetX?: number, offsetY?: number): Phaser.Weapon;
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trackSprite(sprite: Phaser.Sprite, offsetX?: number, offsetY?: number, trackRotation?: boolean): Phaser.Weapon;
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}
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class World extends Phaser.Group {
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constructor(game: Phaser.Game);

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