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restore phaser.d.ts to master's, this file should not be changed because this is actually an output file.
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Lines changed: 21 additions & 31 deletions

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types/phaser.d.ts

Lines changed: 21 additions & 31 deletions
Original file line numberDiff line numberDiff line change
@@ -5601,51 +5601,45 @@ declare namespace Phaser {
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getPoints(divisions?: integer): Phaser.Math.Vector2[];
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/**
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* Returns a randomly chosen point anywhere on the path. This follows the same rules as `getPoint` in that it may return a point on any Curve inside this path.
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*
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* When calling this method multiple times, the points are not guaranteed to be equally spaced spatially.
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* [description]
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* @param out `Vector2` instance that should be used for storing the result. If `undefined` a new `Vector2` will be created.
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*/
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getRandomPoint<O extends Phaser.Math.Vector2>(out?: O): O;
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/**
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* Divides this Path into a set of equally spaced points,
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*
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* The resulting points are equally spaced with respect to the points' position on the path, but not necessarily equally spaced spatially.
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* @param divisions The amount of points to divide this Path into. Default 40.
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* Creates a straight Line Curve from the ending point of the Path to the given coordinates.
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* @param divisions The X coordinate of the line's ending point, or the line's ending point as a `Vector2`. Default 40.
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*/
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getSpacedPoints(divisions?: integer): Phaser.Math.Vector2[];
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/**
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* Returns the starting point of the Path.
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* @param out `Vector2` instance that should be used for storing the result. If `undefined` a new `Vector2` will be created.
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* [description]
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* @param out [description]
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*/
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getStartPoint<O extends Phaser.Math.Vector2>(out?: O): O;
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/**
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* Creates a line curve from the previous end point to x/y.
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* @param x The X coordinate of the line's end point, or a `Vector2` containing the entire end point.
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* @param y The Y coordinate of the line's end point, if a number was passed as the X parameter.
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* Creates a line curve from the previous end point to x/y
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* @param x [description]
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* @param y [description]
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*/
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lineTo(x: number | Phaser.Math.Vector2, y?: number): Phaser.Curves.Path;
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/**
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* Creates a spline curve starting at the previous end point, using the given points on the curve.
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* @param points The points the newly created spline curve should consist of.
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* [description]
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* @param points [description]
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*/
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splineTo(points: Phaser.Math.Vector2[]): Phaser.Curves.Path;
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/**
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* Creates a "gap" in this path from the path's current end point to the given coordinates.
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*
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* After calling this function, this Path's end point will be equal to the given coordinates
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* @param x The X coordinate of the position to move the path's end point to, or a `Vector2` containing the entire new end point.
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* @param y The Y coordinate of the position to move the path's end point to, if a number was passed as the X coordinate.
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* [description]
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* @param x [description]
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* @param y [description]
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*/
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moveTo(x: number | Phaser.Math.Vector2, y: number): Phaser.Curves.Path;
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moveTo(x: number, y: number): Phaser.Curves.Path;
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/**
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* Converts this Path to a JSON object containing the path information and its consitutent curves.
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* [description]
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*/
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toJSON(): Phaser.Types.Curves.JSONPath;
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@@ -5655,7 +5649,7 @@ declare namespace Phaser {
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updateArcLengths(): void;
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/**
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* Disposes of this Path, clearing its internal references to objects so they can be garbage-collected.
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* [description]
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*/
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destroy(): void;
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@@ -36343,7 +36337,7 @@ declare namespace Phaser {
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*
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* Some or all of these Game Objects may also be part of the Scene's [Display List]{@link Phaser.GameObjects.DisplayList}, for Rendering.
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*/
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class UpdateList extends Phaser.Structs.ProcessQueue<Phaser.GameObjects.GameObject> {
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class UpdateList {
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/**
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*
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* @param scene The Scene that the Update List belongs to.
@@ -39160,7 +39154,7 @@ declare namespace Phaser {
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* @param stepRate The distance between each point on the line. When set, `quantity` is implied and should be set to `0`.
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* @param output An optional array of Points, or point-like objects, to store the coordinates of the points on the line.
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*/
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getPoints<O extends Phaser.Geom.Point>(quantity: integer, stepRate?: integer, output?: O): O;
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getPoints<O extends Phaser.Geom.Point[]>(quantity: integer, stepRate?: integer, output?: O): O;
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/**
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* Get a random Point on the Line.
@@ -51494,10 +51488,6 @@ declare namespace Phaser {
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* CSS styles to apply to the game canvas instead of Phasers default styles.
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*/
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canvasStyle?: string;
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/**
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* Is Phaser running under a custom (non-native web) environment? If so, set this to `true` to skip internal Feature detection. If `true` the `renderType` cannot be left as `AUTO`.
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*/
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customEnvironment?: boolean;
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/**
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* Provide your own Canvas Context for Phaser to use, instead of creating one.
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*/
@@ -82935,7 +82925,7 @@ declare namespace Phaser {
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* @param args The arguments to call the function with.
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* @param callbackScope The scope (`this` object) to call the function with.
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*/
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delayedCall(delay: number, callback: Function, args?: any[], callbackScope?: any): Phaser.Time.TimerEvent;
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delayedCall(delay: number, callback: Function, args: any[], callbackScope: any): Phaser.Time.TimerEvent;
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/**
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* Clears and recreates the array of pending Timer Events.
@@ -84340,13 +84330,13 @@ declare namespace Phaser {
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* Create a Tween Timeline and return it, but do NOT add it to the active or pending Tween lists.
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* @param config The configuration object for the Timeline and its Tweens.
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*/
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createTimeline(config?: Phaser.Types.Tweens.TimelineBuilderConfig): Phaser.Tweens.Timeline;
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createTimeline(config: Phaser.Types.Tweens.TimelineBuilderConfig): Phaser.Tweens.Timeline;
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/**
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* Create a Tween Timeline and add it to the active Tween list/
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* @param config The configuration object for the Timeline and its Tweens.
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*/
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timeline(config?: Phaser.Types.Tweens.TimelineBuilderConfig): Phaser.Tweens.Timeline;
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timeline(config: Phaser.Types.Tweens.TimelineBuilderConfig): Phaser.Tweens.Timeline;
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/**
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* Create a Tween and return it, but do NOT add it to the active or pending Tween lists.

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