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scene-props.d.ts
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/**
* @classdesc
* The Scene Systems class.
*
* This class is available from within a Scene under the property `sys`.
* It is responsible for managing all of the plugins a Scene has running, including the display list, and
* handling the update step and renderer. It also contains references to global systems belonging to Game.
*
* @class Systems
* @memberOf Phaser.Scenes
* @constructor
* @since 3.0.0
*
* @param {Phaser.Scene} scene - The Scene that owns this Systems instance.
* @param {object} config - Scene specific configuration settings.
*/
sys: Phaser.Scenes.Systems;
/**
* @classdesc
* 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 EventEmitter
* @memberOf Phaser.Animations
* @constructor
* @since 3.0.0
*
* @param {Phaser.Game} game - [description]
*/
anims: Phaser.Animations.AnimationManager;
/**
* @classdesc
* 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
* @memberOf Phaser.Cache
* @constructor
* @since 3.0.0
*
* @param {Phaser.Game} game - A reference to the Phaser.Game instance that owns this CacheManager.
*/
cache: Phaser.Cache.CacheManager;
/**
* @classdesc
* 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
* @memberOf Phaser.Data
* @constructor
* @since 3.0.0
*
* @param {any} parent - [description]
* @param {any} eventEmitter - [description]
*/
registry: Phaser.Data.DataManager;
/**
* @classdesc
* Web Audio API implementation of the sound manager.
*
* @class WebAudioSoundManager
* @extends Phaser.Sound.BaseSoundManager
* @memberOf Phaser.Sound
* @constructor
* @author Pavle Goloskokovic <[email protected]> (http://prunegames.com)
* @since 3.0.0
*
* @param {Phaser.Game} game - Reference to the current game instance.
*/
sound: Phaser.Sound.WebAudioSoundManager;
/**
* @classdesc
* Textures are managed by the global TextureManager. This is a singleton class that is
* responsible for creating and delivering Textures and their corresponding Frames to Game Objects.
*
* Sprites and other Game Objects get the texture data they need from the TextureManager.
*
* Access it via `scene.textures`.
*
* @class TextureManager
* @extends EventEmitter
* @memberOf Phaser.Textures
* @constructor
* @since 3.0.0
*
* @param {Phaser.Game} game - [description]
*/
textures: Phaser.Textures.TextureManager;
/**
* @classdesc
* EventEmitter is a Scene Systems plugin compatible version of eventemitter3.
*
* @class EventEmitter
* @extends EventEmitter
* @memberOf Phaser.Events
* @constructor
* @since 3.0.0
*/
events: Phaser.Events.EventEmitter;
/**
* @classdesc
* [description]
*
* @class CameraManager
* @memberOf Phaser.Cameras.Scene2D
* @constructor
* @since 3.0.0
*
* @param {Phaser.Scene} scene - The Scene that owns the Camera Manager plugin.
*/
cameras: Phaser.Cameras.Scene2D.CameraManager;
/**
* @classdesc
* [description]
*
* @class CameraManager
* @memberOf Phaser.Cameras.Sprite3D
* @constructor
* @since 3.0.0
*
* @param {Phaser.Scene} scene - [description]
*/
cameras: Phaser.Cameras.Sprite3D.CameraManager;
/**
* @classdesc
* 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
* @memberOf Phaser.GameObjects
* @constructor
* @since 3.0.0
*
* @param {Phaser.Scene} scene - The Scene to which this Game Object Factory belongs.
*/
make: Phaser.GameObjects.GameObjectCreator;
/**
* @classdesc
* 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
* @memberOf Phaser.GameObjects
* @constructor
* @since 3.0.0
*
* @param {Phaser.Scene} scene - The Scene to which this Game Object Factory belongs.
*/
add: Phaser.GameObjects.GameObjectFactory;
/**
* @classdesc
* A proxy class to the Global Scene Manager.
*
* @class ScenePlugin
* @memberOf Phaser.Scenes
* @constructor
* @since 3.0.0
*
* @param {Phaser.Scene} scene - [description]
*/
scene: Phaser.Scenes.ScenePlugin;
/**
* @classdesc
* [description]
*
* @class DisplayList
* @extends Phaser.Structs.List
* @memberOf Phaser.GameObjects
* @constructor
* @since 3.0.0
*
* @param {Phaser.Scene} scene - [description]
*/
children: Phaser.GameObjects.DisplayList;
/**
* @classdesc
* [description]
*
* @class CameraManager
* @memberOf Phaser.Cameras.Scene2D
* @constructor
* @since 3.0.0
*
* @param {Phaser.Scene} scene - The Scene that owns the Camera Manager plugin.
*/
cameras3d: Phaser.Cameras.Scene2D.CameraManager;
/**
* @classdesc
* [description]
*
* @class CameraManager
* @memberOf Phaser.Cameras.Sprite3D
* @constructor
* @since 3.0.0
*
* @param {Phaser.Scene} scene - [description]
*/
cameras3d: Phaser.Cameras.Sprite3D.CameraManager;
/**
* @classdesc
* [description]
*
* @class Clock
* @memberOf Phaser.Time
* @constructor
* @since 3.0.0
*
* @param {Phaser.Scene} scene - [description]
*/
time: Phaser.Time.Clock;
/**
* @classdesc
* 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
* @memberOf Phaser.Data
* @constructor
* @since 3.0.0
*
* @param {Phaser.Scene} scene - [description]
*/
data: Phaser.Data.DataManagerPlugin;
/**
* @classdesc
* [description]
*
* @class InputPlugin
* @extends EventEmitter
* @memberOf Phaser.Input
* @constructor
* @since 3.0.0
*
* @param {Phaser.Scene} scene - The Scene that owns this plugin.
*/
input: Phaser.Input.InputPlugin;
/**
* @classdesc
* [description]
*
* @class LoaderPlugin
* @extends EventEmitter
* @memberOf Phaser.Loader
* @constructor
* @since 3.0.0
*
* @param {Phaser.Scene} scene - [description]
*/
load: Phaser.Loader.LoaderPlugin;
/**
* @classdesc
* [description]
*
* @class TweenManager
* @memberOf Phaser.Tweens
* @constructor
* @since 3.0.0
*
* @param {Phaser.Scene} scene - [description]
*/
tweens: Phaser.Tweens.TweenManager;
/**
* @classdesc
* [description]
*
* @class LightsPlugin
* @extends Phaser.GameObjects.LightsManager
* @memberOf Phaser.GameObjects
* @constructor
* @since 3.0.0
*
* @param {Phaser.Scene} scene - [description]
*/
lights: Phaser.GameObjects.LightsPlugin;
/**
* @classdesc
* [description]
*
* @class ArcadePhysics
* @memberOf Phaser.Physics.Arcade
* @constructor
* @since 3.0.0
*
* @param {Phaser.Scene} scene - [description]
*/
physics: Phaser.Physics.Arcade.ArcadePhysics;