mirror of
https://github.com/simon987/Much-Assembly-Required-Frontend.git
synced 2025-12-16 08:09:03 +00:00
Major refactor of the console screen, game code rewritten in Typescript, users can now change their passwords
This commit is contained in:
398
mar/phaser.plugin.isometric.d.ts
vendored
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398
mar/phaser.plugin.isometric.d.ts
vendored
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//debug octreee is missing - Octree
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//debug isoSprite is missing - IsoSprite
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//gameobjectcreator isoSprite missing - IsoSprite
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//gameobjectfactory isoSprite missing - IsoSprite
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//debug body missing - Body
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//debug bodyInfo missing -Body
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declare module Phaser {
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interface Physics {
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isoArcade: Phaser.Plugin.Isometric.Arcade;
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}
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}
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declare module Phaser.Plugin {
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class Isometric extends Phaser.Plugin {
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static CLASSIC: number;
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static ISOMETRIC: number;
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static MILITARY: number;
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static VERSION: string;
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static UP: number;
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static DOWN: number;
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static FORWARDX: number;
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static FORWARDY: number;
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static BACKWARDX: number;
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static BACKWARDY: number;
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static ISOSPRITE: number;
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static ISOARCADE: number;
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projector: Phaser.Plugin.Isometric.Projector;
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constructor(game: Phaser.Game, parent?: any);
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addIsoSprite(x: number, y: number, z: number, key?: any, frame?: any, group?: Phaser.Group): Phaser.Plugin.Isometric.IsoSprite;
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}
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module Isometric {
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class Projector {
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game: Phaser.Game;
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anchor: Phaser.Point;
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projectionAngle: number;
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project(point3: Phaser.Plugin.Isometric.Point3, out?: Phaser.Point): Phaser.Point;
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projectXY(point3: Phaser.Plugin.Isometric.Point3, out?: Phaser.Point): Phaser.Point;
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unproject(point: Phaser.Point, out?: Phaser.Plugin.Isometric.Point3, z?: number): Phaser.Plugin.Isometric.Point3;
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simpleSort(group: Phaser.Group): void;
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topologicalSort(group: Phaser.Group, padding?: number, prop?: string): void;
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}
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class Point3 {
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static add(a: Phaser.Plugin.Isometric.Point3, b: Phaser.Plugin.Isometric.Point3, out?: Phaser.Plugin.Isometric.Point3): Phaser.Plugin.Isometric.Point3;
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static subtract(a: Phaser.Plugin.Isometric.Point3, b: Phaser.Plugin.Isometric.Point3, out?: Phaser.Plugin.Isometric.Point3): Phaser.Plugin.Isometric.Point3;
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static multiply(a: Phaser.Plugin.Isometric.Point3, b: Phaser.Plugin.Isometric.Point3, out?: Phaser.Plugin.Isometric.Point3): Phaser.Plugin.Isometric.Point3;
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static divide(a: Phaser.Plugin.Isometric.Point3, b: Phaser.Plugin.Isometric.Point3, out?: Phaser.Plugin.Isometric.Point3): Phaser.Plugin.Isometric.Point3;
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static equals(a: Phaser.Plugin.Isometric.Point3, b: Phaser.Plugin.Isometric.Point3): boolean;
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x: number;
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y: number;
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z: number;
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constructor(x?: number, y?: number, z?: number);
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copyFrom(source: any): Phaser.Plugin.Isometric.Point3;
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copyto(dest: any): any;
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equals(a: any): boolean;
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set(x?: number, y?: number, z?: number): Phaser.Plugin.Isometric.Point3;
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setTo(x?: number, y?: number, z?: number): Phaser.Plugin.Isometric.Point3;
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add(x?: number, y?: number): Phaser.Plugin.Isometric.Point3;
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subtract(x?: number, y?: number, z?: number): Phaser.Plugin.Isometric.Point3;
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multiply(x?: number, y?: number, z?: number): Phaser.Plugin.Isometric.Point3;
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divide(x?: number, y?: number, z?: number): Phaser.Plugin.Isometric.Point3;
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containsXY(x?: number, y?: number);
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}
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class Octree {
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maxObjects: number;
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maxLevels: number;
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level: number;
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bounds: any;
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objects: any[];
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nodes: any[];
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constructor(x: number, y: number, z: number, widthX: number, widthY: number, height: number, maxObject?: number, maxLevels?: number, level?: number);
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reset(x: number, y: number, z: number, widthX: number, widthY: number, height: number, maxObject?: number, maxLevels?: number, level?: number): void;
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populate(group: Phaser.Group): void;
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populateHandler(sprite: Phaser.Plugin.Isometric.IsoSprite): void;
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populateHandler(sprite: any): void;
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split(): void;
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insert(body: Phaser.Plugin.Isometric.Body): void;
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insert(body: Phaser.Plugin.Isometric.Cube): void;
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insert(body: any): void;
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getIndex(cube: Phaser.Plugin.Isometric.Cube): number;
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getIndex(cube: any): number;
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retrieve(source: Phaser.Plugin.Isometric.IsoSprite): any[];
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retrieve(source: Phaser.Plugin.Isometric.Cube): any[];
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clear(): void;
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}
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class IsoSprite extends Phaser.Sprite {
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snap: number;
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isoX: number;
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isoY: number;
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isoZ: number;
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isoPosition: Phaser.Plugin.Isometric.Point3;
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isoBounds: Phaser.Plugin.Isometric.Point3;
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depth: number;
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constructor(game: Phaser.Game, x: number, y: number, z: number, key?: any, frame?: any);
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resetIsoBounds(): void;
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}
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class Cube {
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static size(a: Phaser.Plugin.Isometric.Cube, output?: Phaser.Plugin.Isometric.Point3): Phaser.Plugin.Isometric.Point3;
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static clone(a: Phaser.Plugin.Isometric.Cube, output?: Phaser.Plugin.Isometric.Cube): Phaser.Plugin.Isometric.Cube;
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static contains(a: Phaser.Plugin.Isometric.Cube, x: number, y: number, z: number): boolean;
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static containsXY(a: Phaser.Plugin.Isometric.Cube, x: number, y: number): boolean;
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static containsPoint3(a: Phaser.Plugin.Isometric.Cube, point3: Phaser.Plugin.Isometric.Point3): boolean;
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static containsCube(a: Phaser.Plugin.Isometric.Cube, b: Phaser.Plugin.Isometric.Cube): boolean;
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static intersects(a: Phaser.Plugin.Isometric.Cube, b: Phaser.Plugin.Isometric.Cube): boolean;
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x: number;
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y: number;
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z: number;
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widthX: number;
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widthY: number;
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height: number;
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halfWidthX: number;
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halfWidthY: number;
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halfHeight: number;
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bottom: number;
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top: number;
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backX: number;
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backY: number;
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frontX: number;
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frontY: number;
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volume: number;
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centerX: number;
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centerY: number;
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centerZ: number;
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randomX: number;
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randomY: number;
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randomZ: number;
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empty: boolean;
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constructor(x?: number, y?: number, z?: number, widthX?: number, widthY?: number, height?: number);
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setTo(x?: number, y?: number, z?: number, widthX?: number, widthY?: number, height?: number): Phaser.Plugin.Isometric.Cube;
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copyFrom(source: any): Phaser.Plugin.Isometric.Cube;
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copyTo(dest: any): Phaser.Plugin.Isometric.Cube;
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size(output?: Phaser.Plugin.Isometric.Point3): Phaser.Plugin.Isometric.Point3;
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contains(x: number, y: number, z: number): boolean;
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containsXY(x: number, y: number): boolean;
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clone(output?: Phaser.Plugin.Isometric.Cube): Phaser.Plugin.Isometric.Cube;
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intersects(b: Phaser.Plugin.Isometric.Cube): boolean;
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getCorners(): Phaser.Plugin.Isometric.Point3[];
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toString(): string;
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}
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class Body {
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static render(context: any, body: Phaser.Plugin.Isometric.Body, color?: string, filled?: boolean): void;
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static renderBodyInfo(debug: any, body: Phaser.Plugin.Isometric.Body): void; //togo debug?
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sprite: Phaser.Plugin.Isometric.IsoSprite;
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game: Phaser.Game;
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type: number;
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enable: boolean;
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offset: Phaser.Plugin.Isometric.Point3;
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position: Phaser.Plugin.Isometric.Point3;
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prev: Phaser.Plugin.Isometric.Point3;
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allowRotation: boolean;
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rotation: number;
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preRotation: number;
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sourceWidthX: number;
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sourceWidthY: number;
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sourceHeight: number;
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widthX: number;
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widthY: number;
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height: number;
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halfWidthX: number;
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halfWidthY: number;
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halfHeight: number;
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center: Phaser.Plugin.Isometric.Point3;
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velocity: Phaser.Plugin.Isometric.Point3;
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newVelocity: Phaser.Plugin.Isometric.Point3;
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deltaMax: Phaser.Plugin.Isometric.Point3;
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acceleration: Phaser.Plugin.Isometric.Point3;
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drag: Phaser.Plugin.Isometric.Point3;
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allowGravity: boolean;
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gravity: Phaser.Plugin.Isometric.Point3;
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bounce: Phaser.Plugin.Isometric.Point3;
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maxVelocity: Phaser.Plugin.Isometric.Point3;
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angularVelocity: number;
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angularAcceleration: number;
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angularDrag: number;
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maxAngular: number;
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mass: number;
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angle: number;
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speed: number;
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facing: number;
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immovable: boolean;
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moves: boolean;
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customSeparateX: boolean;
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customSeparateY: boolean;
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customSeparateZ: boolean;
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overlapX: number;
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overlapY: number;
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overlayZ: number;
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embedded: boolean;
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collideWorldBounds: boolean;
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checkCollision: {
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none: boolean;
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any: boolean;
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up: boolean;
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down: boolean;
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frontX: number;
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frontY: number;
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backX: number;
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backY: number;
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};
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touching: {
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none: boolean;
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up: boolean;
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down: boolean;
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frontX: number;
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frontY: number;
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backX: number;
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backY: number;
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};
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wasTouching: {
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none: boolean;
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up: boolean;
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down: boolean;
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frontX: number;
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frontY: number;
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backX: number;
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backY: number;
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};
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blocked: {
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up: boolean;
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down: boolean;
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frontX: number;
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frontY: number;
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backX: number;
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backY: number;
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};
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phase: number;
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skipTree: boolean;
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top: number;
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frontX: number;
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right: number;
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frontY: number;
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bottom: number;
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x: number;
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y: number;
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z: number;
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constructor(sprite: Phaser.Plugin.Isometric.IsoSprite);
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destroy(): void;
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setSize(widthX: number, widthY: number, height: number, offsetX?: number, offsetY?: number, offsetZ?: number): void;
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reset(x: number, y: number, z: number): void;
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hitText(x: number, y: number, z: number): boolean;
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onFloor(): boolean;
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onWall(): boolean;
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deltaAbsX(): number;
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deltaAbsY(): number;
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deltaAbsZ(): number;
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deltaX(): number;
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deltaY(): number;
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deltaZ(): number;
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deltaR(): number;
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getCorners(): Phaser.Plugin.Isometric.Point3[];
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}
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class Arcade {
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game: Phaser.Game;
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gravity: Phaser.Plugin.Isometric.Point3;
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bounds: Phaser.Plugin.Isometric.Cube;
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checkCollision: {
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up: boolean;
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down: boolean;
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frontX: boolean;
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frontY: boolean;
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backX: boolean;
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backY: boolean;
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};
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maxObjects: number;
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maxLevels: number;
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OVERLAP_BIAS: number;
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forceXY: boolean;
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skipTree: boolean;
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useQuadTree: boolean;
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quadTree: Phaser.QuadTree;
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octree: Phaser.Plugin.Isometric.Octree;
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constructor(game: Phaser.Game);
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setBounds(x: number, y: number, z: number, widthX: number, widthY: number, height: number): void;
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setBoundsToWorld(): void;
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enable(object: any, children?: boolean): void;
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enableBody(object: any): void;
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updateMotion(body: Phaser.Plugin.Isometric.Body): void;
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computeVelocity(axis: number, body: Phaser.Plugin.Isometric.Body, velocity: number, acceleration: number, drag: number, max?: number): number;
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overlap(object1: any, object2: any, overlapCallback?: Function, processCallback?: Function, callbackContext?: any): boolean;
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collide(object1: any, object2: any, overlapCallback?: Function, processCallback?: Function, callbackContext?: any): boolean;
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intersects(body1: Phaser.Plugin.Isometric.Body): boolean;
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distanceBetween(source: any, target: any): number;
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distanceToXY(displayObject: any, x: number, y: number): number;
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distanceToXYZ(displayObject: any, x: number, y: number, z: number): number;
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}
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}
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}
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Reference in New Issue
Block a user