Basic game frontend functionality in Typescript

This commit is contained in:
simon
2018-01-08 20:27:57 -05:00
parent 22c64110e9
commit a06e49c0dd
35 changed files with 16062 additions and 2526 deletions

View File

@@ -725,7 +725,7 @@ Phaser.Plugin.Isometric.IsoSprite = function (game, x, y, z, key, frame) {
Phaser.Sprite.call(this, game, x, y, key, frame);
/**
* @property {number} type - The const type of this object.
* @property {number} objType - The const objType of this object.
* @readonly
*/
this.type = Phaser.Plugin.Isometric.ISOSPRITE;
@@ -2009,7 +2009,7 @@ Phaser.Plugin.Isometric.Body = function (sprite) {
this.game = sprite.game;
/**
* @property {number} type - The type of physics system this body belongs to.
* @property {number} objType - The objType of physics system this body belongs to.
*/
this.type = Phaser.Plugin.Isometric.ISOARCADE;
@@ -2219,7 +2219,7 @@ Phaser.Plugin.Isometric.Body = function (sprite) {
/**
* This flag allows you to disable the custom x separation that takes place by Physics.IsoArcade.separate.
* Used in combination with your own collision processHandler you can create whatever type of collision response you need.
* Used in combination with your own collision processHandler you can create whatever objType of collision response you need.
* @property {boolean} customSeparateX - Use a custom separation system or the built-in one?
* @default
*/
@@ -2227,7 +2227,7 @@ Phaser.Plugin.Isometric.Body = function (sprite) {
/**
* This flag allows you to disable the custom y separation that takes place by Physics.IsoArcade.separate.
* Used in combination with your own collision processHandler you can create whatever type of collision response you need.
* Used in combination with your own collision processHandler you can create whatever objType of collision response you need.
* @property {boolean} customSeparateY - Use a custom separation system or the built-in one?
* @default
*/
@@ -2235,7 +2235,7 @@ Phaser.Plugin.Isometric.Body = function (sprite) {
/**
* This flag allows you to disable the custom z separation that takes place by Physics.IsoArcade.separate.
* Used in combination with your own collision processHandler you can create whatever type of collision response you need.
* Used in combination with your own collision processHandler you can create whatever objType of collision response you need.
* @property {boolean} customSeparateZ - Use a custom separation system or the built-in one?
* @default
*/