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