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New TS Defs
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types/phaser.d.ts

Lines changed: 49 additions & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -17390,8 +17390,9 @@ declare namespace Phaser {
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*
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* If you just want to temporarily disable an object then look at using the
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* Game Object Pool instead of destroying it, as destroyed objects cannot be resurrected.
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* @param fromScene `True` if this Game Object is being destroyed by the Scene, `false` if not. Default false.
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*/
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destroy(): void;
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destroy(fromScene?: boolean): void;
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/**
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* The bitmask that `GameObject.renderFlags` is compared against to determine if the Game Object will render or not.
@@ -62388,8 +62389,14 @@ declare namespace Phaser {
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};
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type GameObjectConfig = {
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undefined: any;
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undefined: any;
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/**
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* The x position of the Game Object.
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*/
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x?: number | object;
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/**
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* The y position of the Game Object.
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*/
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y?: number | object;
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/**
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* The depth of the GameObject.
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*/
@@ -62410,9 +62417,18 @@ declare namespace Phaser {
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* The scroll factor of the GameObject.
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*/
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scrollFactor?: number | object;
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undefined: any;
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undefined: any;
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undefined: any;
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/**
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* The rotation angle of the Game Object, in radians.
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*/
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rotation?: number | object;
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/**
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* The rotation angle of the Game Object, in degrees.
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*/
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angle?: number | object;
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/**
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* The alpha (opacity) of the Game Object.
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*/
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alpha?: number | object;
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/**
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* The origin of the Game Object.
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*/
@@ -65532,6 +65548,33 @@ declare namespace Phaser {
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attributes?: Phaser.Types.Renderer.WebGL.WebGLPipelineAttributeConfig[];
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};
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type WebGLPipelineUniformsConfig = {
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/**
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* The name of the uniform as defined in the shader.
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*/
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name: string;
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/**
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* The location of the uniform.
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*/
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location: number;
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/**
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* The first cached value of the uniform.
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*/
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value1?: number;
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/**
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* The first cached value of the uniform.
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*/
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value2?: number;
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/**
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* The first cached value of the uniform.
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*/
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value3?: number;
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/**
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* The first cached value of the uniform.
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*/
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value4?: number;
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};
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type WebGLTextureCompression = {
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/**
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* Indicates if ETC1 compression is supported on current device (mostly Android).

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