TypeScript to CoffeeScript

This commit is contained in:
Alexander Yakovlev 2017-04-19 22:28:04 +07:00
parent 3b422e82de
commit 189a5d62c8
6 changed files with 14 additions and 8531 deletions

14
src/app.coffee Normal file
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@ -0,0 +1,14 @@
class SimpleGame
game: null
constructor: () ->
@game = new Phaser.Game(800, 600, Phaser.AUTO, 'content',
{preload: this.preload, create: this.create})
preload: () ->
@game.stage.backgroundColor = '#ffffff'
@game.load.image('logo', 'logo.png')
create: () ->
logo = @game.add.sprite(@game.world.centerX, @game.world.centerY, 'logo')
logo.anchor.setTo(0.5, 0.5)
window.onload = () =>
game = new SimpleGame()

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@ -1,23 +0,0 @@
class SimpleGame {
game: Phaser.Game;
constructor() {
this.game = new Phaser.Game(800, 600, Phaser.AUTO, 'content',
{preload: this.preload, create: this.create});
}
preload() {
this.game.stage.backgroundColor = '#ffffff'
this.game.load.image('logo', 'logo.png');
}
create() {
let logo = this.game.add.sprite(this.game.world.centerX, this.game.world.centerY, 'logo');
logo.anchor.setTo(0.5, 0.5);
}
}
window.onload = () => {
let game = new SimpleGame();
}

948
typings/p2.d.ts vendored
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@ -1,948 +0,0 @@
// Type definitions for p2.js v0.6.0
// Project: https://github.com/schteppe/p2.js/
declare module p2 {
export class AABB {
constructor(options?: {
upperBound?: number[];
lowerBound?: number[];
});
setFromPoints(points: number[][], position: number[], angle: number, skinSize: number): void;
copy(aabb: AABB): void;
extend(aabb: AABB): void;
overlaps(aabb: AABB): boolean;
}
export class Broadphase {
static AABB: number;
static BOUNDING_CIRCLE: number;
static NAIVE: number;
static SAP: number;
static boundingRadiusCheck(bodyA: Body, bodyB: Body): boolean;
static aabbCheck(bodyA: Body, bodyB: Body): boolean;
static canCollide(bodyA: Body, bodyB: Body): boolean;
constructor(type: number);
type: number;
result: Body[];
world: World;
boundingVolumeType: number;
setWorld(world: World): void;
getCollisionPairs(world: World): Body[];
boundingVolumeCheck(bodyA: Body, bodyB: Body): boolean;
}
export class GridBroadphase extends Broadphase {
constructor(options?: {
xmin?: number;
xmax?: number;
ymin?: number;
ymax?: number;
nx?: number;
ny?: number;
});
xmin: number;
xmax: number;
ymin: number;
ymax: number;
nx: number;
ny: number;
binsizeX: number;
binsizeY: number;
}
export class NativeBroadphase extends Broadphase {
}
export class Narrowphase {
contactEquations: ContactEquation[];
frictionEquations: FrictionEquation[];
enableFriction: boolean;
slipForce: number;
frictionCoefficient: number;
surfaceVelocity: number;
reuseObjects: boolean;
resuableContactEquations: any[];
reusableFrictionEquations: any[];
restitution: number;
stiffness: number;
relaxation: number;
frictionStiffness: number;
frictionRelaxation: number;
enableFrictionReduction: boolean;
contactSkinSize: number;
collidedLastStep(bodyA: Body, bodyB: Body): boolean;
reset(): void;
createContactEquation(bodyA: Body, bodyB: Body, shapeA: Shape, shapeB: Shape): ContactEquation;
createFrictionFromContact(c: ContactEquation): FrictionEquation;
}
export class SAPBroadphase extends Broadphase {
axisList: Body[];
axisIndex: number;
}
export class Constraint {
static DISTANCE: number;
static GEAR: number;
static LOCK: number;
static PRISMATIC: number;
static REVOLUTE: number;
constructor(bodyA: Body, bodyB: Body, type: number, options?: {
collideConnected?: boolean;
wakeUpBodies?: boolean;
});
type: number;
equeations: Equation[];
bodyA: Body;
bodyB: Body;
collideConnected: boolean;
update(): void;
setStiffness(stiffness: number): void;
setRelaxation(relaxation: number): void;
}
export class DistanceConstraint extends Constraint {
constructor(bodyA: Body, bodyB: Body, type: number, options?: {
collideConnected?: boolean;
wakeUpBodies?: boolean;
distance?: number;
localAnchorA?: number[];
localAnchorB?: number[];
maxForce?: number;
});
localAnchorA: number[];
localAnchorB: number[];
distance: number;
maxForce: number;
upperLimitEnabled: boolean;
upperLimit: number;
lowerLimitEnabled: boolean;
lowerLimit: number;
position: number;
setMaxForce(f: number): void;
getMaxForce(): number;
}
export class GearConstraint extends Constraint {
constructor(bodyA: Body, bodyB: Body, type: number, options?: {
collideConnected?: boolean;
wakeUpBodies?: boolean;
angle?: number;
ratio?: number;
maxTorque?: number;
});
ratio: number;
angle: number;
setMaxTorque(torque: number): void;
getMaxTorque(): number;
}
export class LockConstraint extends Constraint {
constructor(bodyA: Body, bodyB: Body, type: number, options?: {
collideConnected?: boolean;
wakeUpBodies?: boolean;
localOffsetB?: number[];
localAngleB?: number;
maxForce?: number;
});
setMaxForce(force: number): void;
getMaxForce(): number;
}
export class PrismaticConstraint extends Constraint {
constructor(bodyA: Body, bodyB: Body, type: number, options?: {
collideConnected?: boolean;
wakeUpBodies?: boolean;
maxForce?: number;
localAnchorA?: number[];
localAnchorB?: number[];
localAxisA?: number[];
disableRotationalLock?: boolean;
upperLimit?: number;
lowerLimit?: number;
});
localAnchorA: number[];
localAnchorB: number[];
localAxisA: number[];
position: number;
velocity: number;
lowerLimitEnabled: boolean;
upperLimitEnabled: boolean;
lowerLimit: number;
upperLimit: number;
upperLimitEquation: ContactEquation;
lowerLimitEquation: ContactEquation;
motorEquation: Equation;
motorEnabled: boolean;
motorSpeed: number;
enableMotor(): void;
disableMotor(): void;
setLimits(lower: number, upper: number): void;
}
export class RevoluteConstraint extends Constraint {
constructor(bodyA: Body, bodyB: Body, type: number, options?: {
collideConnected?: boolean;
wakeUpBodies?: boolean;
worldPivot?: number[];
localPivotA?: number[];
localPivotB?: number[];
maxForce?: number;
});
pivotA: number[];
pivotB: number[];
motorEquation: RotationalVelocityEquation;
motorEnabled: boolean;
angle: number;
lowerLimitEnabled: boolean;
upperLimitEnabled: boolean;
lowerLimit: number;
upperLimit: number;
upperLimitEquation: ContactEquation;
lowerLimitEquation: ContactEquation;
enableMotor(): void;
disableMotor(): void;
motorIsEnabled(): boolean;
setLimits(lower: number, upper: number): void;
setMotorSpeed(speed: number): void;
getMotorSpeed(): number;
}
export class AngleLockEquation extends Equation {
constructor(bodyA: Body, bodyB: Body, options?: {
angle?: number;
ratio?: number;
});
computeGq(): number;
setRatio(ratio: number): number;
setMaxTorque(torque: number): number;
}
export class ContactEquation extends Equation {
constructor(bodyA: Body, bodyB: Body);
contactPointA: number[];
penetrationVec: number[];
contactPointB: number[];
normalA: number[];
restitution: number;
firstImpact: boolean;
shapeA: Shape;
shapeB: Shape;
computeB(a: number, b: number, h: number): number;
}
export class Equation {
static DEFAULT_STIFFNESS: number;
static DEFAULT_RELAXATION: number;
constructor(bodyA: Body, bodyB: Body, minForce?: number, maxForce?: number);
minForce: number;
maxForce: number;
bodyA: Body;
bodyB: Body;
stiffness: number;
relaxation: number;
G: number[];
offset: number;
a: number;
b: number;
epsilon: number;
timeStep: number;
needsUpdate: boolean;
multiplier: number;
relativeVelocity: number;
enabled: boolean;
gmult(G: number[], vi: number[], wi: number[], vj: number[], wj: number[]): number;
computeB(a: number, b: number, h: number): number;
computeGq(): number;
computeGW(): number;
computeGWlambda(): number;
computeGiMf(): number;
computeGiMGt(): number;
addToWlambda(deltalambda: number): number;
computeInvC(eps: number): number;
}
export class FrictionEquation extends Equation {
constructor(bodyA: Body, bodyB: Body, slipForce: number);
contactPointA: number[];
contactPointB: number[];
t: number[];
shapeA: Shape;
shapeB: Shape;
frictionCoefficient: number;
setSlipForce(slipForce: number): number;
getSlipForce(): number;
computeB(a: number, b: number, h: number): number;
}
export class RotationalLockEquation extends Equation {
constructor(bodyA: Body, bodyB: Body, options?: {
angle?: number;
});
angle: number;
computeGq(): number;
}
export class RotationalVelocityEquation extends Equation {
constructor(bodyA: Body, bodyB: Body);
computeB(a: number, b: number, h: number): number;
}
export class EventEmitter {
on(type: string, listener: Function, context: any): EventEmitter;
has(type: string, listener: Function): boolean;
off(type: string, listener: Function): EventEmitter;
emit(event: any): EventEmitter;
}
export class ContactMaterialOptions {
friction: number;
restitution: number;
stiffness: number;
relaxation: number;
frictionStiffness: number;
frictionRelaxation: number;
surfaceVelocity: number;
}
export class ContactMaterial {
static idCounter: number;
constructor(materialA: Material, materialB: Material, options?: ContactMaterialOptions);
id: number;
materialA: Material;
materialB: Material;
friction: number;
restitution: number;
stiffness: number;
relaxation: number;
frictionStuffness: number;
frictionRelaxation: number;
surfaceVelocity: number;
contactSkinSize: number;
}
export class Material {
static idCounter: number;
constructor(id: number);
id: number;
}
export class vec2 {
static crossLength(a: number[], b: number[]): number;
static crossVZ(out: number[], vec: number[], zcomp: number): number;
static crossZV(out: number[], zcomp: number, vec: number[]): number;
static rotate(out: number[], a: number[], angle: number): void;
static rotate90cw(out: number[], a: number[]): number;
static centroid(out: number[], a: number[], b: number[], c: number[]): number[];
static create(): number[];
static clone(a: number[]): number[];
static fromValues(x: number, y: number): number[];
static copy(out: number[], a: number[]): number[];
static set(out: number[], x: number, y: number): number[];
static toLocalFrame(out: number[], worldPoint: number[], framePosition: number[], frameAngle: number): void;
static toGlobalFrame(out: number[], localPoint: number[], framePosition: number[], frameAngle: number): void;
static add(out: number[], a: number[], b: number[]): number[];
static subtract(out: number[], a: number[], b: number[]): number[];
static sub(out: number[], a: number[], b: number[]): number[];
static multiply(out: number[], a: number[], b: number[]): number[];
static mul(out: number[], a: number[], b: number[]): number[];
static divide(out: number[], a: number[], b: number[]): number[];
static div(out: number[], a: number[], b: number[]): number[];
static scale(out: number[], a: number[], b: number): number[];
static distance(a: number[], b: number[]): number;
static dist(a: number[], b: number[]): number;
static squaredDistance(a: number[], b: number[]): number;
static sqrDist(a: number[], b: number[]): number;
static length(a: number[]): number;
static len(a: number[]): number;
static squaredLength(a: number[]): number;
static sqrLen(a: number[]): number;
static negate(out: number[], a: number[]): number[];
static normalize(out: number[], a: number[]): number[];
static dot(a: number[], b: number[]): number;
static str(a: number[]): string;
}
export class BodyOptions {
mass: number;
position: number[];
velocity: number[];
angle: number;
angularVelocity: number;
force: number[];
angularForce: number;
fixedRotation: number;
}
export class Body extends EventEmitter {
sleepyEvent: {
type: string;
};
sleepEvent: {
type: string;
};
wakeUpEvent: {
type: string;
};
static DYNAMIC: number;
static STATIC: number;
static KINEMATIC: number;
static AWAKE: number;
static SLEEPY: number;
static SLEEPING: number;
constructor(options?: BodyOptions);
id: number;
world: World;
shapes: Shape[];
shapeOffsets: number[][];
shapeAngles: number[];
mass: number;
invMass: number;
inertia: number;
invInertia: number;
invMassSolve: number;
invInertiaSolve: number;
fixedRotation: number;
position: number[];
interpolatedPosition: number[];
interpolatedAngle: number;
previousPosition: number[];
previousAngle: number;
velocity: number[];
vlambda: number[];
wlambda: number[];
angle: number;
angularVelocity: number;
force: number[];
angularForce: number;
damping: number;
angularDamping: number;
type: number;
boundingRadius: number;
aabb: AABB;
aabbNeedsUpdate: boolean;
allowSleep: boolean;
wantsToSleep: boolean;
sleepState: number;
sleepSpeedLimit: number;
sleepTimeLimit: number;
gravityScale: number;
updateSolveMassProperties(): void;
setDensity(density: number): void;
getArea(): number;
getAABB(): AABB;
updateAABB(): void;
updateBoundingRadius(): void;
addShape(shape: Shape, offset?: number[], angle?: number): void;
removeShape(shape: Shape): boolean;
updateMassProperties(): void;
applyForce(force: number[], worldPoint: number[]): void;
toLocalFrame(out: number[], worldPoint: number[]): void;
toWorldFrame(out: number[], localPoint: number[]): void;
fromPolygon(path: number[][], options?: {
optimalDecomp?: boolean;
skipSimpleCheck?: boolean;
removeCollinearPoints?: any; //boolean | number
}): boolean;
adjustCenterOfMass(): void;
setZeroForce(): void;
resetConstraintVelocity(): void;
applyDamping(dy: number): void;
wakeUp(): void;
sleep(): void;
sleepTick(time: number, dontSleep: boolean, dt: number): void;
getVelocityFromPosition(story: number[], dt: number): number[];
getAngularVelocityFromPosition(timeStep: number): number;
overlaps(body: Body): boolean;
}
export class Spring {
constructor(bodyA: Body, bodyB: Body, options?: {
stiffness?: number;
damping?: number;
localAnchorA?: number[];
localAnchorB?: number[];
worldAnchorA?: number[];
worldAnchorB?: number[];
});
stiffness: number;
damping: number;
bodyA: Body;
bodyB: Body;
applyForce(): void;
}
export class LinearSpring extends Spring {
localAnchorA: number[];
localAnchorB: number[];
restLength: number;
setWorldAnchorA(worldAnchorA: number[]): void;
setWorldAnchorB(worldAnchorB: number[]): void;
getWorldAnchorA(result: number[]): number[];
getWorldAnchorB(result: number[]): number[];
applyForce(): void;
}
export class RotationalSpring extends Spring {
constructor(bodyA: Body, bodyB: Body, options?: {
restAngle?: number;
stiffness?: number;
damping?: number;
});
restAngle: number;
}
export class Capsule extends Shape {
constructor(length?: number, radius?: number);
length: number;
radius: number;
}
export class Circle extends Shape {
constructor(radius: number);
radius: number;
}
export class Convex extends Shape {
static triangleArea(a: number[], b: number[], c: number[]): number;
constructor(vertices: number[][], axes: number[]);
vertices: number[][];
axes: number[];
centerOfMass: number[];
triangles: number[];
boundingRadius: number;
projectOntoLocalAxis(localAxis: number[], result: number[]): void;
projectOntoWorldAxis(localAxis: number[], shapeOffset: number[], shapeAngle: number, result: number[]): void;
updateCenterOfMass(): void;
}
export class Heightfield extends Shape {
constructor(data: number[], options?: {
minValue?: number;
maxValue?: number;
elementWidth: number;
});
data: number[];
maxValue: number;
minValue: number;
elementWidth: number;
}
export class Shape {
static idCounter: number;
static CIRCLE: number;
static PARTICLE: number;
static PLANE: number;
static CONVEX: number;
static LINE: number;
static RECTANGLE: number;
static CAPSULE: number;
static HEIGHTFIELD: number;
constructor(type: number);
type: number;
id: number;
boundingRadius: number;
collisionGroup: number;
collisionMask: number;
material: Material;
area: number;
sensor: boolean;
computeMomentOfInertia(mass: number): number;
updateBoundingRadius(): number;
updateArea(): void;
computeAABB(out: AABB, position: number[], angle: number): void;
}
export class Line extends Shape {
constructor(length?: number);
length: number;
}
export class Particle extends Shape {
}
export class Plane extends Shape {
}
export class Rectangle extends Shape {
static sameDimensions(a: Rectangle, b: Rectangle): boolean;
constructor(width?: number, height?: number);
width: number;
height: number;
}
export class Solver extends EventEmitter {
static GS: number;
static ISLAND: number;
constructor(options?: {}, type?: number);
type: number;
equations: Equation[];
equationSortFunction: Equation; //Equation | boolean
solve(dy: number, world: World): void;
solveIsland(dy: number, island: Island): void;
sortEquations(): void;
addEquation(eq: Equation): void;
addEquations(eqs: Equation[]): void;
removeEquation(eq: Equation): void;
removeAllEquations(): void;
}
export class GSSolver extends Solver {
constructor(options?: {
iterations?: number;
tolerance?: number;
});
iterations: number;
tolerance: number;
useZeroRHS: boolean;
frictionIterations: number;
usedIterations: number;
solve(h: number, world: World): void;
}
export class OverlapKeeper {
constructor(bodyA: Body, shapeA: Shape, bodyB: Body, shapeB: Shape);
shapeA: Shape;
shapeB: Shape;
bodyA: Body;
bodyB: Body;
tick(): void;
setOverlapping(bodyA: Body, shapeA: Shape, bodyB: Body, shapeB: Body): void;
bodiesAreOverlapping(bodyA: Body, bodyB: Body): boolean;
set(bodyA: Body, shapeA: Shape, bodyB: Body, shapeB: Shape): void;
}
export class TupleDictionary {
data: number[];
keys: number[];
getKey(id1: number, id2: number): string;
getByKey(key: number): number;
get(i: number, j: number): number;
set(i: number, j: number, value: number): number;
reset(): void;
copy(dict: TupleDictionary): void;
}
export class Utils {
static appendArray<T>(a: Array<T>, b: Array<T>): Array<T>;
static chanceRoll(chance: number): boolean;
static defaults(options: any, defaults: any): any;
static extend(a: any, b: any): void;
static randomChoice(choice1: any, choice2: any): any;
static rotateArray(matrix: any[], direction: any): any[];
static splice<T>(array: Array<T>, index: number, howMany: number): void;
static shuffle<T>(array: T[]): T[];
static transposeArray<T>(array: T[]): T[];
}
export class Island {
equations: Equation[];
bodies: Body[];
reset(): void;
getBodies(result: any): Body[];
wantsToSleep(): boolean;
sleep(): boolean;
}
export class IslandManager extends Solver {
static getUnvisitedNode(nodes: Node[]): IslandNode; // IslandNode | boolean
equations: Equation[];
islands: Island[];
nodes: IslandNode[];
visit(node: IslandNode, bds: Body[], eqs: Equation[]): void;
bfs(root: IslandNode, bds: Body[], eqs: Equation[]): void;
split(world: World): Island[];
}
export class IslandNode {
constructor(body: Body);
body: Body;
neighbors: IslandNode[];
equations: Equation[];
visited: boolean;
reset(): void;
}
export class World extends EventEmitter {
postStepEvent: {
type: string;
};
addBodyEvent: {
type: string;
};
removeBodyEvent: {
type: string;
};
addSpringEvent: {
type: string;
};
impactEvent: {
type: string;
bodyA: Body;
bodyB: Body;
shapeA: Shape;
shapeB: Shape;
contactEquation: ContactEquation;
};
postBroadphaseEvent: {
type: string;
pairs: Body[];
};
beginContactEvent: {
type: string;
shapeA: Shape;
shapeB: Shape;
bodyA: Body;
bodyB: Body;
contactEquations: ContactEquation[];
};
endContactEvent: {
type: string;
shapeA: Shape;
shapeB: Shape;
bodyA: Body;
bodyB: Body;
};
preSolveEvent: {
type: string;
contactEquations: ContactEquation[];
frictionEquations: FrictionEquation[];
};
static NO_SLEEPING: number;
static BODY_SLEEPING: number;
static ISLAND_SLEEPING: number;
static integrateBody(body: Body, dy: number): void;
constructor(options?: {
solver?: Solver;
gravity?: number[];
broadphase?: Broadphase;
islandSplit?: boolean;
doProfiling?: boolean;
});
springs: Spring[];
bodies: Body[];
solver: Solver;
narrowphase: Narrowphase;
islandManager: IslandManager;
gravity: number[];
frictionGravity: number;
useWorldGravityAsFrictionGravity: boolean;
useFrictionGravityOnZeroGravity: boolean;
doProfiling: boolean;
lastStepTime: number;
broadphase: Broadphase;
constraints: Constraint[];
defaultMaterial: Material;
defaultContactMaterial: ContactMaterial;
lastTimeStep: number;
applySpringForces: boolean;
applyDamping: boolean;
applyGravity: boolean;
solveConstraints: boolean;
contactMaterials: ContactMaterial[];
time: number;
stepping: boolean;
islandSplit: boolean;
emitImpactEvent: boolean;
sleepMode: number;
addConstraint(c: Constraint): void;
addContactMaterial(contactMaterial: ContactMaterial): void;
removeContactMaterial(cm: ContactMaterial): void;
getContactMaterial(materialA: Material, materialB: Material): ContactMaterial; // ContactMaterial | boolean
removeConstraint(c: Constraint): void;
step(dy: number, timeSinceLastCalled?: number, maxSubSteps?: number): void;
runNarrowphase(np: Narrowphase, bi: Body, si: Shape, xi: any[], ai: number, bj: Body, sj: Shape, xj: any[], aj: number, cm: number, glen: number): void;
addSpring(s: Spring): void;
removeSpring(s: Spring): void;
addBody(body: Body): void;
removeBody(body: Body): void;
getBodyByID(id: number): Body; //Body | boolean
disableBodyCollision(bodyA: Body, bodyB: Body): void;
enableBodyCollision(bodyA: Body, bodyB: Body): void;
clear(): void;
clone(): World;
hitTest(worldPoint: number[], bodies: Body[], precision: number): Body[];
setGlobalEquationParameters(parameters: {
relaxation?: number;
stiffness?: number;
}): void;
setGlobalStiffness(stiffness: number): void;
setGlobalRelaxation(relaxation: number): void;
}
}

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