phaser/types/SpineGameObject.d.ts

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/// <reference path="./spine.d.ts" />
/// <reference path="./SpinePlugin.d.ts" />
declare class SpineGameObject extends Phaser.GameObjects.GameObject implements Omit<Phaser.GameObjects.Components.ComputedSize, 'setSize'>, Phaser.GameObjects.Components.Depth, Phaser.GameObjects.Components.Flip, Phaser.GameObjects.Components.ScrollFactor, Phaser.GameObjects.Components.Transform, Phaser.GameObjects.Components.Visible {
constructor(scene: Phaser.Scene, pluginManager: SpinePlugin, x: number, y: number, key?: string, animationName?: string, loop?: boolean);
alpha: number;
angle: integer;
readonly blendMode: number;
blue: number;
bounds: any;
displayOriginX: number;
displayOriginY: number;
drawDebug: boolean;
depth: number;
displayWidth: number;
displayHeight: number;
flipX: boolean;
flipY: boolean;
green: number;
height: number;
plugin: SpinePlugin;
preMultipliedAlpha: boolean;
red: number;
root: spine.Bone;
rotation: number;
scale: number;
scaleX: number
scaleY: number
scrollFactorX: number;
scrollFactorY: number;
skeleton: spine.Skeleton;
skeletonData: spine.SkeletonData;
// @ts-ignore - spine.AnimationState significantly different than GameObject.state
state: spine.AnimationState;
stateData: spine.AnimationStateData;
timeScale: number;
visible: boolean;
x: number;
y: number;
z: number;
w: number;
width: number;
addAnimation(trackIndex: integer, animationName: string, loop?: boolean, delay?: integer): spine.TrackEntry;
angleBoneToXY(bone: spine.Bone, worldX: number, worldY: number, offset?: number, minAngle?: number, maxAngle?: number): SpineGameObject;
clearTrack(trackIndex: integer): SpineGameObject;
clearTracks(): SpineGameObject;
findAnimation(animationName: string): spine.Animation;
findBone(boneName: string): spine.Bone;
findBoneIndex(boneName: string): number;
findEvent(eventDataName: string): spine.EventData;
findIkConstraint(constraintName: string): spine.IkConstraintData;
findPathConstraint(constraintName: string): spine.PathConstraintData;
findPathConstraintIndex(constraintName: string): number;
findSkin(skinName: string): spine.Skin;
findSlot(slotName: string): spine.Slot;
findSlotIndex(slotName: string): number;
findTransformConstraint(constraintName: string): spine.TransformConstraintData;
getAnimationList(): string[];
getAttachment(slotIndex: integer, attachmentName: string): spine.Attachment;
getAttachmentByName(slotName: string, attachmentName: string): spine.Attachment;
getBoneList(): string[];
getBounds(): any;
getCurrentAnimation(trackIndex?: integer): spine.Animation;
getLocalTransformMatrix(tempMatrix?: Phaser.GameObjects.Components.TransformMatrix): Phaser.GameObjects.Components.TransformMatrix;
getParentRotation(): number;
getRootBone(): spine.Bone;
getSkinList(): string[];
getSlotList(): string[];
getWorldTransformMatrix(tempMatrix?: Phaser.GameObjects.Components.TransformMatrix, parentMatrix?: Phaser.GameObjects.Components.TransformMatrix): Phaser.GameObjects.Components.TransformMatrix;
play(animationName: string, loop?: boolean, ignoreIfPlaying?: boolean): SpineGameObject;
protected preUpdate(time: number, delta: number): void;
protected preDestroy(): void;
refresh(): SpineGameObject;
resetFlip(): this;
setAlpha(value?: number): SpineGameObject;
setAngle(degrees?: number): this;
setAnimation(trackIndex: integer, animationName: string, loop?: boolean, ignoreIfPlaying?: boolean): spine.TrackEntry;
setAttachment(slotName: string, attachmentName: string): SpineGameObject;
setBonesToSetupPose(): SpineGameObject;
setColor(color?: integer, slotName?: string): SpineGameObject;
setDepth(value: integer): this;
setDisplaySize(width: number, height: number): this;
setEmptyAnimation(trackIndex: integer, mixDuration?: integer): spine.TrackEntry;
setFlipX(value: boolean): this;
setFlipY(value: boolean): this;
setFlip(x: boolean, y: boolean): this;
setMix(fromName: string, toName: string, duration?: number): SpineGameObject;
setOffset(offsetX?: number, offsetY?: number): SpineGameObject;
setPosition(x?: number, y?: number, z?: number, w?: number): this;
setRandomPosition(x?: number, y?: number, width?: number, height?: number): this;
setRotation(radians?: number): this;
setScale(x: number, y?: number): this;
setScrollFactor(x: number, y?: number): this;
setSize(width?: number, height?: number, offsetX?: number, offsetY?: number): SpineGameObject;
setSkeleton(atlasDataKey: string, skeletonJSON: object, animationName?: string, loop?: boolean): SpineGameObject;
setSkeletonFromJSON(atlasDataKey: string, skeletonJSON: object, animationName?: string, loop?: boolean): SpineGameObject;
setSkin(newSkin: spine.Skin): SpineGameObject;
setSkinByName(skinName: string): SpineGameObject;
setSlotsToSetupPose(): SpineGameObject;
setToSetupPose(): SpineGameObject;
setVisible(value: boolean): this;
setX(value?: number): this;
setY(value?: number): this;
setZ(value?: number): this;
setW(value?: number): this;
toggleFlipX(): this;
toggleFlipY(): this;
updateSize(): SpineGameObject;
willRender(): boolean;
}
declare interface SpineGameObjectConfig extends Phaser.Types.GameObjects.GameObjectConfig {
key?: string;
animationName?: string;
loop?: boolean;
skinName?: string;
slotName?: string;
attachmentName?: string;
}