phaser/types/SpineGameObject.d.ts

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/// <reference path="./spine.d.ts" />
declare class SpineGameObject {
constructor(scene: Phaser.Scene, pluginManager: SpinePlugin, x: number, y: number, key?: string, animationName?: string, loop?: boolean)
alpha: number
readonly blendMode: number
blue: number
bounds: any
displayOriginX: number
displayOriginY: number
drawDebug: boolean
green: number
plugin: SpinePlugin
preMultipliedAlpha: boolean
red: number
root: spine.Bone
scaleX: number
scaleY: number
skeleton: spine.Skeleton
skeletonData: spine.SkeletonData
state: spine.AnimationState
stateData: spine.AnimationStateData
timeScale: 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
getRootBone(): spine.Bone
getSkinList(): string[]
getSlotList(): string[]
play(animationName: string, loop?: boolean, ignoreIfPlaying?: boolean): SpineGameObject
protected preUpdate(time: number, delta: number): void
protected preDestroy(): void
refresh(): SpineGameObject
setAlpha(value?: number): SpineGameObject
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
setEmptyAnimation(trackIndex: integer, mixDuration?: integer): spine.TrackEntry
setMix(fromName: string, toName: string, duration?: number): SpineGameObject
setOffset(offsetX?: number, offsetY?: number): SpineGameObject
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
updateSize(): SpineGameObject
willRender(): boolean
}
declare interface SpineGameObjectConfig extends Phaser.Types.GameObjects.GameObjectConfig
{
key?: string
animationName?: string
loop?: boolean
skinName?: string
slotName?: string
attachmentName?: string
}