phaser/types/SpinePlugin.d.ts

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/// <reference path="./spine.d.ts" />
declare namespace Phaser.Loader {
interface LoaderPlugin extends Phaser.Events.EventEmitter {
spine(key: string | Phaser.Loader.FileTypes.SpineFileConfig | Phaser.Loader.FileTypes.SpineFileConfig[], jsonURL: string, atlasURL: string | string[], preMultipliedAlpha?: boolean, textureXhrSettings?: Phaser.Types.Loader.XHRSettingsObject, atlasXhrSettings?: Phaser.Types.Loader.XHRSettingsObject): LoaderPlugin
}
}
declare namespace Phaser.GameObjects {
interface GameObjectFactory {
spine(x: number, y: number, key?: string, aimationName?: string, loop?: boolean): SpineGameObject
}
interface GameObjectCreator {
spine(config: SpineGameObjectConfig, addToScene?: boolean): SpineGameObject
}
}
declare class SpinePlugin extends Phaser.Plugins.ScenePlugin {
constructor(scene: Phaser.Scene, pluginManager: Phaser.Plugins.PluginManager)
readonly isWebGL: boolean
cache: Phaser.Cache.BaseCache
spineTextures: Phaser.Cache.BaseCache
json: Phaser.Cache.BaseCache
textures: Phaser.Textures.TextureManager
drawDebug: boolean
gl: WebGLRenderingContext
renderer: Phaser.Renderer.Canvas.CanvasRenderer | Phaser.Renderer.WebGL.WebGLRenderer
sceneRenderer: spine.webgl.SceneRenderer
skeletonRenderer: spine.canvas.SkeletonRenderer | spine.webgl.SkeletonRenderer
skeletonDebugRenderer: spine.webgl.SkeletonDebugRenderer
plugin: typeof spine
getAtlasCanvas(key: string): spine.TextureAtlas
getAtlasWebGL(key: string): spine.TextureAtlas
worldToLocal(x: number, y: number, skeleton: spine.Skeleton, bone?: spine.Bone): spine.Vector2
getVector2(x: number, y: number): spine.Vector2
getVector3(x: number, y: number, z: number): spine.Vector2
setDebugBones(value?: boolean): SpinePlugin
setDebugRegionAttachments(value?: boolean): SpinePlugin
setDebugBoundingBoxes(value?: boolean): SpinePlugin
setDebugMeshHull(value?: boolean): SpinePlugin
setDebugMeshTriangles(value?: boolean): SpinePlugin
setDebugPaths(value?: boolean): SpinePlugin
setDebugSkeletonXY(value?: boolean): SpinePlugin
setDebugClipping(value?: boolean): SpinePlugin
setEffect(effect?: spine.VertexEffect): SpinePlugin
createSkeleton(key: string, skeletonJSON?: object): any | null
createAnimationState(skeleton: spine.Skeleton): any
getBounds(skeleton: spine.Skeleton): any
onResize(): void
add(x: number, y: number, key?: string, animationName?: string, loop?: boolean): SpineGameObject
make(config: SpineGameObjectConfig, addToScene?: boolean): SpineGameObject
}