mirror of
https://github.com/photonstorm/phaser
synced 2024-11-25 06:00:41 +00:00
update SpineGameObject.d.ts
- extends from Phaser.GameObjects.GameObject - implements interfaces for mixins - use Omit for setSize signature conflicts in ComputedSize - use @ts-ignore for state property conflict; spine.AnimationState significantly different than GameObject.state - added semi-colons to better match rest of defintion files
This commit is contained in:
parent
57a022db53
commit
1dd779efcb
3 changed files with 159 additions and 117 deletions
18
types/SpineFile.d.ts
vendored
18
types/SpineFile.d.ts
vendored
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@ -1,18 +1,18 @@
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declare namespace Phaser.Loader.FileTypes {
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interface SpineFileConfig {
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key: string
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textureURL?: string
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textureExtension?: string
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textureXhrSettings?: Phaser.Types.Loader.XHRSettingsObject
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normalMap?: string
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atlasURL?: string
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atlasExtension?: string
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atlasXhrSettings?: Phaser.Types.Loader.XHRSettingsObject
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key: string;
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textureURL?: string;
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textureExtension?: string;
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textureXhrSettings?: Phaser.Types.Loader.XHRSettingsObject;
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normalMap?: string;
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atlasURL?: string;
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atlasExtension?: string;
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atlasXhrSettings?: Phaser.Types.Loader.XHRSettingsObject;
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}
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class SpineFile extends Phaser.Loader.MultiFile {
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constructor(loader: Phaser.Loader.LoaderPlugin, key: string | Phaser.Loader.FileTypes.SpineFileConfig, jsonURL: string | string[], atlasURL: string, preMultipliedAlpha: boolean, jsonXhrSettings: Phaser.Types.Loader.XHRSettingsObject, atlasXhrSettings: Phaser.Types.Loader.XHRSettingsObject)
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addToCache()
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addToCache();
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}
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}
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184
types/SpineGameObject.d.ts
vendored
184
types/SpineGameObject.d.ts
vendored
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@ -1,85 +1,125 @@
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/// <reference path="./spine.d.ts" />
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/// <reference path="./SpinePlugin.d.ts" />
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declare class SpineGameObject {
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constructor(scene: Phaser.Scene, pluginManager: SpinePlugin, x: number, y: number, key?: string, animationName?: string, loop?: boolean)
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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 {
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constructor(scene: Phaser.Scene, pluginManager: SpinePlugin, x: number, y: number, key?: string, animationName?: string, loop?: boolean);
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alpha: number
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alpha: number;
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angle: integer;
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readonly blendMode: number
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readonly blendMode: number;
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blue: number
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bounds: any
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displayOriginX: number
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displayOriginY: number
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drawDebug: boolean
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green: number
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plugin: SpinePlugin
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preMultipliedAlpha: boolean
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red: number
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root: spine.Bone
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blue: number;
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bounds: any;
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displayOriginX: number;
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displayOriginY: number;
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drawDebug: boolean;
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depth: number;
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displayWidth: number;
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displayHeight: number;
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flipX: boolean;
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flipY: boolean;
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green: number;
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height: number;
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plugin: SpinePlugin;
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preMultipliedAlpha: boolean;
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red: number;
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root: spine.Bone;
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rotation: number;
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scale: number;
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scaleX: number
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scaleY: number
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skeleton: spine.Skeleton
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skeletonData: spine.SkeletonData
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state: spine.AnimationState
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stateData: spine.AnimationStateData
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timeScale: number
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scrollFactorX: number;
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scrollFactorY: number;
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skeleton: spine.Skeleton;
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skeletonData: spine.SkeletonData;
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// @ts-ignore - spine.AnimationState significantly different than GameObject.state
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state: spine.AnimationState;
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stateData: spine.AnimationStateData;
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timeScale: number;
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visible: boolean;
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x: number;
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y: number;
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z: number;
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w: number;
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width: number;
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addAnimation(trackIndex: integer, animationName: string, loop?: boolean, delay?: integer): spine.TrackEntry
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angleBoneToXY(bone: spine.Bone, worldX: number, worldY: number, offset?: number, minAngle?: number, maxAngle?: number): SpineGameObject
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clearTrack(trackIndex: integer): SpineGameObject
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clearTracks(): SpineGameObject
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findAnimation(animationName: string): spine.Animation
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findBone(boneName: string): spine.Bone
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findBoneIndex(boneName: string): number
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findEvent(eventDataName: string): spine.EventData
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findIkConstraint(constraintName: string): spine.IkConstraintData
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findPathConstraint(constraintName: string): spine.PathConstraintData
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findPathConstraintIndex(constraintName: string): number
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findSkin(skinName: string): spine.Skin
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findSlot(slotName: string): spine.Slot
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findSlotIndex(slotName: string): number
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findTransformConstraint(constraintName: string): spine.TransformConstraintData
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getAnimationList(): string[]
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getAttachment(slotIndex: integer, attachmentName: string): spine.Attachment
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getAttachmentByName(slotName: string, attachmentName: string): spine.Attachment
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getBoneList(): string[]
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getBounds(): any
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getCurrentAnimation(trackIndex?: integer): spine.Animation
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getRootBone(): spine.Bone
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getSkinList(): string[]
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getSlotList(): string[]
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play(animationName: string, loop?: boolean, ignoreIfPlaying?: boolean): SpineGameObject
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addAnimation(trackIndex: integer, animationName: string, loop?: boolean, delay?: integer): spine.TrackEntry;
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angleBoneToXY(bone: spine.Bone, worldX: number, worldY: number, offset?: number, minAngle?: number, maxAngle?: number): SpineGameObject;
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clearTrack(trackIndex: integer): SpineGameObject;
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clearTracks(): SpineGameObject;
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findAnimation(animationName: string): spine.Animation;
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findBone(boneName: string): spine.Bone;
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findBoneIndex(boneName: string): number;
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findEvent(eventDataName: string): spine.EventData;
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findIkConstraint(constraintName: string): spine.IkConstraintData;
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findPathConstraint(constraintName: string): spine.PathConstraintData;
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findPathConstraintIndex(constraintName: string): number;
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findSkin(skinName: string): spine.Skin;
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findSlot(slotName: string): spine.Slot;
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findSlotIndex(slotName: string): number;
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findTransformConstraint(constraintName: string): spine.TransformConstraintData;
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getAnimationList(): string[];
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getAttachment(slotIndex: integer, attachmentName: string): spine.Attachment;
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getAttachmentByName(slotName: string, attachmentName: string): spine.Attachment;
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getBoneList(): string[];
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getBounds(): any;
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getCurrentAnimation(trackIndex?: integer): spine.Animation;
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getLocalTransformMatrix(tempMatrix?: Phaser.GameObjects.Components.TransformMatrix): Phaser.GameObjects.Components.TransformMatrix;
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getParentRotation(): number;
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getRootBone(): spine.Bone;
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getSkinList(): string[];
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getSlotList(): string[];
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getWorldTransformMatrix(tempMatrix?: Phaser.GameObjects.Components.TransformMatrix, parentMatrix?: Phaser.GameObjects.Components.TransformMatrix): Phaser.GameObjects.Components.TransformMatrix;
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play(animationName: string, loop?: boolean, ignoreIfPlaying?: boolean): SpineGameObject;
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protected preUpdate(time: number, delta: number): void
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protected preDestroy(): void
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protected preUpdate(time: number, delta: number): void;
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protected preDestroy(): void;
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refresh(): SpineGameObject
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setAlpha(value?: number): SpineGameObject
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setAnimation(trackIndex: integer, animationName: string, loop?: boolean, ignoreIfPlaying?: boolean): spine.TrackEntry
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setAttachment(slotName: string, attachmentName: string): SpineGameObject
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setBonesToSetupPose(): SpineGameObject
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setColor(color?: integer, slotName?: string): SpineGameObject
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setEmptyAnimation(trackIndex: integer, mixDuration?: integer): spine.TrackEntry
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setMix(fromName: string, toName: string, duration?: number): SpineGameObject
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setOffset(offsetX?: number, offsetY?: number): SpineGameObject
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setSize(width?: number, height?: number, offsetX?: number, offsetY?: number): SpineGameObject
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setSkeleton(atlasDataKey: string, skeletonJSON: object, animationName?: string, loop?: boolean): SpineGameObject
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setSkeletonFromJSON(atlasDataKey: string, skeletonJSON: object, animationName?: string, loop?: boolean): SpineGameObject
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setSkin(newSkin: spine.Skin): SpineGameObject
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setSkinByName(skinName: string): SpineGameObject
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setSlotsToSetupPose(): SpineGameObject
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setToSetupPose(): SpineGameObject
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updateSize(): SpineGameObject
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willRender(): boolean
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refresh(): SpineGameObject;
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resetFlip(): this;
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setAlpha(value?: number): SpineGameObject;
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setAngle(degrees?: number): this;
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setAnimation(trackIndex: integer, animationName: string, loop?: boolean, ignoreIfPlaying?: boolean): spine.TrackEntry;
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setAttachment(slotName: string, attachmentName: string): SpineGameObject;
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setBonesToSetupPose(): SpineGameObject;
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setColor(color?: integer, slotName?: string): SpineGameObject;
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setDepth(value: integer): this;
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setDisplaySize(width: number, height: number): this;
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setEmptyAnimation(trackIndex: integer, mixDuration?: integer): spine.TrackEntry;
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setFlipX(value: boolean): this;
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setFlipY(value: boolean): this;
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setFlip(x: boolean, y: boolean): this;
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setMix(fromName: string, toName: string, duration?: number): SpineGameObject;
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setOffset(offsetX?: number, offsetY?: number): SpineGameObject;
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setPosition(x?: number, y?: number, z?: number, w?: number): this;
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setRandomPosition(x?: number, y?: number, width?: number, height?: number): this;
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setRotation(radians?: number): this;
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setScale(x: number, y?: number): this;
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setScrollFactor(x: number, y?: number): this;
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setSize(width?: number, height?: number, offsetX?: number, offsetY?: number): SpineGameObject;
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setSkeleton(atlasDataKey: string, skeletonJSON: object, animationName?: string, loop?: boolean): SpineGameObject;
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setSkeletonFromJSON(atlasDataKey: string, skeletonJSON: object, animationName?: string, loop?: boolean): SpineGameObject;
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setSkin(newSkin: spine.Skin): SpineGameObject;
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setSkinByName(skinName: string): SpineGameObject;
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setSlotsToSetupPose(): SpineGameObject;
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setToSetupPose(): SpineGameObject;
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setVisible(value: boolean): this;
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setX(value?: number): this;
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setY(value?: number): this;
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setZ(value?: number): this;
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setW(value?: number): this;
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toggleFlipX(): this;
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toggleFlipY(): this;
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updateSize(): SpineGameObject;
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willRender(): boolean;
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}
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declare interface SpineGameObjectConfig extends Phaser.Types.GameObjects.GameObjectConfig
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{
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key?: string
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animationName?: string
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loop?: boolean
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skinName?: string
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slotName?: string
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attachmentName?: string
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declare interface SpineGameObjectConfig extends Phaser.Types.GameObjects.GameObjectConfig {
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key?: string;
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animationName?: string;
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loop?: boolean;
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skinName?: string;
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slotName?: string;
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attachmentName?: string;
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}
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74
types/SpinePlugin.d.ts
vendored
74
types/SpinePlugin.d.ts
vendored
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@ -1,57 +1,59 @@
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/// <reference path="./spine.d.ts" />
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/// <reference path="./SpineFile.d.ts" />
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/// <reference path="./SpineGameObject.d.ts" />
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declare namespace Phaser.Loader {
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interface LoaderPlugin extends Phaser.Events.EventEmitter {
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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
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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;
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}
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}
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declare namespace Phaser.GameObjects {
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interface GameObjectFactory {
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spine(x: number, y: number, key?: string, aimationName?: string, loop?: boolean): SpineGameObject
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spine(x: number, y: number, key?: string, aimationName?: string, loop?: boolean): SpineGameObject;
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}
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interface GameObjectCreator {
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spine(config: SpineGameObjectConfig, addToScene?: boolean): SpineGameObject
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spine(config: SpineGameObjectConfig, addToScene?: boolean): SpineGameObject;
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}
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}
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declare class SpinePlugin extends Phaser.Plugins.ScenePlugin {
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constructor(scene: Phaser.Scene, pluginManager: Phaser.Plugins.PluginManager)
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constructor(scene: Phaser.Scene, pluginManager: Phaser.Plugins.PluginManager);
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readonly isWebGL: boolean
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readonly isWebGL: boolean;
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cache: Phaser.Cache.BaseCache
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spineTextures: Phaser.Cache.BaseCache
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json: Phaser.Cache.BaseCache
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textures: Phaser.Textures.TextureManager
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drawDebug: boolean
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gl: WebGLRenderingContext
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renderer: Phaser.Renderer.Canvas.CanvasRenderer | Phaser.Renderer.WebGL.WebGLRenderer
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sceneRenderer: spine.webgl.SceneRenderer
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skeletonRenderer: spine.canvas.SkeletonRenderer | spine.webgl.SkeletonRenderer
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skeletonDebugRenderer: spine.webgl.SkeletonDebugRenderer
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cache: Phaser.Cache.BaseCache;
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spineTextures: Phaser.Cache.BaseCache;
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json: Phaser.Cache.BaseCache;
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textures: Phaser.Textures.TextureManager;
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drawDebug: boolean;
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gl: WebGLRenderingContext;
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renderer: Phaser.Renderer.Canvas.CanvasRenderer | Phaser.Renderer.WebGL.WebGLRenderer;
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sceneRenderer: spine.webgl.SceneRenderer;
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skeletonRenderer: spine.canvas.SkeletonRenderer | spine.webgl.SkeletonRenderer;
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skeletonDebugRenderer: spine.webgl.SkeletonDebugRenderer;
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plugin: typeof spine
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plugin: typeof spine;
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getAtlasCanvas(key: string): spine.TextureAtlas
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getAtlasWebGL(key: string): spine.TextureAtlas
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worldToLocal(x: number, y: number, skeleton: spine.Skeleton, bone?: spine.Bone): spine.Vector2
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getVector2(x: number, y: number): spine.Vector2
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getVector3(x: number, y: number, z: number): spine.Vector2
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setDebugBones(value?: boolean): SpinePlugin
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setDebugRegionAttachments(value?: boolean): SpinePlugin
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setDebugBoundingBoxes(value?: boolean): SpinePlugin
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setDebugMeshHull(value?: boolean): SpinePlugin
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setDebugMeshTriangles(value?: boolean): SpinePlugin
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setDebugPaths(value?: boolean): SpinePlugin
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setDebugSkeletonXY(value?: boolean): SpinePlugin
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setDebugClipping(value?: boolean): SpinePlugin
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setEffect(effect?: spine.VertexEffect): SpinePlugin
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createSkeleton(key: string, skeletonJSON?: object): any | null
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createAnimationState(skeleton: spine.Skeleton): any
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getBounds(skeleton: spine.Skeleton): any
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onResize(): void
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add(x: number, y: number, key?: string, animationName?: string, loop?: boolean): SpineGameObject
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make(config: SpineGameObjectConfig, addToScene?: boolean): SpineGameObject
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getAtlasCanvas(key: string): spine.TextureAtlas;
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getAtlasWebGL(key: string): spine.TextureAtlas;
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worldToLocal(x: number, y: number, skeleton: spine.Skeleton, bone?: spine.Bone): spine.Vector2;
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getVector2(x: number, y: number): spine.Vector2;
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getVector3(x: number, y: number, z: number): spine.Vector2;
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setDebugBones(value?: boolean): SpinePlugin;
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setDebugRegionAttachments(value?: boolean): SpinePlugin;
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setDebugBoundingBoxes(value?: boolean): SpinePlugin;
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setDebugMeshHull(value?: boolean): SpinePlugin;
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setDebugMeshTriangles(value?: boolean): SpinePlugin;
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setDebugPaths(value?: boolean): SpinePlugin;
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setDebugSkeletonXY(value?: boolean): SpinePlugin;
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setDebugClipping(value?: boolean): SpinePlugin;
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setEffect(effect?: spine.VertexEffect): SpinePlugin;
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createSkeleton(key: string, skeletonJSON?: object): any | null;
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createAnimationState(skeleton: spine.Skeleton): any;
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getBounds(skeleton: spine.Skeleton): any;
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onResize(): void;
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add(x: number, y: number, key?: string, animationName?: string, loop?: boolean): SpineGameObject;
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make(config: SpineGameObjectConfig, addToScene?: boolean): SpineGameObject;
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}
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