New SpineContainer defs

This commit is contained in:
Richard Davey 2020-08-26 00:00:09 +01:00
parent 413a148a31
commit e501da684f
3 changed files with 143 additions and 10 deletions

130
types/SpineContainer.d.ts vendored Normal file
View file

@ -0,0 +1,130 @@
/// <reference path="./spine.d.ts" />
/// <reference path="./SpinePlugin.d.ts" />
/// <reference path="./SpineGameObject.d.ts" />
declare class SpineContainer extends Phaser.GameObjects.Container implements Phaser.GameObjects.Components.AlphaSingle, Phaser.GameObjects.Components.BlendMode, Phaser.GameObjects.Components.ComputedSize, Phaser.GameObjects.Components.Depth, Phaser.GameObjects.Components.Mask, Phaser.GameObjects.Components.Transform, Phaser.GameObjects.Components.Visible {
constructor(scene: Phaser.Scene, pluginManager: SpinePlugin, x?: number, y?: number, children?: SpineGameObject[]);
list: SpineGameObject[];
exclusive: boolean;
maxSize: number;
position: number;
localTransform: Phaser.GameObjects.Components.TransformMatrix;
scrollFactorX: number;
scrollFactorY: number;
readonly originX: number;
readonly originY: number;
readonly displayOriginX: number;
readonly displayOriginY: number;
setExclusive(value?: boolean): this;
getBounds(output?: Phaser.Geom.Rectangle): Phaser.Geom.Rectangle;
pointToContainer(source: object | Phaser.Geom.Point | Phaser.Math.Vector2, output?: object | Phaser.Geom.Point | Phaser.Math.Vector2): object | Phaser.Geom.Point | Phaser.Math.Vector2;
getBoundsTransformMatrix(): Phaser.GameObjects.Components.TransformMatrix;
add(child: SpineGameObject | SpineGameObject[]): this;
addAt(child: SpineGameObject | SpineGameObject[], index?: number): this;
getAt(index: number): SpineGameObject;
getIndex(child: SpineGameObject): number;
sort(property: string, handler?: Function): this;
getByName(name: string): SpineGameObject;
getRandom(startIndex?: number, length?: number): SpineGameObject;
getFirst(property: string, value: any, startIndex?: number, endIndex?: number): SpineGameObject;
getAll(property?: string, value?: any, startIndex?: number, endIndex?: number): SpineGameObject[];
count(property: string, value: any, startIndex?: number, endIndex?: number): number;
swap(child1: SpineGameObject, child2: SpineGameObject): this;
moveTo(child: SpineGameObject, index: number): this;
remove(child: SpineGameObject | SpineGameObject[], destroyChild?: boolean): this;
removeAt(index: number, destroyChild?: boolean): this;
removeBetween(startIndex?: number, endIndex?: number, destroyChild?: boolean): this;
removeAll(destroyChild?: boolean): this;
bringToTop(child: SpineGameObject): this;
sendToBack(child: SpineGameObject): this;
moveUp(child: SpineGameObject): this;
moveDown(child: SpineGameObject): this;
reverse(): this;
shuffle(): this;
replace(oldChild: SpineGameObject, newChild: SpineGameObject, destroyChild?: boolean): this;
exists(child: SpineGameObject): boolean;
setAll(property: string, value: any, startIndex?: number, endIndex?: number): this;
each(callback: Function, context?: object, ...args: any[]): this;
iterate(callback: Function, context?: object, ...args: any[]): this;
setScrollFactor(x: number, y?: number, updateChildren?: boolean): this;
readonly length: number;
readonly first: SpineGameObject;
readonly last: SpineGameObject;
readonly next: SpineGameObject;
readonly previous: SpineGameObject;
protected preDestroy(): void;
clearAlpha(): this;
setAlpha(value?: number): this;
alpha: number;
blendMode: Phaser.BlendModes | string;
setBlendMode(value: string | Phaser.BlendModes): this;
width: number;
height: number;
displayWidth: number;
displayHeight: number;
setSize(width: number, height: number): this;
setDisplaySize(width: number, height: number): this;
depth: number;
setDepth(value: number): this;
mask: Phaser.Display.Masks.BitmapMask | Phaser.Display.Masks.GeometryMask;
setMask(mask: Phaser.Display.Masks.BitmapMask | Phaser.Display.Masks.GeometryMask): this;
clearMask(destroyMask?: boolean): this;
createBitmapMask(renderable?: Phaser.GameObjects.GameObject): Phaser.Display.Masks.BitmapMask;
createGeometryMask(graphics?: Phaser.GameObjects.Graphics): Phaser.Display.Masks.GeometryMask;
x: number;
y: number;
z: number;
w: number;
scale: number;
scaleX: number;
scaleY: number;
angle: number;
rotation: number;
setPosition(x?: number, y?: number, z?: number, w?: number): this;
setRandomPosition(x?: number, y?: number, width?: number, height?: number): this;
setRotation(radians?: number): this;
setAngle(degrees?: number): this;
setScale(x: number, y?: number): this;
setX(value?: number): this;
setY(value?: number): this;
setZ(value?: number): this;
setW(value?: number): this;
getLocalTransformMatrix(tempMatrix?: Phaser.GameObjects.Components.TransformMatrix): Phaser.GameObjects.Components.TransformMatrix;
getWorldTransformMatrix(tempMatrix?: Phaser.GameObjects.Components.TransformMatrix, parentMatrix?: Phaser.GameObjects.Components.TransformMatrix): Phaser.GameObjects.Components.TransformMatrix;
getParentRotation(): number;
visible: boolean;
setVisible(value: boolean): this;
}
declare interface SpineContainerConfig extends Phaser.Types.GameObjects.GameObjectConfig {
x?: number;
y?: number;
children?: SpineGameObject | SpineGameObject[];
}

View file

@ -5,7 +5,7 @@ declare class SpineGameObject extends Phaser.GameObjects.GameObject implements O
constructor(scene: Phaser.Scene, pluginManager: SpinePlugin, x: number, y: number, key?: string, animationName?: string, loop?: boolean); constructor(scene: Phaser.Scene, pluginManager: SpinePlugin, x: number, y: number, key?: string, animationName?: string, loop?: boolean);
alpha: number; alpha: number;
angle: integer; angle: number;
readonly blendMode: number; readonly blendMode: number;
@ -44,9 +44,9 @@ declare class SpineGameObject extends Phaser.GameObjects.GameObject implements O
w: number; w: number;
width: number; width: number;
addAnimation(trackIndex: integer, animationName: string, loop?: boolean, delay?: integer): spine.TrackEntry; addAnimation(trackIndex: number, animationName: string, loop?: boolean, delay?: number): spine.TrackEntry;
angleBoneToXY(bone: spine.Bone, worldX: number, worldY: number, offset?: number, minAngle?: number, maxAngle?: number): SpineGameObject; angleBoneToXY(bone: spine.Bone, worldX: number, worldY: number, offset?: number, minAngle?: number, maxAngle?: number): SpineGameObject;
clearTrack(trackIndex: integer): SpineGameObject; clearTrack(trackIndex: number): SpineGameObject;
clearTracks(): SpineGameObject; clearTracks(): SpineGameObject;
findAnimation(animationName: string): spine.Animation; findAnimation(animationName: string): spine.Animation;
findBone(boneName: string): spine.Bone; findBone(boneName: string): spine.Bone;
@ -60,11 +60,11 @@ declare class SpineGameObject extends Phaser.GameObjects.GameObject implements O
findSlotIndex(slotName: string): number; findSlotIndex(slotName: string): number;
findTransformConstraint(constraintName: string): spine.TransformConstraintData; findTransformConstraint(constraintName: string): spine.TransformConstraintData;
getAnimationList(): string[]; getAnimationList(): string[];
getAttachment(slotIndex: integer, attachmentName: string): spine.Attachment; getAttachment(slotIndex: number, attachmentName: string): spine.Attachment;
getAttachmentByName(slotName: string, attachmentName: string): spine.Attachment; getAttachmentByName(slotName: string, attachmentName: string): spine.Attachment;
getBoneList(): string[]; getBoneList(): string[];
getBounds(): any; getBounds(): any;
getCurrentAnimation(trackIndex?: integer): spine.Animation; getCurrentAnimation(trackIndex?: number): spine.Animation;
getLocalTransformMatrix(tempMatrix?: Phaser.GameObjects.Components.TransformMatrix): Phaser.GameObjects.Components.TransformMatrix; getLocalTransformMatrix(tempMatrix?: Phaser.GameObjects.Components.TransformMatrix): Phaser.GameObjects.Components.TransformMatrix;
getParentRotation(): number; getParentRotation(): number;
getRootBone(): spine.Bone; getRootBone(): spine.Bone;
@ -80,13 +80,13 @@ declare class SpineGameObject extends Phaser.GameObjects.GameObject implements O
resetFlip(): this; resetFlip(): this;
setAlpha(value?: number): SpineGameObject; setAlpha(value?: number): SpineGameObject;
setAngle(degrees?: number): this; setAngle(degrees?: number): this;
setAnimation(trackIndex: integer, animationName: string, loop?: boolean, ignoreIfPlaying?: boolean): spine.TrackEntry; setAnimation(trackIndex: number, animationName: string, loop?: boolean, ignoreIfPlaying?: boolean): spine.TrackEntry;
setAttachment(slotName: string, attachmentName: string): SpineGameObject; setAttachment(slotName: string, attachmentName: string): SpineGameObject;
setBonesToSetupPose(): SpineGameObject; setBonesToSetupPose(): SpineGameObject;
setColor(color?: integer, slotName?: string): SpineGameObject; setColor(color?: number, slotName?: string): SpineGameObject;
setDepth(value: integer): this; setDepth(value: number): this;
setDisplaySize(width: number, height: number): this; setDisplaySize(width: number, height: number): this;
setEmptyAnimation(trackIndex: integer, mixDuration?: integer): spine.TrackEntry; setEmptyAnimation(trackIndex: number, mixDuration?: number): spine.TrackEntry;
setFlipX(value: boolean): this; setFlipX(value: boolean): this;
setFlipY(value: boolean): this; setFlipY(value: boolean): this;
setFlip(x: boolean, y: boolean): this; setFlip(x: boolean, y: boolean): this;

View file

@ -1,6 +1,7 @@
/// <reference path="./spine.d.ts" /> /// <reference path="./spine.d.ts" />
/// <reference path="./SpineFile.d.ts" /> /// <reference path="./SpineFile.d.ts" />
/// <reference path="./SpineGameObject.d.ts" /> /// <reference path="./SpineGameObject.d.ts" />
/// <reference path="./SpineContainer.d.ts" />
declare namespace Phaser.Loader { declare namespace Phaser.Loader {
interface LoaderPlugin extends Phaser.Events.EventEmitter { interface LoaderPlugin extends Phaser.Events.EventEmitter {
@ -10,11 +11,13 @@ declare namespace Phaser.Loader {
declare namespace Phaser.GameObjects { declare namespace Phaser.GameObjects {
interface GameObjectFactory { interface GameObjectFactory {
spine(x: number, y: number, key?: string, aimationName?: string, loop?: boolean): SpineGameObject; spine(x: number, y: number, key?: string, animationName?: string, loop?: boolean): SpineGameObject;
spineContainer(x: number, y: number, children?: SpineGameObject | SpineGameObject[]): SpineContainer;
} }
interface GameObjectCreator { interface GameObjectCreator {
spine(config: SpineGameObjectConfig, addToScene?: boolean): SpineGameObject; spine(config: SpineGameObjectConfig, addToScene?: boolean): SpineGameObject;
spineContainer(config: SpineContainerConfig, addToScene?: boolean): SpineContainer;
} }
} }