mirror of
https://github.com/photonstorm/phaser
synced 2024-11-25 06:00:41 +00:00
New SpineContainer defs
This commit is contained in:
parent
413a148a31
commit
e501da684f
3 changed files with 143 additions and 10 deletions
130
types/SpineContainer.d.ts
vendored
Normal file
130
types/SpineContainer.d.ts
vendored
Normal 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[];
|
||||||
|
}
|
18
types/SpineGameObject.d.ts
vendored
18
types/SpineGameObject.d.ts
vendored
|
@ -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;
|
||||||
|
|
5
types/SpinePlugin.d.ts
vendored
5
types/SpinePlugin.d.ts
vendored
|
@ -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;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue