diff --git a/types/SpineFile.d.ts b/types/SpineFile.d.ts
index d2abdab1f..1a06f8bb6 100644
--- a/types/SpineFile.d.ts
+++ b/types/SpineFile.d.ts
@@ -1,18 +1,18 @@
declare namespace Phaser.Loader.FileTypes {
interface SpineFileConfig {
- key: string
- textureURL?: string
- textureExtension?: string
- textureXhrSettings?: Phaser.Types.Loader.XHRSettingsObject
- normalMap?: string
- atlasURL?: string
- atlasExtension?: string
- atlasXhrSettings?: Phaser.Types.Loader.XHRSettingsObject
+ key: string;
+ textureURL?: string;
+ textureExtension?: string;
+ textureXhrSettings?: Phaser.Types.Loader.XHRSettingsObject;
+ normalMap?: string;
+ atlasURL?: string;
+ atlasExtension?: string;
+ atlasXhrSettings?: Phaser.Types.Loader.XHRSettingsObject;
}
class SpineFile extends Phaser.Loader.MultiFile {
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)
- addToCache()
+ addToCache();
}
}
diff --git a/types/SpineGameObject.d.ts b/types/SpineGameObject.d.ts
index 171319d47..90fe56476 100644
--- a/types/SpineGameObject.d.ts
+++ b/types/SpineGameObject.d.ts
@@ -1,85 +1,125 @@
///
+///
-declare class SpineGameObject {
- constructor(scene: Phaser.Scene, pluginManager: SpinePlugin, x: number, y: number, key?: string, animationName?: string, loop?: boolean)
+declare class SpineGameObject extends Phaser.GameObjects.GameObject implements Omit, Phaser.GameObjects.Components.Depth, Phaser.GameObjects.Components.Flip, Phaser.GameObjects.Components.ScrollFactor, Phaser.GameObjects.Components.Transform, Phaser.GameObjects.Components.Visible {
+ constructor(scene: Phaser.Scene, pluginManager: SpinePlugin, x: number, y: number, key?: string, animationName?: string, loop?: boolean);
- alpha: number
+ alpha: number;
+ angle: integer;
- readonly blendMode: 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
+ blue: number;
+ bounds: any;
+ displayOriginX: number;
+ displayOriginY: number;
+ drawDebug: boolean;
+ depth: number;
+ displayWidth: number;
+ displayHeight: number;
+ flipX: boolean;
+ flipY: boolean;
+ green: number;
+ height: number;
+ plugin: SpinePlugin;
+ preMultipliedAlpha: boolean;
+ red: number;
+ root: spine.Bone;
+ rotation: number;
+ scale: number;
scaleX: number
scaleY: number
- skeleton: spine.Skeleton
- skeletonData: spine.SkeletonData
- state: spine.AnimationState
- stateData: spine.AnimationStateData
- timeScale: number
+ scrollFactorX: number;
+ scrollFactorY: number;
+ skeleton: spine.Skeleton;
+ skeletonData: spine.SkeletonData;
+ // @ts-ignore - spine.AnimationState significantly different than GameObject.state
+ state: spine.AnimationState;
+ stateData: spine.AnimationStateData;
+ timeScale: number;
+ visible: boolean;
+ x: number;
+ y: number;
+ z: number;
+ w: number;
+ width: 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
+ 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;
+ getLocalTransformMatrix(tempMatrix?: Phaser.GameObjects.Components.TransformMatrix): Phaser.GameObjects.Components.TransformMatrix;
+ getParentRotation(): number;
+ getRootBone(): spine.Bone;
+ getSkinList(): string[];
+ getSlotList(): string[];
+ getWorldTransformMatrix(tempMatrix?: Phaser.GameObjects.Components.TransformMatrix, parentMatrix?: Phaser.GameObjects.Components.TransformMatrix): Phaser.GameObjects.Components.TransformMatrix;
+ play(animationName: string, loop?: boolean, ignoreIfPlaying?: boolean): SpineGameObject;
- protected preUpdate(time: number, delta: number): void
- protected preDestroy(): void
+ 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
+ refresh(): SpineGameObject;
+ resetFlip(): this;
+ setAlpha(value?: number): SpineGameObject;
+ setAngle(degrees?: number): this;
+ 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;
+ setDepth(value: integer): this;
+ setDisplaySize(width: number, height: number): this;
+ setEmptyAnimation(trackIndex: integer, mixDuration?: integer): spine.TrackEntry;
+ setFlipX(value: boolean): this;
+ setFlipY(value: boolean): this;
+ setFlip(x: boolean, y: boolean): this;
+ setMix(fromName: string, toName: string, duration?: number): SpineGameObject;
+ setOffset(offsetX?: number, offsetY?: number): SpineGameObject;
+ setPosition(x?: number, y?: number, z?: number, w?: number): this;
+ setRandomPosition(x?: number, y?: number, width?: number, height?: number): this;
+ setRotation(radians?: number): this;
+ setScale(x: number, y?: number): this;
+ setScrollFactor(x: number, y?: number): this;
+ 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;
+ setVisible(value: boolean): this;
+ setX(value?: number): this;
+ setY(value?: number): this;
+ setZ(value?: number): this;
+ setW(value?: number): this;
+ toggleFlipX(): this;
+ toggleFlipY(): this;
+ updateSize(): SpineGameObject;
+ willRender(): boolean;
}
-declare interface SpineGameObjectConfig extends Phaser.Types.GameObjects.GameObjectConfig
-{
- key?: string
- animationName?: string
- loop?: boolean
- skinName?: string
- slotName?: string
- attachmentName?: string
+declare interface SpineGameObjectConfig extends Phaser.Types.GameObjects.GameObjectConfig {
+ key?: string;
+ animationName?: string;
+ loop?: boolean;
+ skinName?: string;
+ slotName?: string;
+ attachmentName?: string;
}
diff --git a/types/SpinePlugin.d.ts b/types/SpinePlugin.d.ts
index 2e68dca5d..e65e578db 100644
--- a/types/SpinePlugin.d.ts
+++ b/types/SpinePlugin.d.ts
@@ -1,57 +1,59 @@
///
+///
+///
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
+ 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
+ spine(x: number, y: number, key?: string, aimationName?: string, loop?: boolean): SpineGameObject;
}
interface GameObjectCreator {
- spine(config: SpineGameObjectConfig, addToScene?: boolean): SpineGameObject
+ spine(config: SpineGameObjectConfig, addToScene?: boolean): SpineGameObject;
}
}
declare class SpinePlugin extends Phaser.Plugins.ScenePlugin {
- constructor(scene: Phaser.Scene, pluginManager: Phaser.Plugins.PluginManager)
+ constructor(scene: Phaser.Scene, pluginManager: Phaser.Plugins.PluginManager);
- readonly isWebGL: boolean
+ 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
+ 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
+ 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
+ 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;
}