// Type definitions for PIXI with Phaser Deviations. declare module PIXI { export var game: Phaser.Game; export var WEBGL_RENDERER: number; export var CANVAS_RENDERER: number; export var VERSION: string; export enum blendModes { NORMAL, ADD, MULTIPLY, SCREEN, OVERLAY, DARKEN, LIGHTEN, COLOR_DODGE, COLOR_BURN, HARD_LIGHT, SOFT_LIGHT, DIFFERENCE, EXCLUSION, HUE, SATURATION, COLOR, LUMINOSITY } export enum scaleModes { DEFAULT, LINEAR, NEAREST } export var defaultRenderOptions: PixiRendererOptions; export var INTERACTION_REQUENCY: number; export var AUTO_PREVENT_DEFAULT: boolean; export var PI_2: number; export var RAD_TO_DEG: number; export var DEG_TO_RAD: number; export var RETINA_PREFIX: string; export var identityMatrix: Matrix; export var glContexts: WebGLRenderingContext[]; export var instances: any[]; export var BaseTextureCache: { [key: string]: BaseTexture }; export var TextureCache: { [key: string]: Texture }; export var TextureSilentFail: boolean; export var BitmapText: { fonts: {} }; export function isPowerOfTwo(width: number, height: number): boolean; export function rgb2hex(rgb: number[]): string; export function hex2rgb(hex: string): number[]; export function autoDetectRenderer(width?: number, height?: number, options?: PixiRendererOptions): PixiRenderer; export function autoDetectRecommendedRenderer(width?: number, height?: number, options?: PixiRendererOptions): PixiRenderer; export function canUseNewCanvasBlendModes(): boolean; export function getNextPowerOfTwo(number: number): number; export function AjaxRequest(): XMLHttpRequest; export function CompileFragmentShader(gl: WebGLRenderingContext, shaderSrc: string[]): any; export function CompileProgram(gl: WebGLRenderingContext, vertexSrc: string[], fragmentSrc: string[]): any; export interface IEventCallback { (e?: IEvent): void } export interface IEvent { type: string; content: any; } export interface HitArea { contains(x: number, y: number): boolean; } export interface IInteractionDataCallback { (interactionData: InteractionData): void } export interface PixiRenderer { autoResize: boolean; clearBeforeRender: boolean; height: number; resolution: number; transparent: boolean; type: number; view: HTMLCanvasElement; width: number; destroy(): void; render(stage: DisplayObjectContainer): void; resize(width: number, height: number): void; } export interface PixiRendererOptions { autoResize?: boolean; antialias?: boolean; clearBeforeRender?: boolean; preserveDrawingBuffer?: boolean; resolution?: number; transparent?: boolean; view?: HTMLCanvasElement; } export interface BitmapTextStyle { font?: string; align?: string; tint?: string; } export interface TextStyle { align?: string; dropShadow?: boolean; dropShadowColor?: string; dropShadowAngle?: number; dropShadowDistance?: number; fill?: string; font?: string; lineJoin?: string; stroke?: string; strokeThickness?: number; wordWrap?: boolean; wordWrapWidth?: number; } export interface Loader { load(): void; } export interface MaskData { alpha: number; worldTransform: number[]; } export interface RenderSession { context: CanvasRenderingContext2D; maskManager: CanvasMaskManager; scaleMode: scaleModes; smoothProperty: string; roundPixels: boolean; } export interface ShaderAttribute { // TODO: Find signature of shader attributes } export interface FilterBlock { visible: boolean; renderable: boolean; } /** * This is the base class for creating a PIXI filter. Currently only webGL supports filters. * If you want to make a custom filter this should be your base class. */ export class AbstractFilter { /** * This is the base class for creating a PIXI filter. Currently only webGL supports filters. * If you want to make a custom filter this should be your base class. * * @param fragmentSrc The fragment source in an array of strings. * @param uniforms An object containing the uniforms for this filter. */ constructor(fragmentSrc: string | string[], uniforms: any); dirty: boolean; padding: number; uniforms: any; fragmentSrc: string | string[]; apply(frameBuffer: WebGLFramebuffer): void; /** * Syncs the uniforms between the class object and the shaders. */ syncUniforms(): void; } export class AlphaMaskFilter extends AbstractFilter { constructor(texture: Texture); map: Texture; onTextureLoaded(): void; } export class AsciiFilter extends AbstractFilter { size: number; } export class AssetLoader implements Mixin { assetURLs: string[]; crossorigin: boolean; loadersByType: { [key: string]: Loader }; constructor(assetURLs: string[], crossorigin: boolean); listeners(eventName: string): Function[]; emit(eventName: string, data?: any): boolean; dispatchEvent(eventName: string, data?: any): boolean; on(eventName: string, fn: Function): Function; addEventListener(eventName: string, fn: Function): Function; once(eventName: string, fn: Function): Function; off(eventName: string, fn: Function): Function; removeAllEventListeners(eventName: string): void; load(): void; } export class AtlasLoader implements Mixin { url: string; baseUrl: string; crossorigin: boolean; loaded: boolean; constructor(url: string, crossorigin: boolean); listeners(eventName: string): Function[]; emit(eventName: string, data?: any): boolean; dispatchEvent(eventName: string, data?: any): boolean; on(eventName: string, fn: Function): Function; addEventListener(eventName: string, fn: Function): Function; once(eventName: string, fn: Function): Function; off(eventName: string, fn: Function): Function; removeAllEventListeners(eventName: string): void; load(): void; } /** * A texture stores the information that represents an image. All textures have a base texture. */ export class BaseTexture implements Mixin { /** * Helper function that creates a base texture from the given image url. * If the image is not in the base texture cache it will be created and loaded. * * @param imageUrl The image url of the texture * @param crossorigin - * @param scaleMode See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values */ static fromImage(imageUrl: string, crossorigin?: boolean, scaleMode?: scaleModes): BaseTexture; /** * Helper function that creates a base texture from the given canvas element. * * @param canvas The canvas element source of the texture * @param scaleMode See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values */ static fromCanvas(canvas: HTMLCanvasElement, scaleMode?: scaleModes): BaseTexture; /** * A texture stores the information that represents an image. All textures have a base texture. * * @param source the source object (image or canvas) * @param scaleMode See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values */ constructor(source: HTMLImageElement, scaleMode: scaleModes); /** * A texture stores the information that represents an image. All textures have a base texture. * * @param source the source object (image or canvas) * @param scaleMode See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values */ constructor(source: HTMLCanvasElement, scaleMode: scaleModes); /** * [read-only] The height of the base texture set when the image has loaded */ height: number; /** * [read-only] Set to true once the base texture has loaded */ hasLoaded: boolean; /** * Set this to true if a mipmap of this texture needs to be generated. This value needs to be set before the texture is used * Also the texture must be a power of two size to work */ mipmap: boolean; /** * Controls if RGB channels should be pre-multiplied by Alpha (WebGL only) * Default: true */ premultipliedAlpha: boolean; /** * The Resolution of the texture. */ resolution: number; /** * The scale mode to apply when scaling this texture * Default: PIXI.scaleModes.LINEAR */ scaleMode: scaleModes; /** * A BaseTexture can be set to skip the rendering phase in the WebGL Sprite Batch. * * You may want to do this if you have a parent Sprite with no visible texture (i.e. uses the internal `__default` texture) * that has children that you do want to render, without causing a batch flush in the process. */ skipRender: boolean; /** * The image source that is used to create the texture. */ source: HTMLImageElement; /** * [read-only] The width of the base texture set when the image has loaded */ width: number; listeners(eventName: string): Function[]; emit(eventName: string, data?: any): boolean; dispatchEvent(eventName: string, data?: any): boolean; on(eventName: string, fn: Function): Function; addEventListener(eventName: string, fn: Function): Function; once(eventName: string, fn: Function): Function; off(eventName: string, fn: Function): Function; removeAllEventListeners(eventName: string): void; /** * Forces this BaseTexture to be set as loaded, with the given width and height. * Then calls BaseTexture.dirty. * Important for when you don't want to modify the source object by forcing in `complete` or dimension properties it may not have. * * @param width - The new width to force the BaseTexture to be. * @param height - The new height to force the BaseTexture to be. */ forceLoaded(width: number, height: number): void; /** * Destroys this base texture */ destroy(): void; /** * Sets all glTextures to be dirty. */ dirty(): void; /** * Changes the source image of the texture * * @param newSrc the path of the image */ updateSourceImage(newSrc: string): void; /** * Removes the base texture from the GPU, useful for managing resources on the GPU. * Atexture is still 100% usable and will simply be reuploaded if there is a sprite on screen that is using it. */ unloadFromGPU(): void; } export class BitmapFontLoader implements Mixin { constructor(url: string, crossorigin: boolean); baseUrl: string; crossorigin: boolean; texture: Texture; url: string; listeners(eventName: string): Function[]; emit(eventName: string, data?: any): boolean; dispatchEvent(eventName: string, data?: any): boolean; on(eventName: string, fn: Function): Function; addEventListener(eventName: string, fn: Function): Function; once(eventName: string, fn: Function): Function; off(eventName: string, fn: Function): Function; removeAllEventListeners(eventName: string): void; load(): void; } export class BlurFilter extends AbstractFilter { blur: number; blurX: number; blurY: number; } export class BlurXFilter extends AbstractFilter { blur: number; } export class BlurYFilter extends AbstractFilter { blur: number; } /** * Creates a Canvas element of the given size. */ export class CanvasBuffer { /** * Creates a Canvas element of the given size. * * @param width the width for the newly created canvas * @param height the height for the newly created canvas */ constructor(width: number, height: number); /** * The Canvas object that belongs to this CanvasBuffer. */ canvas: HTMLCanvasElement; /** * A CanvasRenderingContext2D object representing a two-dimensional rendering context. */ context: CanvasRenderingContext2D; /** * The height of the Canvas in pixels. */ height: number; /** * The width of the Canvas in pixels. */ width: number; /** * Frees the canvas up for use again. */ destroy(): void; /** * Clears the canvas that was created by the CanvasBuffer class. */ clear(): void; /** * Resizes the canvas to the specified width and height. * * @param width the new width of the canvas * @param height the new height of the canvas */ resize(width: number, height: number): void; } /** * The CanvasPool is a global static object that allows Pixi and Phaser to pool canvas DOM elements. */ export class CanvasPool { /** * Creates a new Canvas DOM element, or pulls one from the pool if free. * * @param parent The parent of the canvas element. * @param width The width of the canvas element. * @param height The height of the canvas element. * @return The canvas element. */ static create(parent: HTMLElement, width?: number, height?: number): HTMLCanvasElement; /** * Gets the first free canvas index from the pool. */ static getFirst(): HTMLCanvasElement; /** * Removes the parent from a canvas element from the pool, freeing it up for re-use. * * @param parent The parent of the canvas element. */ static remove(parent: HTMLElement): void; /** * Removes the parent from a canvas element from the pool, freeing it up for re-use. * * @param canvas The canvas element to remove */ static removeByCanvas(canvas: HTMLCanvasElement): HTMLCanvasElement; /** * Gets the total number of used canvas elements in the pool. * @return The number of in-use (parented) canvas elements in the pool. */ static getTotal(): number; /** * Gets the total number of free canvas elements in the pool. * @return The number of free (un-parented) canvas elements in the pool. */ static getFree(): number; } /** * A set of functions used to handle masking. */ export class CanvasMaskManager { /** * This method adds it to the current stack of masks. * * @param maskData the maskData that will be pushed * @param renderSession The renderSession whose context will be used for this mask manager. */ pushMask(maskData: MaskData, renderSession: RenderSession): void; /** * Restores the current drawing context to the state it was before the mask was applied. * * @param renderSession The renderSession whose context will be used for this mask manager. */ popMask(renderSession: RenderSession): void; } /** * The CanvasRenderer draws the Stage and all its content onto a 2d canvas. This renderer should be used for browsers that do not support webGL. * Don't forget to add the CanvasRenderer.view to your DOM or you will not see anything :) */ export class CanvasRenderer implements PixiRenderer { /** * The CanvasRenderer draws the Stage and all its content onto a 2d canvas. This renderer should be used for browsers that do not support webGL. * Don't forget to add the CanvasRenderer.view to your DOM or you will not see anything :) * * @param game A reference to the Phaser Game instance */ constructor(game: Phaser.Game); game: Phaser.Game; /** * The renderer type. */ type: number; /** * The resolution of the canvas. */ resolution: number; /** * This sets if the CanvasRenderer will clear the canvas or not before the new render pass. * If the Stage is NOT transparent Pixi will use a canvas sized fillRect operation every frame to set the canvas background color. * If the Stage is transparent Pixi will use clearRect to clear the canvas every frame. * Disable this by setting this to false. For example if your game has a canvas filling background image you often don't need this set. */ clearBeforeRender: boolean; /** * Whether the render view is transparent */ transparent: boolean; /** * Whether the render view should be resized automatically */ autoResize: boolean; /** * The width of the canvas view * Default: 800 */ width: number; /** * The height of the canvas view * Default: 600 */ height: number; /** * The canvas element that everything is drawn to. */ view: HTMLCanvasElement; /** * The canvas 2d context that everything is drawn with */ context: CanvasRenderingContext2D; /** * Boolean flag controlling canvas refresh. */ refresh: boolean; /** * Internal var. */ count: number; maskManager: CanvasMaskManager; /** * The render session is just a bunch of parameter used for rendering */ renderSession: RenderSession; /** * Renders the Stage to this canvas view * * @param stage the Stage element to be rendered */ render(stage: DisplayObjectContainer): void; /** * Resizes the canvas view to the specified width and height * * @param width the new width of the canvas view * @param height the new height of the canvas view */ resize(width: number, height: number): void; /** * Removes everything from the renderer and optionally removes the Canvas DOM element. * * @param removeView Removes the Canvas element from the DOM. - Default: true */ destroy(removeView?: boolean): void; } /** * Utility methods for Sprite/Texture tinting. */ export class CanvasTinter { /** * Basically this method just needs a sprite and a color and tints the sprite with the given color. * * @param sprite the sprite to tint * @param color the color to use to tint the sprite with * @return The tinted canvas */ static getTintedTexture(sprite: Sprite, color: number): HTMLCanvasElement; /** * Tint a texture using the "multiply" operation. * * @param texture the texture to tint * @param color the color to use to tint the sprite with * @param canvas the current canvas */ static tintWithMultiply(texture: Texture, color: number, canvas: HTMLCanvasElement): void; static tintWithOverlay(texture: Texture, color: number, canvas: HTMLCanvasElement): void; static tintWithPerPixel(texture: Texture, color: number, canvas: HTMLCanvasElement): void; /** * Whether or not the Canvas BlendModes are supported, consequently the ability to tint using the multiply method. */ static canUseMultiply: boolean; static tintMethod: any; } export class Circle implements HitArea { constructor(x: number, y: number, radius: number); x: number; y: number; radius: number; clone(): Circle; contains(x: number, y: number): boolean; getBounds(): Rectangle; } export class ColorMatrixFilter extends AbstractFilter { constructor(); matrix: number[]; } export class ColorStepFilter extends AbstractFilter { step: number; } export class ConvolutionFilter extends AbstractFilter { constructor(matrix: number[], width: number, height: number); matrix: Matrix; width: number; height: number; } export class CrossHatchFilter extends AbstractFilter { blur: number; } export class DisplacementFilter extends AbstractFilter { constructor(texture: Texture); map: Texture; offset: Point; scale: Point; } export class DotScreenFilter extends AbstractFilter { angle: number; scale: Point; } /** * The base class for all objects that are rendered on the screen. * This is an abstract class and should not be used on its own rather it should be extended. */ export class DisplayObject { /** * The opacity of the object. */ alpha: number; buttonMode: boolean; /** * Set if this display object is cached as a bitmap. * This basically takes a snap shot of the display object as it is at that moment. It can provide a performance benefit for complex static displayObjects. * To remove simply set this property to 'null' */ cacheAsBitmap: boolean; defaultCursor: string; /** * The area the filter is applied to like the hitArea this is used as more of an optimisation * rather than figuring out the dimensions of the displayObject each frame you can set this rectangle */ filterArea: Rectangle; /** * Sets the filters for the displayObject. * IMPORTANT: This is a webGL only feature and will be ignored by the Canvas renderer. * * To remove filters simply set this property to 'null'. * * You cannot have a filter and a multiply blend mode active at the same time. Setting a filter will reset * this objects blend mode to NORMAL. */ filters: AbstractFilter[]; /** * This is the defined area that will pick up mouse / touch events. It is null by default. * Setting it is a neat way of optimising the hitTest function that the interactionManager will use (as it will not need to hit test all the children) */ hitArea: HitArea; interactive: boolean; /** * Sets a mask for the displayObject. A mask is an object that limits the visibility of an object to the shape of the mask applied to it. * In PIXI a regular mask must be a PIXI.Graphics object. This allows for much faster masking in canvas as it utilises shape clipping. * To remove a mask, set this property to null. */ mask: Graphics; /** * [read-only] The display object container that contains this display object. */ parent: DisplayObjectContainer; /** * The pivot point of the displayObject that it rotates around */ pivot: Point; /** * The coordinate of the object relative to the local coordinates of the parent. */ position: Point; /** * Can this object be rendered */ renderable: boolean; /** * The rotation of the object in radians. */ rotation: number; /** * The scale factor of the object. */ scale: Point; /** * [read-only] The stage the display object is connected to, or undefined if it is not connected to the stage. */ stage: DisplayObjectContainer; /** * The visibility of the object. */ visible: boolean; /** * [read-only] The multiplied alpha of the displayObject */ worldAlpha: number; /** * The position of the Display Object based on the world transform. * This value is updated at the end of updateTransform and takes all parent transforms into account. */ worldPosition: PIXI.Point; /** * The scale of the Display Object based on the world transform. * This value is updated at the end of updateTransform and takes all parent transforms into account. */ worldScale: PIXI.Point; /** * The rotation of the Display Object, in radians, based on the world transform. * This value is updated at the end of updateTransform and takes all parent transforms into account. */ worldRotation: number; /** * [read-only] Indicates if the sprite is globally visible. */ worldVisible: boolean; /** * The position of the displayObject on the x axis relative to the local coordinates of the parent. */ x: number; /** * The position of the displayObject on the y axis relative to the local coordinates of the parent. */ y: number; click(e: InteractionData): void; displayObjectUpdateTransform(): void; /** * Retrieves the bounds of the displayObject as a rectangle object * * @param matrix - * @return the rectangular bounding area */ getBounds(matrix?: Matrix): Rectangle; /** * Retrieves the local bounds of the displayObject as a rectangle object * @return the rectangular bounding area */ getLocalBounds(): Rectangle; /** * Useful function that returns a texture of the displayObject object that can then be used to create sprites * This can be quite useful if your displayObject is static / complicated and needs to be reused multiple times. * * @param resolution The resolution of the texture being generated * @param scaleMode See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values * @param renderer The renderer used to generate the texture. * @return a texture of the graphics object */ generateTexture(resolution?: number, scaleMode?: number, renderer?: PixiRenderer): RenderTexture; mousedown(e: InteractionData): void; mouseout(e: InteractionData): void; mouseover(e: InteractionData): void; mouseup(e: InteractionData): void; mousemove(e: InteractionData): void; mouseupoutside(e: InteractionData): void; rightclick(e: InteractionData): void; rightdown(e: InteractionData): void; rightup(e: InteractionData): void; rightupoutside(e: InteractionData): void; /** * Sets the object's stage reference, the stage this object is connected to * * @param stage the stage that the object will have as its current stage reference */ setStageReference(stage: DisplayObjectContainer): void; tap(e: InteractionData): void; /** * Calculates the global position of the display object * * @param position The world origin to calculate from * @return A point object representing the position of this object */ toGlobal(position: Point): Point; /** * Calculates the local position of the display object relative to another point * * @param position The world origin to calculate from * @param from The DisplayObject to calculate the global position from * @return A point object representing the position of this object */ toLocal(position: Point, from: DisplayObject): Point; touchend(e: InteractionData): void; touchendoutside(e: InteractionData): void; touchstart(e: InteractionData): void; touchmove(e: InteractionData): void; updateTransform(parent?: PIXI.DisplayObjectContainer): void; } /** * A DisplayObjectContainer represents a collection of display objects. * It is the base class of all display objects that act as a container for other objects. */ export class DisplayObjectContainer extends DisplayObject { /** * A DisplayObjectContainer represents a collection of display objects. * It is the base class of all display objects that act as a container for other objects. */ constructor(); /** * [read-only] The array of children of this container. */ children: DisplayObject[]; /** * The height of the displayObjectContainer, setting this will actually modify the scale to achieve the value set */ height: number; /** * The width of the displayObjectContainer, setting this will actually modify the scale to achieve the value set */ width: number; /** * If `ignoreChildInput` is `false` it will allow this objects _children_ to be considered as valid for Input events. * * If this property is `true` then the children will _not_ be considered as valid for Input events. * * Note that this property isn't recursive: only immediate children are influenced, it doesn't scan further down. */ ignoreChildInput: boolean; /** * Adds a child to the container. * * @param child The DisplayObject to add to the container * @return The child that was added. */ addChild(child: DisplayObject): DisplayObject; /** * Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown * * @param child The child to add * @param index The index to place the child in * @return The child that was added. */ addChildAt(child: DisplayObject, index: number): DisplayObject; /** * Retrieves the bounds of the displayObjectContainer as a rectangle. The bounds calculation takes all visible children into consideration. * @return The rectangular bounding area */ getBounds(): Rectangle; /** * Returns the child at the specified index * * @param index The index to get the child from * @return The child at the given index, if any. */ getChildAt(index: number): DisplayObject; /** * Returns the index position of a child DisplayObject instance * * @param child The DisplayObject instance to identify * @return The index position of the child display object to identify */ getChildIndex(child: DisplayObject): number; /** * Retrieves the non-global local bounds of the displayObjectContainer as a rectangle. The calculation takes all visible children into consideration. * @return The rectangular bounding area */ getLocalBounds(): Rectangle; /** * Removes a child from the container. * * @param child The DisplayObject to remove * @return The child that was removed. */ removeChild(child: DisplayObject): DisplayObject; /** * Removes a child from the specified index position. * * @param index The index to get the child from * @return The child that was removed. */ removeChildAt(index: number): DisplayObject; /** * Removes all children from this container that are within the begin and end indexes. * * @param beginIndex The beginning position. Default value is 0. * @param endIndex The ending position. Default value is size of the container. */ removeChildren(beginIndex?: number, endIndex?: number): DisplayObject[]; /** * Removes the current stage reference from the container and all of its children. */ removeStageReference(): void; /** * Changes the position of an existing child in the display object container * * @param child The child DisplayObject instance for which you want to change the index number * @param index The resulting index number for the child display object */ setChildIndex(child: DisplayObject, index: number): void; /** * Swaps the position of 2 Display Objects within this container. * * @param child - * @param child2 - */ swapChildren(child: DisplayObject, child2: DisplayObject): void; } export class Ellipse implements HitArea { constructor(x: number, y: number, width: number, height: number); x: number; y: number; width: number; height: number; clone(): Ellipse; contains(x: number, y: number): boolean; getBounds(): Rectangle; } /** * Creates an homogenous object for tracking events so users can know what to expect. */ export class Event { /** * Creates an homogenous object for tracking events so users can know what to expect. * * @param target The target object that the event is called on * @param name The string name of the event that was triggered * @param data Arbitrary event data to pass along */ constructor(target: any, name: string, data: any); /** * The original target the event triggered on. */ target: any; /** * The string name of the event that this represents. */ type: string; /** * The data that was passed in with this event. */ data: any; /** * The timestamp when the event occurred. */ timeStamp: number; /** * Stops the propagation of events up the scene graph (prevents bubbling). */ stopPropagation(): void; preventDefault(): void; /** * Stops the propagation of events to sibling listeners (no longer calls any listeners). */ stopImmediatePropagation(): void; } /** * Mixins event emitter functionality to a class */ export class EventTarget { /** * Mixes in the properties of the EventTarget prototype onto another object * * @param object The obj to mix into */ static mixin(obj: any): void; } export class FilterTexture { /** * * * @param gl the current WebGL drawing context * @param width the horizontal range of the filter * @param height the vertical range of the filter * @param scaleMode See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values */ constructor(gl: WebGLRenderingContext, width: number, height: number, scaleMode: scaleModes); fragmentSrc: string[]; frameBuffer: WebGLFramebuffer; gl: WebGLRenderingContext; program: WebGLProgram; scaleMode: number; texture: WebGLTexture; /** * Clears the filter texture. */ clear(): void; /** * Resizes the texture to the specified width and height * * @param width the new width of the texture * @param height the new height of the texture */ resize(width: number, height: number): void; /** * Destroys the filter texture. */ destroy(): void; } /** * A GraphicsData object. */ export class GraphicsData { /** * A GraphicsData object. */ constructor(lineWidth?: number, lineColor?: number, lineAlpha?: number, fillColor?: number, fillAlpha?: number, fill?: boolean, shape?: any); lineWidth: number; lineColor: number; lineAlpha: number; fillColor: number; fillAlpha: number; fill: boolean; shape: any; type: number; } /** * The Graphics class contains methods used to draw primitive shapes such as lines, circles and rectangles to the display, and color and fill them. */ export class Graphics extends DisplayObjectContainer { static POLY: number; static RECT: number; static CIRC: number; static ELIP: number; static RREC: number; /** * The blend mode to be applied to the graphic shape. Apply a value of PIXI.blendModes.NORMAL to reset the blend mode. * Default: PIXI.blendModes.NORMAL; */ blendMode: number; /** * The bounds' padding used for bounds calculation. */ boundsPadding: number; /** * The alpha value used when filling the Graphics object. */ fillAlpha: number; /** * Whether this shape is being used as a mask. */ isMask: boolean; /** * The width (thickness) of any lines drawn. */ lineWidth: number; /** * The color of any lines drawn. * Default: 0 */ lineColor: number; /** * The tint applied to the graphic shape. This is a hex value. Apply a value of 0xFFFFFF to reset the tint. * Default: 0xFFFFFF */ tint: number; /** * [read-only] The multiplied alpha of the displayObject */ worldAlpha: number; /** * The arc method creates an arc/curve (used to create circles, or parts of circles). * * @param cx The x-coordinate of the center of the circle * @param cy The y-coordinate of the center of the circle * @param radius The radius of the circle * @param startAngle The starting angle, in radians (0 is at the 3 o'clock position of the arc's circle) * @param endAngle The ending angle, in radians * @param anticlockwise Optional. Specifies whether the drawing should be counterclockwise or clockwise. False is default, and indicates clockwise, while true indicates counter-clockwise. * @param segments Optional. The number of segments to use when calculating the arc. The default is 40. If you need more fidelity use a higher number. */ arc(cx: number, cy: number, radius: number, startAngle: number, endAngle: number, anticlockwise: boolean): Graphics; arcTo(x1: number, y1: number, x2: number, y2: number, radius: number): Graphics; /** * Specifies a simple one-color fill that subsequent calls to other Graphics methods * (such as lineTo() or drawCircle()) use when drawing. * * @param color the color of the fill * @param alpha the alpha of the fill */ beginFill(color?: number, alpha?: number): Graphics; /** * Calculate the points for a bezier curve and then draws it. * * @param cpX Control point x * @param cpY Control point y * @param cpX2 Second Control point x * @param cpY2 Second Control point y * @param toX Destination point x * @param toY Destination point y */ bezierCurveTo(cpX: number, cpY: number, cpX2: number, cpY2: number, toX: number, toY: number): Graphics; /** * Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings. */ clear(): Graphics; /** * Destroys a previous cached sprite. */ destroyCachedSprite(): void; /** * Draws a circle. * * @param x The X coordinate of the center of the circle * @param y The Y coordinate of the center of the circle * @param diameter The diameter of the circle */ drawCircle(x: number, y: number, diameter: number): Graphics; /** * Draws an ellipse. * * @param x The X coordinate of the center of the ellipse * @param y The Y coordinate of the center of the ellipse * @param width The half width of the ellipse * @param height The half height of the ellipse */ drawEllipse(x: number, y: number, width: number, height: number): Graphics; /** * Draws a polygon using the given path. * * @param path The path data used to construct the polygon. Can either be an array of points or a Phaser.Polygon object. */ drawPolygon(...path: any[]): Graphics; /** * * * @param x The X coord of the top-left of the rectangle * @param y The Y coord of the top-left of the rectangle * @param width The width of the rectangle * @param height The height of the rectangle */ drawRect(x: number, y: number, width: number, height: number): Graphics; /** * * * @param x The X coord of the top-left of the rectangle * @param y The Y coord of the top-left of the rectangle * @param width The width of the rectangle * @param height The height of the rectangle * @param radius Radius of the rectangle corners. In WebGL this must be a value between 0 and 9. */ drawRoundedRect(x: number, y: number, width: number, height: number, radius: number): Graphics; /** * Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon. * * @param shape The Shape object to draw. * @return The generated GraphicsData object. */ drawShape(shape: Circle): GraphicsData; /** * Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon. * * @param shape The Shape object to draw. * @return The generated GraphicsData object. */ drawShape(shape: Rectangle): GraphicsData; /** * Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon. * * @param shape The Shape object to draw. * @return The generated GraphicsData object. */ drawShape(shape: Ellipse): GraphicsData; /** * Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon. * * @param shape The Shape object to draw. * @return The generated GraphicsData object. */ drawShape(shape: Polygon): GraphicsData; /** * Applies a fill to the lines and shapes that were added since the last call to the beginFill() method. */ endFill(): Graphics; /** * Useful function that returns a texture of the graphics object that can then be used to create sprites * This can be quite useful if your geometry is complicated and needs to be reused multiple times. * * @param resolution The resolution of the texture being generated - Default: 1 * @param scaleMode Should be one of the PIXI.scaleMode consts * @param padding Add optional extra padding to the generated texture (default 0) * @return a texture of the graphics object */ generateTexture(resolution?: number, scaleMode?: number, padding?: number): RenderTexture; /** * Specifies the line style used for subsequent calls to Graphics methods such as the lineTo() method or the drawCircle() method. * * @param lineWidth width of the line to draw, will update the objects stored style * @param color color of the line to draw, will update the objects stored style * @param alpha alpha of the line to draw, will update the objects stored style */ lineStyle(lineWidth?: number, color?: number, alpha?: number): Graphics; /** * Draws a line using the current line style from the current drawing position to (x, y); * The current drawing position is then set to (x, y). * * @param x the X coordinate to draw to * @param y the Y coordinate to draw to */ lineTo(x: number, y: number): Graphics; /** * Moves the current drawing position to x, y. * * @param x the X coordinate to move to * @param y the Y coordinate to move to */ moveTo(x: number, y: number): Graphics; /** * Calculate the points for a quadratic bezier curve and then draws it. * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c * * @param cpX Control point x * @param cpY Control point y * @param toX Destination point x * @param toY Destination point y */ quadraticCurveTo(cpX: number, cpY: number, toX: number, toY: number): Graphics; } export class GrayFilter extends AbstractFilter { gray: number; } export class ImageLoader implements Mixin { constructor(url: string, crossorigin?: boolean); texture: Texture; listeners(eventName: string): Function[]; emit(eventName: string, data?: any): boolean; dispatchEvent(eventName: string, data?: any): boolean; on(eventName: string, fn: Function): Function; addEventListener(eventName: string, fn: Function): Function; once(eventName: string, fn: Function): Function; off(eventName: string, fn: Function): Function; removeAllEventListeners(eventName: string): void; load(): void; loadFramedSpriteSheet(frameWidth: number, frameHeight: number, textureName: string): void; } export class InteractionData { global: Point; target: Sprite; originalEvent: Event; getLocalPosition(displayObject: DisplayObject, point?: Point, globalPos?: Point): Point; } export class InteractionManager { currentCursorStyle: string; last: number; mouse: InteractionData; mouseOut: boolean; mouseoverEnabled: boolean; onMouseMove: Function; onMouseDown: Function; onMouseOut: Function; onMouseUp: Function; onTouchStart: Function; onTouchEnd: Function; onTouchMove: Function; pool: InteractionData[]; resolution: number; stage: DisplayObjectContainer; touches: { [id: string]: InteractionData }; constructor(stage: DisplayObjectContainer); } export class InvertFilter extends AbstractFilter { invert: number; } export class JsonLoader implements Mixin { constructor(url: string, crossorigin?: boolean); baseUrl: string; crossorigin: boolean; loaded: boolean; url: string; listeners(eventName: string): Function[]; emit(eventName: string, data?: any): boolean; dispatchEvent(eventName: string, data?: any): boolean; on(eventName: string, fn: Function): Function; addEventListener(eventName: string, fn: Function): Function; once(eventName: string, fn: Function): Function; off(eventName: string, fn: Function): Function; removeAllEventListeners(eventName: string): void; load(): void; } export class Matrix { a: number; b: number; c: number; d: number; tx: number; ty: number; append(matrix: Matrix): Matrix; apply(pos: Point, newPos: Point): Point; applyInverse(pos: Point, newPos: Point): Point; determineMatrixArrayType(): number[]; identity(): Matrix; rotate(angle: number): Matrix; fromArray(array: number[]): void; translate(x: number, y: number): Matrix; toArray(transpose: boolean): number[]; scale(x: number, y: number): Matrix; } export interface Mixin { listeners(eventName: string): Function[]; emit(eventName: string, data?: any): boolean; dispatchEvent(eventName: string, data?: any): boolean; on(eventName: string, fn: Function): Function; addEventListener(eventName: string, fn: Function): Function; once(eventName: string, fn: Function): Function; off(eventName: string, fn: Function): Function; removeAllEventListeners(eventName: string): void; } export class MovieClip extends Sprite { static fromFrames(frames: string[]): MovieClip; static fromImages(images: HTMLImageElement[]): HTMLImageElement; constructor(textures: Texture[]); animationSpeed: number; currentFrame: number; loop: boolean; playing: boolean; textures: Texture[]; totalFrames: number; gotoAndPlay(frameNumber: number): void; gotoAndStop(frameNumber: number): void; onComplete(): void; play(): void; stop(): void; } export class NoiseFilter extends AbstractFilter { noise: number; } export class NormalMapFilter extends AbstractFilter { map: Texture; offset: Point; scale: Point; } export class PixelateFilter extends AbstractFilter { size: number; } export interface IPixiShader { fragmentSrc: string[]; gl: WebGLRenderingContext; program: WebGLProgram; vertexSrc: string[]; destroy(): void; init(): void; } export class PixiShader implements IPixiShader { /** * * * @param gl the current WebGL drawing context */ constructor(gl: WebGLRenderingContext); /** * Uniform attributes cache. */ attributes: ShaderAttribute[]; /** * The Default Vertex shader source. */ defaultVertexSrc: string[]; /** * A dirty flag */ dirty: boolean; /** * A local flag */ firstRun: boolean; /** * A local texture counter for multi-texture shaders. */ textureCount: number; /** * The fragment shader. */ fragmentSrc: string[]; gl: WebGLRenderingContext; /** * The WebGL program. */ program: WebGLProgram; vertexSrc: string[]; /** * Initialises a Sampler2D uniform (which may only be available later on after initUniforms once the texture has loaded) */ initSampler2D(): void; /** * Initialises the shader uniform values. * * Uniforms are specified in the GLSL_ES Specification: http://www.khronos.org/registry/webgl/specs/latest/1.0/ * http://www.khronos.org/registry/gles/specs/2.0/GLSL_ES_Specification_1.0.17.pdf */ initUniforms(): void; /** * Updates the shader uniform values. */ syncUniforms(): void; /** * Destroys the shader. */ destroy(): void; /** * Initialises the shader. */ init(): void; } export class PixiFastShader implements IPixiShader { /** * * * @param gl the current WebGL drawing context */ constructor(gl: WebGLRenderingContext); /** * A local texture counter for multi-texture shaders. */ textureCount: number; /** * The fragment shader. */ fragmentSrc: string[]; gl: WebGLRenderingContext; /** * The WebGL program. */ program: WebGLProgram; /** * The vertex shader. */ vertexSrc: string[]; /** * Destroys the shader. */ destroy(): void; /** * Initialises the shader. */ init(): void; } export class PrimitiveShader implements IPixiShader { /** * * * @param gl the current WebGL drawing context */ constructor(gl: WebGLRenderingContext); /** * The fragment shader. */ fragmentSrc: string[]; gl: WebGLRenderingContext; /** * The WebGL program. */ program: WebGLProgram; /** * The vertex shader. */ vertexSrc: string[]; /** * Destroys the shader. */ destroy(): void; /** * Initialises the shader. */ init(): void; } export class ComplexPrimitiveShader implements IPixiShader { /** * * * @param gl the current WebGL drawing context */ constructor(gl: WebGLRenderingContext); /** * The fragment shader. */ fragmentSrc: string[]; gl: WebGLRenderingContext; /** * The WebGL program. */ program: WebGLProgram; /** * The vertex shader. */ vertexSrc: string[]; /** * Destroys the shader. */ destroy(): void; /** * Initialises the shader. */ init(): void; } export class StripShader implements IPixiShader { /** * * * @param gl the current WebGL drawing context */ constructor(gl: WebGLRenderingContext); /** * The fragment shader. */ fragmentSrc: string[]; gl: WebGLRenderingContext; /** * The WebGL program. */ program: WebGLProgram; /** * The vertex shader. */ vertexSrc: string[]; /** * Destroys the shader. */ destroy(): void; /** * Initialises the shader. */ init(): void; } export class Point { constructor(x?: number, y?: number); x: number; y: number; clone(): Point; set(x: number, y: number): void; } export class Polygon implements HitArea { constructor(points: Point[]); constructor(points: number[]); constructor(...points: Point[]); constructor(...points: number[]); points: any[]; //number[] Point[] clone(): Polygon; contains(x: number, y: number): boolean; } export class Rectangle implements HitArea { constructor(x?: number, y?: number, width?: number, height?: number); x: number; y: number; width: number; height: number; clone(): Rectangle; contains(x: number, y: number): boolean; } export class RGBSplitFilter extends AbstractFilter { red: Point; green: Point; blue: Point; } export class Rope extends Strip { points: Point[]; vertices: number[]; /** * * * @param texture - The texture to use on the rope. * @param points - An array of {PIXI.Point}. */ constructor(texture: Texture, points: Point[]); refresh(): void; setTexture(texture: Texture): void; } export class RoundedRectangle implements HitArea { constructor(x?: number, y?: number, width?: number, height?: number, radius?: number); x: number; y: number; width: number; height: number; radius: number; clone(): RoundedRectangle; contains(x: number, y: number): boolean; } export class SepiaFilter extends AbstractFilter { sepia: number; } export class SmartBlurFilter extends AbstractFilter { blur: number; } export class SpineLoader implements Mixin { url: string; crossorigin: boolean; loaded: boolean; constructor(url: string, crossOrigin: boolean); listeners(eventName: string): Function[]; emit(eventName: string, data?: any): boolean; dispatchEvent(eventName: string, data?: any): boolean; on(eventName: string, fn: Function): Function; addEventListener(eventName: string, fn: Function): Function; once(eventName: string, fn: Function): Function; off(eventName: string, fn: Function): Function; removeAllEventListeners(eventName: string): void; load(): void; } export class SpineTextureLoader { constructor(basePath: string, crossorigin: boolean); load(page: AtlasPage, file: string): void; unload(texture: BaseTexture): void; } /** * The Sprite object is the base for all textured objects that are rendered to the screen */ export class Sprite extends DisplayObjectContainer { /** * Helper function that creates a sprite that will contain a texture from the TextureCache based on the frameId * The frame ids are created when a Texture packer file has been loaded * * @param frameId The frame Id of the texture in the cache * @return A new Sprite using a texture from the texture cache matching the frameId */ static fromFrame(frameId: string): Sprite; /** * Helper function that creates a sprite that will contain a texture based on an image url * If the image is not in the texture cache it will be loaded * * @param imageId The image url of the texture * @return A new Sprite using a texture from the texture cache matching the image id */ static fromImage(url: string, crossorigin?: boolean, scaleMode?: scaleModes): Sprite; /** * The Sprite object is the base for all textured objects that are rendered to the screen * * @param texture The texture for this sprite * * A sprite can be created directly from an image like this : * var sprite = new PIXI.Sprite.fromImage('assets/image.png'); * yourStage.addChild(sprite); * then obviously don't forget to add it to the stage you have already created */ constructor(texture: Texture); /** * The anchor sets the origin point of the texture. * The default is 0,0 this means the texture's origin is the top left * Setting than anchor to 0.5,0.5 means the textures origin is centered * Setting the anchor to 1,1 would mean the textures origin points will be the bottom right corner */ anchor: Point; /** * The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode. * * Warning: You cannot have a blend mode and a filter active on the same Sprite. Doing so will render the sprite invisible. * Default: PIXI.blendModes.NORMAL; */ blendMode: blendModes; /** * The shader that will be used to render the texture to the stage. Set to null to remove a current shader. * Default: null */ shader: IPixiShader; /** * The texture that the sprite is using */ texture: Texture; /** * The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect. * Default: 0xFFFFFF */ tint: number; /** * Sets the texture of the sprite. Be warned that this doesn't remove or destroy the previous * texture this Sprite was using. * * @param texture The PIXI texture that is displayed by the sprite * @param destroy Call Texture.destroy on the current texture before replacing it with the new one? */ setTexture(texture: Texture, destroyBase?: boolean): void; } /** * The SpriteBatch class is a really fast version of the DisplayObjectContainer * built solely for speed, so use when you need a lot of sprites or particles. * And it's extremely easy to use : * * var container = new PIXI.SpriteBatch(); * * stage.addChild(container); * * for(var i = 0; i < 100; i++) * { * var sprite = new PIXI.Sprite.fromImage("myImage.png"); * container.addChild(sprite); * } * And here you have a hundred sprites that will be renderer at the speed of light */ export class SpriteBatch extends DisplayObjectContainer { /** * The SpriteBatch class is a really fast version of the DisplayObjectContainer * built solely for speed, so use when you need a lot of sprites or particles. * And it's extremely easy to use : * * var container = new PIXI.SpriteBatch(); * * stage.addChild(container); * * for(var i = 0; i < 100; i++) * { * var sprite = new PIXI.Sprite.fromImage("myImage.png"); * container.addChild(sprite); * } * And here you have a hundred sprites that will be renderer at the speed of light * * @param texture - */ constructor(texture?: Texture); ready: boolean; textureThing: Texture; initWebGL(gl: WebGLRenderingContext): void; } export class SpriteSheetLoader implements Mixin { constructor(url: string, crossorigin?: boolean); baseUrl: string; crossorigin: boolean; frames: any; texture: Texture; url: string; listeners(eventName: string): Function[]; emit(eventName: string, data?: any): boolean; dispatchEvent(eventName: string, data?: any): boolean; on(eventName: string, fn: Function): Function; addEventListener(eventName: string, fn: Function): Function; once(eventName: string, fn: Function): Function; off(eventName: string, fn: Function): Function; removeAllEventListeners(eventName: string): void; load(): void; } export class Strip extends DisplayObjectContainer { static DrawModes: { TRIANGLE_STRIP: number; TRIANGLES: number; } /** * * * @param texture The texture to use * @param width the width * @param height the height */ constructor(texture: Texture); /** * The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode. * Default: PIXI.blendModes.NORMAL; */ blendMode: number; colors: number[]; /** * Whether the strip is dirty or not */ dirty: boolean; indices: number[]; /** * Triangles in canvas mode are automatically antialiased, use this value to force triangles to overlap a bit with each other. */ canvasPadding: number; /** * The texture of the strip */ texture: Texture; uvs: number[]; vertices: number[]; /** * Returns the bounds of the mesh as a rectangle. The bounds calculation takes the worldTransform into account. * * @param matrix the transformation matrix of the sprite * @return the framing rectangle */ getBounds(matrix?: Matrix): Rectangle; } /** * A texture stores the information that represents an image or part of an image. It cannot be added * to the display list directly. Instead use it as the texture for a PIXI.Sprite. If no frame is provided then the whole image is used. */ export class Texture implements Mixin { static emptyTexture: Texture; /** * Helper function that creates a new a Texture based on the given canvas element. * * @param canvas The canvas element source of the texture * @param scaleMode See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values */ static fromCanvas(canvas: HTMLCanvasElement, scaleMode?: scaleModes): Texture; /** * Helper function that returns a Texture objected based on the given frame id. * If the frame id is not in the texture cache an error will be thrown. * * @param frameId The frame id of the texture */ static fromFrame(frameId: string): Texture; /** * Helper function that creates a Texture object from the given image url. * If the image is not in the texture cache it will be created and loaded. * * @param imageUrl The image url of the texture * @param crossorigin Whether requests should be treated as crossorigin * @param scaleMode See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values */ static fromImage(imageUrl: string, crossorigin?: boolean, scaleMode?: scaleModes): Texture; /** * Adds a texture to the global PIXI.TextureCache. This cache is shared across the whole PIXI object. * * @param texture The Texture to add to the cache. * @param id The id that the texture will be stored against. */ static addTextureToCache(texture: Texture, id: string): void; /** * Remove a texture from the global PIXI.TextureCache. * * @param id The id of the texture to be removed * @return The texture that was removed */ static removeTextureFromCache(id: string): Texture; /** * A texture stores the information that represents an image or part of an image. It cannot be added * to the display list directly. Instead use it as the texture for a PIXI.Sprite. If no frame is provided then the whole image is used. * * @param baseTexture The base texture source to create the texture from * @param frame The rectangle frame of the texture to show * @param crop The area of original texture * @param trim Trimmed texture rectangle */ constructor(baseTexture: BaseTexture, frame?: Rectangle, crop?: Rectangle, trim?: Rectangle); /** * The base texture that this texture uses. */ baseTexture: BaseTexture; /** * This is the area of the BaseTexture image to actually copy to the Canvas / WebGL when rendering, * irrespective of the actual frame size or placement (which can be influenced by trimmed texture atlases) */ crop: Rectangle; /** * The frame specifies the region of the base texture that this texture uses */ frame: Rectangle; /** * The height of the Texture in pixels. */ height: number; /** * Does this Texture have any frame data assigned to it? */ noFrame: boolean; /** * This will let a renderer know that a texture has been updated (used mainly for webGL uv updates) */ requiresUpdate: boolean; /** * The texture trim data. */ trim: Point; /** * The width of the Texture in pixels. */ width: number; scope: any; /** * This will let the renderer know if the texture is valid. If it's not then it cannot be rendered. */ valid: boolean; listeners(eventName: string): Function[]; emit(eventName: string, data?: any): boolean; dispatchEvent(eventName: string, data?: any): boolean; on(eventName: string, fn: Function): Function; addEventListener(eventName: string, fn: Function): Function; once(eventName: string, fn: Function): Function; off(eventName: string, fn: Function): Function; removeAllEventListeners(eventName: string): void; /** * Destroys this texture * * @param destroyBase Whether to destroy the base texture as well */ destroy(destroyBase: boolean): void; /** * Specifies the region of the baseTexture that this texture will use. * * @param frame The frame of the texture to set it to */ setFrame(frame: Rectangle): void; } /** * A tiling sprite is a fast way of rendering a tiling image */ export class TilingSprite extends Sprite { /** * A tiling sprite is a fast way of rendering a tiling image * * @param texture the texture of the tiling sprite * @param width the width of the tiling sprite * @param height the height of the tiling sprite */ constructor(texture: Texture, width: number, height: number); /** * The CanvasBuffer object that the tiled texture is drawn to. */ canvasBuffer: PIXI.CanvasBuffer; /** * The blend mode to be applied to the sprite * Default: PIXI.blendModes.NORMAL; */ blendMode: number; /** * If true the TilingSprite will run generateTexture on its **next** render pass. * This is set by the likes of Phaser.LoadTexture.setFrame. * Default: true */ refreshTexture: boolean; /** * The texture that the sprite is using */ texture: Texture; /** * If enabled a green rectangle will be drawn behind the generated tiling texture, allowing you to visually * debug the texture being used. */ textureDebug: boolean; /** * The tint applied to the sprite. This is a hex value * Default: 0xFFFFFF */ tint: number; /** * The offset position of the image that is being tiled */ tilePosition: Point; /** * The Context fill pattern that is used to draw the TilingSprite in Canvas mode only (will be null in WebGL). */ tilePattern: PIXI.Texture; /** * The scaling of the image that is being tiled */ tileScale: Point; /** * A point that represents the scale of the texture object */ tileScaleOffset: Point; /** * Destroy this DisplayObject. * Removes all references to transformCallbacks, its parent, the stage, filters, bounds, mask and cached Sprites. */ destroy(): void; /** * * * @param forcePowerOfTwo Whether we want to force the texture to be a power of two * @param renderSession - */ generateTilingTexture(forcePowerOfTwo?: boolean): void; /** * Sets the texture of the sprite. Be warned that this doesn't remove or destroy the previous * texture this Sprite was using. * * @param texture The PIXI texture that is displayed by the sprite * @param destroy Call Texture.destroy on the current texture before replacing it with the new one? */ setTexture(texture: Texture): void; } export class TiltShiftFilter extends AbstractFilter { blur: number; gradientBlur: number; start: number; end: number; } export class TiltShiftXFilter extends AbstractFilter { blur: number; gradientBlur: number; start: number; end: number; updateDelta(): void; } export class TiltShiftYFilter extends AbstractFilter { blur: number; gradientBlur: number; start: number; end: number; updateDelta(): void; } export class TwistFilter extends AbstractFilter { angle: number; offset: Point; radius: number; } export class VideoTexture extends BaseTexture { static baseTextureFromVideo(video: HTMLVideoElement, scaleMode: number): BaseTexture; static textureFromVideo(video: HTMLVideoElement, scaleMode: number): Texture; static fromUrl(videoSrc: string, scaleMode?: number, autoPlay?: boolean, type?: string, loop?: boolean): Texture; controls: boolean; autoUpdate: boolean; type: string; changeSource(src: string, type: string, loop: boolean): void; play(): void; stop(): void; destroy(): void; updateBound(): void; onPlayStart: () => void; onPlayStop: () => void; onCanPlay: (event: any) => void; } export class WebGLBlendModeManager { currentBlendMode: number; /** * Destroys this object. */ destroy(): void; /** * Sets-up the given blendMode from WebGL's point of view. * * @param blendMode the blendMode, should be a Pixi const, such as PIXI.BlendModes.ADD */ setBlendMode(blendMode: number): boolean; /** * Sets the WebGL Context. * * @param gl the current WebGL drawing context */ setContext(gl: WebGLRenderingContext): void; } export class WebGLFastSpriteBatch { constructor(gl: CanvasRenderingContext2D); currentBatchSize: number; currentBaseTexture: BaseTexture; currentBlendMode: number; renderSession: RenderSession; drawing: boolean; indexBuffer: any; /** * Index data */ indices: number[]; lastIndexCount: number; matrix: Matrix; maxSize: number; shader: IPixiShader; size: number; vertexBuffer: any; /** * Vertex data */ vertices: number[]; vertSize: number; end(): void; /** * * * @param spriteBatch - * @param renderSession - */ begin(spriteBatch: SpriteBatch, renderSession: RenderSession): void; destroy(removeView?: boolean): void; flush(): void; /** * * * @param spriteBatch - */ render(spriteBatch: SpriteBatch): void; /** * * * @param sprite - */ renderSprite(sprite: Sprite): void; /** * Sets the WebGL Context. * * @param gl the current WebGL drawing context */ setContext(gl: WebGLRenderingContext): void; start(): void; stop(): void; } export class WebGLFilterManager { filterStack: AbstractFilter[]; transparent: boolean; offsetX: number; offsetY: number; /** * Applies the filter to the specified area. * * @param filter the filter that needs to be applied * @param filterArea TODO - might need an update * @param width the horizontal range of the filter * @param height the vertical range of the filter */ applyFilterPass(filter: AbstractFilter, filterArea: Texture, width: number, height: number): void; /** * * * @param renderSession - * @param buffer - */ begin(renderSession: RenderSession, buffer: ArrayBuffer): void; /** * Destroys the filter and removes it from the filter stack. */ destroy(): void; /** * Initialises the shader buffers. */ initShaderBuffers(): void; /** * Removes the last filter from the filter stack and doesn't return it. */ popFilter(): void; /** * Applies the filter and adds it to the current filter stack. * * @param filterBlock the filter that will be pushed to the current filter stack */ pushFilter(filterBlock: FilterBlock): void; /** * Initialises the context and the properties. * * @param gl the current WebGL drawing context */ setContext(gl: WebGLRenderingContext): void; } /** * A set of functions used by the webGL renderer to draw the primitive graphics data */ export class WebGLGraphics { static graphicsDataPool: any[]; /** * Renders the graphics object * * @param graphics - * @param renderSession - */ static renderGraphics(graphics: Graphics, renderRession: RenderSession): void; /** * Updates the graphics object * * @param graphicsData The graphics object to update * @param gl the current WebGL drawing context */ static updateGraphics(graphics: Graphics, gl: WebGLRenderingContext): void; /** * * * @param webGL - * @param type - */ static switchMode(webGL: WebGLRenderingContext, type: number): any; //WebGLData /** * Builds a rectangle to draw * * @param graphicsData The graphics object containing all the necessary properties * @param webGLData - */ static buildRectangle(graphicsData: GraphicsData, webGLData: any): void; /** * Builds a rounded rectangle to draw * * @param graphicsData The graphics object containing all the necessary properties * @param webGLData - */ static buildRoundedRectangle(graphicsData: GraphicsData, webGLData: any): void; /** * Calculate the points for a quadratic bezier curve. (helper function..) * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c * * @param fromX Origin point x * @param fromY Origin point x * @param cpX Control point x * @param cpY Control point y * @param toX Destination point x * @param toY Destination point y */ static quadraticBezierCurve(fromX: number, fromY: number, cpX: number, cpY: number, toX: number, toY: number): number[]; /** * Builds a circle to draw * * @param graphicsData The graphics object to draw * @param webGLData - */ static buildCircle(graphicsData: GraphicsData, webGLData: any): void; /** * Builds a line to draw * * @param graphicsData The graphics object containing all the necessary properties * @param webGLData - */ static buildLine(graphicsData: GraphicsData, webGLData: any): void; /** * Builds a complex polygon to draw * * @param graphicsData The graphics object containing all the necessary properties * @param webGLData - */ static buildComplexPoly(graphicsData: GraphicsData, webGLData: any): void; /** * Builds a polygon to draw * * @param graphicsData The graphics object containing all the necessary properties * @param webGLData - */ static buildPoly(graphicsData: GraphicsData, webGLData: any): boolean; reset(): void; upload(): void; } export class WebGLGraphicsData { constructor(gl: WebGLRenderingContext); gl: WebGLRenderingContext; glPoints: any[]; color: number[]; points: any[]; indices: any[]; buffer: WebGLBuffer; indexBuffer: WebGLBuffer; mode: number; alpha: number; dirty: boolean; reset(): void; upload(): void; } export class WebGLMaskManager { /** * Destroys the mask stack. */ destroy(): void; /** * Removes the last filter from the filter stack and doesn't return it. * * @param maskData - * @param renderSession an object containing all the useful parameters */ popMask(renderSession: RenderSession): void; /** * Applies the Mask and adds it to the current filter stack. * * @param maskData - * @param renderSession - */ pushMask(maskData: any[], renderSession: RenderSession): void; /** * Sets the drawing context to the one given in parameter. * * @param gl the current WebGL drawing context */ setContext(gl: WebGLRenderingContext): void; } /** * The WebGLRenderer draws the stage and all its content onto a webGL enabled canvas. This renderer * should be used for browsers that support webGL. This Render works by automatically managing webGLBatchs. * So no need for Sprite Batches or Sprite Clouds. * Don't forget to add the view to your DOM or you will not see anything :) */ export class WebGLRenderer implements PixiRenderer { static createWebGLTexture(texture: Texture, gl: WebGLRenderingContext): void; /** * The WebGLRenderer draws the stage and all its content onto a webGL enabled canvas. This renderer * should be used for browsers that support webGL. This Render works by automatically managing webGLBatchs. * So no need for Sprite Batches or Sprite Clouds. * Don't forget to add the view to your DOM or you will not see anything :) * * @param game A reference to the Phaser Game instance */ constructor(game: Phaser.Game); game: Phaser.Game; type: number; /** * The resolution of the renderer * Default: 1 */ resolution: number; /** * Whether the render view is transparent */ transparent: boolean; /** * Whether the render view should be resized automatically */ autoResize: boolean; /** * The value of the preserveDrawingBuffer flag affects whether or not the contents of the stencil buffer is retained after rendering. */ preserveDrawingBuffer: boolean; /** * This sets if the WebGLRenderer will clear the context texture or not before the new render pass. If true: * If the Stage is NOT transparent, Pixi will clear to alpha (0, 0, 0, 0). * If the Stage is transparent, Pixi will clear to the target Stage's background color. * Disable this by setting this to false. For example: if your game has a canvas filling background image, you often don't need this set. */ clearBeforeRender: boolean; /** * The width of the canvas view */ width: number; /** * The height of the canvas view */ height: number; /** * The canvas element that everything is drawn to */ view: HTMLCanvasElement; projection: Point; offset: Point; /** * Deals with managing the shader programs and their attribs */ shaderManager: WebGLShaderManager; /** * Manages the rendering of sprites */ spriteBatch: WebGLSpriteBatch; /** * Manages the masks using the stencil buffer */ maskManager: WebGLMaskManager; /** * Manages the filters */ filterManager: WebGLFilterManager; /** * Manages the stencil buffer */ stencilManager: WebGLStencilManager; /** * Manages the blendModes */ blendModeManager: WebGLBlendModeManager; renderSession: RenderSession; initContext(): void; /** * Renders the stage to its webGL view * * @param stage the Stage element to be rendered */ render(stage: DisplayObjectContainer): void; /** * Renders a Display Object. * * @param displayObject The DisplayObject to render * @param projection The projection * @param buffer a standard WebGL buffer */ renderDisplayObject(displayObject: DisplayObject, projection: Point, buffer: WebGLBuffer): void; /** * Resizes the webGL view to the specified width and height. * * @param width the new width of the webGL view * @param height the new height of the webGL view */ resize(width: number, height: number): void; /** * Updates and Creates a WebGL texture for the renderers context. * * @param texture the texture to update * @return True if the texture was successfully bound, otherwise false. */ updateTexture(texture: Texture): void; /** * Removes everything from the renderer (event listeners, spritebatch, etc...) */ destroy(): void; /** * Maps Pixi blend modes to WebGL blend modes. */ mapBlendModes(): void; } export class WebGLShaderManager { maxAttibs: number; attribState: any[]; stack: any[]; tempAttribState: any[]; /** * Destroys this object. */ destroy(): void; /** * Takes the attributes given in parameters. * * @param attribs attribs */ setAttribs(attribs: ShaderAttribute[]): void; /** * Initialises the context and the properties. * * @param gl the current WebGL drawing context */ setContext(gl: WebGLRenderingContext): void; /** * Sets the current shader. * * @param shader - */ setShader(shader: IPixiShader): boolean; } export class WebGLStencilManager { stencilStack: any[]; reverse: boolean; count: number; /** * TODO this does not belong here! * * @param graphics - * @param webGLData - * @param renderSession - */ bindGraphics(graphics: Graphics, webGLData: any[], renderSession: RenderSession): void; /** * Destroys the mask stack. */ destroy(): void; /** * * * @param graphics - * @param webGLData - * @param renderSession - */ popStencil(graphics: Graphics, webGLData: any[], renderSession: RenderSession): void; pushStencil(graphics: Graphics, webGLData: any[], renderSession: RenderSession): void; /** * Sets the drawing context to the one given in parameter. * * @param gl the current WebGL drawing context */ setContext(gl: WebGLRenderingContext): void; } export class WebGLSpriteBatch { blendModes: number[]; /** * View on the vertices as a Uint32Array */ colors: number[]; currentBatchSize: number; currentBaseTexture: Texture; defaultShader: AbstractFilter; dirty: boolean; drawing: boolean; /** * Holds the indices */ indices: number[]; lastIndexCount: number; /** * View on the vertices as a Float32Array */ positions: number[]; textures: Texture[]; shaders: IPixiShader[]; /** * The number of images in the SpriteBatch before it flushes */ size: number; sprites: any[]; //todo Sprite[]? /** * Holds the vertices */ vertices: number[]; vertSize: number; /** * * * @param renderSession The RenderSession object */ begin(renderSession: RenderSession): void; /** * Destroys the SpriteBatch. */ destroy(): void; end(): void; /** * Renders the content and empties the current batch. */ flush(shader?: IPixiShader): void; /** * * * @param sprite the sprite to render when using this spritebatch * @param matrix - Optional matrix. If provided the Display Object will be rendered using this matrix, otherwise it will use its worldTransform. */ render(sprite: Sprite): void; /** * * * @param texture - * @param size - * @param startIndex - */ renderBatch(texture: Texture, size: number, startIndex: number): void; /** * Renders a TilingSprite using the spriteBatch. * * @param sprite the sprite to render */ renderTilingSprite(sprite: TilingSprite): void; setBlendMode(blendMode: blendModes): void; /** * * * @param gl the current WebGL drawing context */ setContext(gl: WebGLRenderingContext): void; start(): void; stop(): void; } /** * A RenderTexture is a special texture that allows any Pixi display object to be rendered to it. * * __Hint__: All DisplayObjects (i.e. Sprites) that render to a RenderTexture should be preloaded otherwise black rectangles will be drawn instead. * * A RenderTexture takes a snapshot of any Display Object given to its render method. The position and rotation of the given Display Objects is ignored. For example: * * var renderTexture = new PIXI.RenderTexture(800, 600); * var sprite = PIXI.Sprite.fromImage("spinObj_01.png"); * sprite.position.x = 800/2; * sprite.position.y = 600/2; * sprite.anchor.x = 0.5; * sprite.anchor.y = 0.5; * renderTexture.render(sprite); * * The Sprite in this case will be rendered to a position of 0,0. To render this sprite at its actual position a DisplayObjectContainer should be used: * * var doc = new PIXI.DisplayObjectContainer(); * doc.addChild(sprite); * renderTexture.render(doc); // Renders to center of renderTexture */ export class RenderTexture extends Texture { /** * A RenderTexture is a special texture that allows any Pixi display object to be rendered to it. * * __Hint__: All DisplayObjects (i.e. Sprites) that render to a RenderTexture should be preloaded otherwise black rectangles will be drawn instead. * * A RenderTexture takes a snapshot of any Display Object given to its render method. The position and rotation of the given Display Objects is ignored. For example: * * var renderTexture = new PIXI.RenderTexture(800, 600); * var sprite = PIXI.Sprite.fromImage("spinObj_01.png"); * sprite.position.x = 800/2; * sprite.position.y = 600/2; * sprite.anchor.x = 0.5; * sprite.anchor.y = 0.5; * renderTexture.render(sprite); * * The Sprite in this case will be rendered to a position of 0,0. To render this sprite at its actual position a DisplayObjectContainer should be used: * * var doc = new PIXI.DisplayObjectContainer(); * doc.addChild(sprite); * renderTexture.render(doc); // Renders to center of renderTexture * * @param width The width of the render texture * @param height The height of the render texture * @param renderer The renderer used for this RenderTexture * @param scaleMode See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values * @param resolution The resolution of the texture being generated */ constructor(width?: number, height?: number, renderer?: PixiRenderer, scaleMode?: scaleModes, resolution?: number); /** * The framing rectangle of the render texture */ frame: Rectangle; /** * The base texture object that this texture uses */ baseTexture: BaseTexture; /** * The renderer this RenderTexture uses. A RenderTexture can only belong to one renderer at the moment if its webGL. */ renderer: PixiRenderer; /** * The Resolution of the texture. */ resolution: number; valid: boolean; /** * Clears the RenderTexture. */ clear(): void; /** * Will return a base64 encoded string of this texture. It works by calling RenderTexture.getCanvas and then running toDataURL on that. * @return A base64 encoded string of the texture. */ getBase64(): string; /** * Creates a Canvas element, renders this RenderTexture to it and then returns it. * @return A Canvas element with the texture rendered on. */ getCanvas(): HTMLCanvasElement; /** * Will return a HTML Image of the texture */ getImage(): HTMLImageElement; /** * Resizes the RenderTexture. * * @param width The width to resize to. * @param height The height to resize to. * @param updateBase Should the baseTexture.width and height values be resized as well? */ resize(width: number, height: number, updateBase: boolean): void; render(displayObject: DisplayObject, matrix?: Matrix, clear?: boolean): void; } //SPINE export class BoneData { constructor(name: string, parent?: any); name: string; parent: any; length: number; x: number; y: number; rotation: number; scaleX: number; scaleY: number; } export class SlotData { constructor(name: string, boneData: BoneData); name: string; boneData: BoneData; r: number; g: number; b: number; a: number; attachmentName: string; } export class Bone { constructor(boneData: BoneData, parent?: any); data: BoneData; parent: any; yDown: boolean; x: number; y: number; rotation: number; scaleX: number; scaleY: number; worldRotation: number; worldScaleX: number; worldScaleY: number; updateWorldTransform(flipX: boolean, flip: boolean): void; setToSetupPose(): void; } export class Slot { constructor(slotData: SlotData, skeleton: Skeleton, bone: Bone); data: SlotData; skeleton: Skeleton; bone: Bone; r: number; g: number; b: number; a: number; attachment: RegionAttachment; setAttachment(attachment: RegionAttachment): void; setAttachmentTime(time: number): void; getAttachmentTime(): number; setToSetupPose(): void; } export class Skin { constructor(name: string); name: string; attachments: any; addAttachment(slotIndex: number, name: string, attachment: RegionAttachment): void; getAttachment(slotIndex: number, name: string): void; } export class Animation { constructor(name: string, timelines: ISpineTimeline[], duration: number); name: string; timelines: ISpineTimeline[]; duration: number; apply(skeleton: Skeleton, time: number, loop: boolean): void; min(skeleton: Skeleton, time: number, loop: boolean, alpha: number): void; } export class Curves { constructor(frameCount: number); curves: number[]; setLinear(frameIndex: number): void; setStepped(frameIndex: number): void; setCurve(frameIndex: number, cx1: number, cy1: number, cx2: number, cy2: number): void; getCurvePercent(frameIndex: number, percent: number): number; } export interface ISpineTimeline { curves: Curves; frames: number[]; getFrameCount(): number; apply(skeleton: Skeleton, time: number, alpha: number): void; } export class RotateTimeline implements ISpineTimeline { constructor(frameCount: number); curves: Curves; frames: number[]; boneIndex: number; getFrameCount(): number; setFrame(frameIndex: number, time: number, angle: number): void; apply(skeleton: Skeleton, time: number, alpha: number): void; } export class TranslateTimeline implements ISpineTimeline { constructor(frameCount: number); curves: Curves; frames: number[]; boneIndex: number; getFrameCount(): number; setFrame(frameIndex: number, time: number, x: number, y: number): void; apply(skeleton: Skeleton, time: number, alpha: number): void; } export class ScaleTimeline implements ISpineTimeline { constructor(frameCount: number); curves: Curves; frames: number[]; boneIndex: number; getFrameCount(): number; setFrame(frameIndex: number, time: number, x: number, y: number): void; apply(skeleton: Skeleton, time: number, alpha: number): void; } export class ColorTimeline implements ISpineTimeline { constructor(frameCount: number); curves: Curves; frames: number[]; boneIndex: number; getFrameCount(): number; setFrame(frameIndex: number, time: number, r: number, g: number, b: number, a: number): void; apply(skeleton: Skeleton, time: number, alpha: number): void; } export class AttachmentTimeline implements ISpineTimeline { constructor(frameCount: number); curves: Curves; frames: number[]; attachmentNames: string[]; slotIndex: number; getFrameCount(): number; setFrame(frameIndex: number, time: number, attachmentName: string): void; apply(skeleton: Skeleton, time: number, alpha: number): void; } export class SkeletonData { bones: Bone[]; slots: Slot[]; skins: Skin[]; animations: Animation[]; defaultSkin: Skin; findBone(boneName: string): Bone; findBoneIndex(boneName: string): number; findSlot(slotName: string): Slot; findSlotIndex(slotName: string): number; findSkin(skinName: string): Skin; findAnimation(animationName: string): Animation; } export class Skeleton { constructor(skeletonData: SkeletonData); data: SkeletonData; bones: Bone[]; slots: Slot[]; drawOrder: any[]; x: number; y: number; skin: Skin; r: number; g: number; b: number; a: number; time: number; flipX: boolean; flipY: boolean; updateWorldTransform(): void; setToSetupPose(): void; setBonesToSetupPose(): void; setSlotsToSetupPose(): void; getRootBone(): Bone; findBone(boneName: string): Bone; fineBoneIndex(boneName: string): number; findSlot(slotName: string): Slot; findSlotIndex(slotName: string): number; setSkinByName(skinName: string): void; setSkin(newSkin: Skin): void; getAttachmentBySlotName(slotName: string, attachmentName: string): RegionAttachment; getAttachmentBySlotIndex(slotIndex: number, attachmentName: string): RegionAttachment; setAttachment(slotName: string, attachmentName: string): void; update(data: number): void; } export class RegionAttachment { offset: number[]; uvs: number[]; x: number; y: number; rotation: number; scaleX: number; scaleY: number; width: number; height: number; rendererObject: any; regionOffsetX: number; regionOffsetY: number; regionWidth: number; regionHeight: number; regionOriginalWidth: number; regionOriginalHeight: number; setUVs(u: number, v: number, u2: number, v2: number, rotate: number): void; updateOffset(): void; computeVertices(x: number, y: number, bone: Bone, vertices: number[]): void; } export class AnimationStateData { constructor(skeletonData: SkeletonData); skeletonData: SkeletonData; animationToMixTime: any; defaultMix: number; setMixByName(fromName: string, toName: string, duration: number): void; setMix(from: string, to: string): number; } export class AnimationState { constructor(stateData: any); animationSpeed: number; current: any; previous: any; currentTime: number; previousTime: number; currentLoop: boolean; previousLoop: boolean; mixTime: number; mixDuration: number; queue: Animation[]; update(delta: number): void; apply(skeleton: any): void; clearAnimation(): void; setAnimation(animation: any, loop: boolean): void; setAnimationByName(animationName: string, loop: boolean): void; addAnimationByName(animationName: string, loop: boolean, delay: number): void; addAnimation(animation: any, loop: boolean, delay: number): void; isComplete(): number; } export class SkeletonJson { constructor(attachmentLoader: AtlasAttachmentLoader); attachmentLoader: AtlasAttachmentLoader; scale: number; readSkeletonData(root: any): SkeletonData; readAttachment(skin: Skin, name: string, map: any): RegionAttachment; readAnimation(name: string, map: any, skeletonData: SkeletonData): void; readCurve(timeline: ISpineTimeline, frameIndex: number, valueMap: any): void; toColor(hexString: string, colorIndex: number): number; } export class Atlas { static FORMAT: { alpha: number; intensity: number; luminanceAlpha: number; rgb565: number; rgba4444: number; rgb888: number; rgba8888: number; } static TextureFilter: { nearest: number; linear: number; mipMap: number; mipMapNearestNearest: number; mipMapLinearNearest: number; mipMapNearestLinear: number; mipMapLinearLinear: number; } static textureWrap: { mirroredRepeat: number; clampToEdge: number; repeat: number; } constructor(atlasText: string, textureLoader: AtlasLoader); textureLoader: AtlasLoader; pages: AtlasPage[]; regions: AtlasRegion[]; findRegion(name: string): AtlasRegion; dispose(): void; updateUVs(page: AtlasPage): void; } export class AtlasPage { name: string; format: number; minFilter: number; magFilter: number; uWrap: number; vWrap: number; rendererObject: any; width: number; height: number; } export class AtlasRegion { page: AtlasPage; name: string; x: number; y: number; width: number; height: number; u: number; v: number; u2: number; v2: number; offsetX: number; offsetY: number; originalWidth: number; originalHeight: number; index: number; rotate: boolean; splits: any[]; pads: any[]; } export class AtlasReader { constructor(text: string); lines: string[]; index: number; trim(value: string): string; readLine(): string; readValue(): string; readTuple(tuple: number): number; } export class AtlasAttachmentLoader { constructor(atlas: Atlas); atlas: Atlas; newAttachment(skin: Skin, type: number, name: string): RegionAttachment; } export class Spine extends DisplayObjectContainer { constructor(url: string); autoUpdate: boolean; spineData: any; skeleton: Skeleton; stateData: AnimationStateData; state: AnimationState; slotContainers: DisplayObjectContainer[]; createSprite(slot: Slot, descriptor: { name: string }): Sprite[]; update(dt: number): void; } } declare function requestAnimFrame(callback: Function): void; declare module PIXI.PolyK { export function Triangulate(p: number[]): number[]; }