mirror of
https://github.com/photonstorm/phaser
synced 2024-11-24 21:53:59 +00:00
1dd779efcb
- extends from Phaser.GameObjects.GameObject - implements interfaces for mixins - use Omit for setSize signature conflicts in ComputedSize - use @ts-ignore for state property conflict; spine.AnimationState significantly different than GameObject.state - added semi-colons to better match rest of defintion files
125 lines
5.5 KiB
TypeScript
125 lines
5.5 KiB
TypeScript
/// <reference path="./spine.d.ts" />
|
|
/// <reference path="./SpinePlugin.d.ts" />
|
|
|
|
declare class SpineGameObject extends Phaser.GameObjects.GameObject implements Omit<Phaser.GameObjects.Components.ComputedSize, 'setSize'>, Phaser.GameObjects.Components.Depth, Phaser.GameObjects.Components.Flip, Phaser.GameObjects.Components.ScrollFactor, Phaser.GameObjects.Components.Transform, Phaser.GameObjects.Components.Visible {
|
|
constructor(scene: Phaser.Scene, pluginManager: SpinePlugin, x: number, y: number, key?: string, animationName?: string, loop?: boolean);
|
|
|
|
alpha: number;
|
|
angle: integer;
|
|
|
|
readonly blendMode: number;
|
|
|
|
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
|
|
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;
|
|
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;
|
|
|
|
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;
|
|
}
|