mirror of
https://github.com/photonstorm/phaser
synced 2024-11-27 15:12:18 +00:00
62 lines
2.9 KiB
TypeScript
62 lines
2.9 KiB
TypeScript
/// <reference path="./spine.d.ts" />
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/// <reference path="./SpineFile.d.ts" />
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/// <reference path="./SpineGameObject.d.ts" />
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/// <reference path="./SpineContainer.d.ts" />
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declare namespace Phaser.Loader {
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interface LoaderPlugin extends Phaser.Events.EventEmitter {
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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;
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}
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}
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declare namespace Phaser.GameObjects {
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interface GameObjectFactory {
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spine(x: number, y: number, key?: string, animationName?: string, loop?: boolean): SpineGameObject;
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spineContainer(x: number, y: number, children?: SpineGameObject | SpineGameObject[]): SpineContainer;
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}
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interface GameObjectCreator {
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spine(config: SpineGameObjectConfig, addToScene?: boolean): SpineGameObject;
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spineContainer(config: SpineContainerConfig, addToScene?: boolean): SpineContainer;
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}
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}
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declare class SpinePlugin extends Phaser.Plugins.ScenePlugin {
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constructor(scene: Phaser.Scene, pluginManager: Phaser.Plugins.PluginManager);
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readonly isWebGL: boolean;
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cache: Phaser.Cache.BaseCache;
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spineTextures: Phaser.Cache.BaseCache;
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json: Phaser.Cache.BaseCache;
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textures: Phaser.Textures.TextureManager;
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drawDebug: boolean;
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gl: WebGLRenderingContext;
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renderer: Phaser.Renderer.Canvas.CanvasRenderer | Phaser.Renderer.WebGL.WebGLRenderer;
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sceneRenderer: spine.webgl.SceneRenderer;
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skeletonRenderer: spine.canvas.SkeletonRenderer | spine.webgl.SkeletonRenderer;
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skeletonDebugRenderer: spine.webgl.SkeletonDebugRenderer;
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plugin: typeof spine;
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getAtlasCanvas(key: string): spine.TextureAtlas;
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getAtlasWebGL(key: string): spine.TextureAtlas;
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worldToLocal(x: number, y: number, skeleton: spine.Skeleton, bone?: spine.Bone): spine.Vector2;
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getVector2(x: number, y: number): spine.Vector2;
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getVector3(x: number, y: number, z: number): spine.Vector2;
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setDebugBones(value?: boolean): SpinePlugin;
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setDebugRegionAttachments(value?: boolean): SpinePlugin;
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setDebugBoundingBoxes(value?: boolean): SpinePlugin;
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setDebugMeshHull(value?: boolean): SpinePlugin;
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setDebugMeshTriangles(value?: boolean): SpinePlugin;
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setDebugPaths(value?: boolean): SpinePlugin;
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setDebugSkeletonXY(value?: boolean): SpinePlugin;
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setDebugClipping(value?: boolean): SpinePlugin;
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setEffect(effect?: spine.VertexEffect): SpinePlugin;
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createSkeleton(key: string, skeletonJSON?: object): any | null;
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createAnimationState(skeleton: spine.Skeleton): any;
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getBounds(skeleton: spine.Skeleton): any;
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onResize(): void;
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add(x: number, y: number, key?: string, animationName?: string, loop?: boolean): SpineGameObject;
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make(config: SpineGameObjectConfig, addToScene?: boolean): SpineGameObject;
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}
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