mirror of
https://github.com/photonstorm/phaser
synced 2024-12-24 12:03:36 +00:00
0c8b5f447f
Add trimright in the comments, because there are a lot of comments with useless whitespaces.
5100 lines
146 KiB
TypeScript
5100 lines
146 KiB
TypeScript
// Type definitions for PIXI 2.2.0 dev 2015-01-01
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// Project: https://github.com/GoodBoyDigital/pixi.js/
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declare module PIXI {
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export var WEBGL_RENDERER: number;
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export var CANVAS_RENDERER: number;
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export var VERSION: string;
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export enum blendModes {
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NORMAL,
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ADD,
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MULTIPLY,
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SCREEN,
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OVERLAY,
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DARKEN,
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LIGHTEN,
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COLOR_DODGE,
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COLOR_BURN,
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HARD_LIGHT,
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SOFT_LIGHT,
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DIFFERENCE,
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EXCLUSION,
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HUE,
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SATURATION,
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COLOR,
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LUMINOSITY
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}
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export enum scaleModes {
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DEFAULT,
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LINEAR,
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NEAREST
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}
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export var defaultRenderOptions: PixiRendererOptions;
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export var INTERACTION_REQUENCY: number;
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export var AUTO_PREVENT_DEFAULT: boolean;
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export var PI_2: number;
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export var RAD_TO_DEG: number;
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export var DEG_TO_RAD: number;
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export var RETINA_PREFIX: string;
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export var identityMatrix: Matrix;
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export var glContexts: WebGLRenderingContext[];
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export var instances: any[];
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export var BaseTextureCache: { [key: string]: BaseTexture }
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export var TextureCache: { [key: string]: Texture }
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export function isPowerOfTwo(width: number, height: number): boolean;
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export function rgb2hex(rgb: number[]): string;
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export function hex2rgb(hex: string): number[];
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export function autoDetectRenderer(width?: number, height?: number, options?: PixiRendererOptions): PixiRenderer;
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export function autoDetectRecommendedRenderer(width?: number, height?: number, options?: PixiRendererOptions): PixiRenderer;
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export function canUseNewCanvasBlendModes(): boolean;
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export function getNextPowerOfTwo(number: number): number;
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export function AjaxRequest(): XMLHttpRequest;
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export function CompileFragmentShader(gl: WebGLRenderingContext, shaderSrc: string[]): any;
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export function CompileProgram(gl: WebGLRenderingContext, vertexSrc: string[], fragmentSrc: string[]): any;
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export interface IEventCallback {
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(e?: IEvent): void
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}
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export interface IEvent {
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type: string;
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content: any;
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}
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export interface HitArea {
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contains(x: number, y: number): boolean;
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}
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export interface IInteractionDataCallback {
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(interactionData: InteractionData): void
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}
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export interface PixiRenderer {
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autoResize: boolean;
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clearBeforeRender: boolean;
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height: number;
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resolution: number;
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transparent: boolean;
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type: number;
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view: HTMLCanvasElement;
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width: number;
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destroy(): void;
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render(stage: Stage): void;
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resize(width: number, height: number): void;
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}
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export interface PixiRendererOptions {
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autoResize?: boolean;
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antialias?: boolean;
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clearBeforeRender?: boolean;
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preserveDrawingBuffer?: boolean;
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resolution?: number;
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transparent?: boolean;
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view?: HTMLCanvasElement;
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}
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export interface BitmapTextStyle {
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font?: string;
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align?: string;
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tint?: string;
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}
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export interface TextStyle {
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align?: string;
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dropShadow?: boolean;
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dropShadowColor?: string;
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dropShadowAngle?: number;
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dropShadowDistance?: number;
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fill?: string;
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font?: string;
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stroke?: string;
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strokeThickness?: number;
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wordWrap?: boolean;
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wordWrapWidth?: number;
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}
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export interface Loader {
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load(): void;
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}
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export interface MaskData {
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alpha: number;
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worldTransform: number[];
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}
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export interface RenderSession {
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context: CanvasRenderingContext2D;
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maskManager: CanvasMaskManager;
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scaleMode: scaleModes;
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smoothProperty: string;
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roundPixels: boolean;
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}
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export interface ShaderAttribute {
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// TODO: Find signature of shader attributes
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}
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export interface FilterBlock {
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visible: boolean;
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renderable: boolean;
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}
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/**
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* This is the base class for creating a PIXI filter. Currently only webGL supports filters.
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* If you want to make a custom filter this should be your base class.
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*/
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export class AbstractFilter {
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/**
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* This is the base class for creating a PIXI filter. Currently only webGL supports filters.
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* If you want to make a custom filter this should be your base class.
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*
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* @param fragmentSrc The fragment source in an array of strings.
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* @param uniforms An object containing the uniforms for this filter.
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*/
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constructor(fragmentSrc: string[], uniforms: any);
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dirty: boolean;
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padding: number;
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uniforms: any;
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fragmentSrc: string[];
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apply(frameBuffer: WebGLFramebuffer): void;
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/**
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* Syncs the uniforms between the class object and the shaders.
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*/
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syncUniforms(): void;
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}
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/**
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* The AlphaMaskFilter class uses the pixel values from the specified texture (called the displacement map) to perform a displacement of an object.
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* You can use this filter to apply all manor of crazy warping effects
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* Currently the r property of the texture is used to offset the x and the g property of the texture is used to offset the y.
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*/
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export class AlphaMaskFilter extends AbstractFilter {
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/**
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* The AlphaMaskFilter class uses the pixel values from the specified texture (called the displacement map) to perform a displacement of an object.
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* You can use this filter to apply all manor of crazy warping effects
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* Currently the r property of the texture is used to offset the x and the g property of the texture is used to offset the y.
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*
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* @param texture The texture used for the displacement map * must be power of 2 texture at the moment
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*/
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constructor(texture: Texture);
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/**
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* The texture used for the displacement map. Must be power of 2 sized texture.
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*/
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map: Texture;
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/**
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* Sets the map dimensions uniforms when the texture becomes available.
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*/
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onTextureLoaded(): void;
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}
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/**
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* An ASCII filter.
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*/
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export class AsciiFilter extends AbstractFilter {
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/**
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* The pixel size used by the filter.
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*/
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size: number;
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}
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/**
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* A Class that loads a bunch of images / sprite sheet / bitmap font files. Once the
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* assets have been loaded they are added to the PIXI Texture cache and can be accessed
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* easily through PIXI.Texture.fromImage() and PIXI.Sprite.fromImage()
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* When all items have been loaded this class will dispatch a 'onLoaded' event
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* As each individual item is loaded this class will dispatch a 'onProgress' event
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*/
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export class AssetLoader implements Mixin {
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/**
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* The array of asset URLs that are going to be loaded
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*/
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assetURLs: string[];
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/**
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* Whether the requests should be treated as cross origin
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*/
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crossorigin: boolean;
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/**
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* Maps file extension to loader types
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*/
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loadersByType: { [key: string]: Loader };
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/**
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* A Class that loads a bunch of images / sprite sheet / bitmap font files. Once the
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* assets have been loaded they are added to the PIXI Texture cache and can be accessed
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* easily through PIXI.Texture.fromImage() and PIXI.Sprite.fromImage()
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* When all items have been loaded this class will dispatch a 'onLoaded' event
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* As each individual item is loaded this class will dispatch a 'onProgress' event
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*
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* @param assetURLs An array of image/sprite sheet urls that you would like loaded
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* supported. Supported image formats include 'jpeg', 'jpg', 'png', 'gif'. Supported
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* sprite sheet data formats only include 'JSON' at this time. Supported bitmap font
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* data formats include 'xml' and 'fnt'.
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* @param crossorigin Whether requests should be treated as crossorigin
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*/
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constructor(assetURLs: string[], crossorigin: boolean);
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listeners(eventName: string): Function[];
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emit(eventName: string, data?: any): boolean;
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dispatchEvent(eventName: string, data?: any): boolean;
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on(eventName: string, fn: Function): Function;
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addEventListener(eventName: string, fn: Function): Function;
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once(eventName: string, fn: Function): Function;
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off(eventName: string, fn: Function): Function;
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removeAllEventListeners(eventName: string): void;
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/**
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* Starts loading the assets sequentially
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*/
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load(): void;
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}
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/**
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* The atlas file loader is used to load in Texture Atlas data and parse it. When loaded this class will dispatch a 'loaded' event. If loading fails this class will dispatch an 'error' event.
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*
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* To generate the data you can use http://www.codeandweb.com/texturepacker and publish in the 'JSON' format.
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*
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* It is highly recommended to use texture atlases (also know as 'sprite sheets') as it allowed sprites to be batched and drawn together for highly increased rendering speed.
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* Once the data has been loaded the frames are stored in the PIXI texture cache and can be accessed though PIXI.Texture.fromFrameId() and PIXI.Sprite.fromFrameId()
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*/
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export class AtlasLoader implements Mixin {
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url: string;
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baseUrl: string;
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crossorigin: boolean;
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loaded: boolean;
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/**
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* The atlas file loader is used to load in Texture Atlas data and parse it. When loaded this class will dispatch a 'loaded' event. If loading fails this class will dispatch an 'error' event.
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*
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* To generate the data you can use http://www.codeandweb.com/texturepacker and publish in the 'JSON' format.
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*
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* It is highly recommended to use texture atlases (also know as 'sprite sheets') as it allowed sprites to be batched and drawn together for highly increased rendering speed.
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* Once the data has been loaded the frames are stored in the PIXI texture cache and can be accessed though PIXI.Texture.fromFrameId() and PIXI.Sprite.fromFrameId()
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*
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* @param url The url of the JSON file
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* @param crossorigin Whether requests should be treated as crossorigin
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*/
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constructor(url: string, crossorigin: boolean);
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listeners(eventName: string): Function[];
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emit(eventName: string, data?: any): boolean;
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dispatchEvent(eventName: string, data?: any): boolean;
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on(eventName: string, fn: Function): Function;
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addEventListener(eventName: string, fn: Function): Function;
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once(eventName: string, fn: Function): Function;
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off(eventName: string, fn: Function): Function;
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removeAllEventListeners(eventName: string): void;
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/**
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* Starts loading the JSON file
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*/
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load(): void;
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}
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/**
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* A texture stores the information that represents an image. All textures have a base texture.
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*/
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export class BaseTexture implements Mixin {
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/**
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* Helper function that creates a base texture from the given image url.
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* If the image is not in the base texture cache it will be created and loaded.
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*
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* @param imageUrl The image url of the texture
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* @param crossorigin -
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* @param scaleMode See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
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* @return BaseTexture
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*/
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static fromImage(imageUrl: string, crossorigin?: boolean, scaleMode?: scaleModes): BaseTexture;
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/**
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* Helper function that creates a base texture from the given canvas element.
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*
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* @param canvas The canvas element source of the texture
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* @param scaleMode See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
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* @return BaseTexture
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*/
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static fromCanvas(canvas: HTMLCanvasElement, scaleMode?: scaleModes): BaseTexture;
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/**
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* A texture stores the information that represents an image. All textures have a base texture.
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*
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* @param source the source object (image or canvas)
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* @param scaleMode See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
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*/
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constructor(source: HTMLImageElement, scaleMode: scaleModes);
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/**
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* A texture stores the information that represents an image. All textures have a base texture.
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*
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* @param source the source object (image or canvas)
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* @param scaleMode See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
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*/
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constructor(source: HTMLCanvasElement, scaleMode: scaleModes);
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/**
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* [read-only] The height of the base texture set when the image has loaded
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*/
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height: number;
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/**
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* [read-only] Set to true once the base texture has loaded
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*/
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hasLoaded: boolean;
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/**
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* 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
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* Also the texture must be a power of two size to work
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*/
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mipmap: boolean;
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/**
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* Controls if RGB channels should be pre-multiplied by Alpha (WebGL only)
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* Default: true
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*/
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premultipliedAlpha: boolean;
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/**
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* The Resolution of the texture.
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*/
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resolution: number;
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/**
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* The scale mode to apply when scaling this texture
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* Default: PIXI.scaleModes.LINEAR
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*/
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scaleMode: scaleModes;
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/**
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* The image source that is used to create the texture.
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*/
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source: HTMLImageElement;
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/**
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* [read-only] The width of the base texture set when the image has loaded
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*/
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width: number;
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listeners(eventName: string): Function[];
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emit(eventName: string, data?: any): boolean;
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dispatchEvent(eventName: string, data?: any): boolean;
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on(eventName: string, fn: Function): Function;
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addEventListener(eventName: string, fn: Function): Function;
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once(eventName: string, fn: Function): Function;
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off(eventName: string, fn: Function): Function;
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removeAllEventListeners(eventName: string): void;
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/**
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* Destroys this base texture
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*/
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destroy(): void;
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/**
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* Sets all glTextures to be dirty.
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*/
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dirty(): void;
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/**
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* Changes the source image of the texture
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*
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* @param newSrc the path of the image
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*/
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updateSourceImage(newSrc: string): void;
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/**
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* Removes the base texture from the GPU, useful for managing resources on the GPU.
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* Atexture is still 100% usable and will simply be reuploaded if there is a sprite on screen that is using it.
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*/
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unloadFromGPU(): void;
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}
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/**
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* The xml loader is used to load in XML bitmap font data ('xml' or 'fnt')
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* To generate the data you can use http://www.angelcode.com/products/bmfont/
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* This loader will also load the image file as the data.
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* When loaded this class will dispatch a 'loaded' event
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*/
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export class BitmapFontLoader implements Mixin {
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/**
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* The xml loader is used to load in XML bitmap font data ('xml' or 'fnt')
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* To generate the data you can use http://www.angelcode.com/products/bmfont/
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* This loader will also load the image file as the data.
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* When loaded this class will dispatch a 'loaded' event
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*
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* @param url The url of the sprite sheet JSON file
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* @param crossorigin Whether requests should be treated as crossorigin
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*/
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constructor(url: string, crossorigin: boolean);
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/**
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* [read-only] The base url of the bitmap font data
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*/
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baseUrl: string;
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/**
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* Whether the requests should be treated as cross origin
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*/
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crossorigin: boolean;
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/**
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* [read-only] The texture of the bitmap font
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*/
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texture: Texture;
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/**
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* The url of the bitmap font data
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*/
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url: string;
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listeners(eventName: string): Function[];
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emit(eventName: string, data?: any): boolean;
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dispatchEvent(eventName: string, data?: any): boolean;
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on(eventName: string, fn: Function): Function;
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addEventListener(eventName: string, fn: Function): Function;
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once(eventName: string, fn: Function): Function;
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off(eventName: string, fn: Function): Function;
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removeAllEventListeners(eventName: string): void;
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/**
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* Loads the XML font data
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*/
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load(): void;
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}
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/**
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* A BitmapText object will create a line or multiple lines of text using bitmap font. To split a line you can use '\n', '\r' or '\r\n' in your string.
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* You can generate the fnt files using
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* http://www.angelcode.com/products/bmfont/ for windows or
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* http://www.bmglyph.com/ for mac.
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*/
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export class BitmapText extends DisplayObjectContainer {
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static fonts: any;
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/**
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* A BitmapText object will create a line or multiple lines of text using bitmap font. To split a line you can use '\n', '\r' or '\r\n' in your string.
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* You can generate the fnt files using
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* http://www.angelcode.com/products/bmfont/ for windows or
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* http://www.bmglyph.com/ for mac.
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*
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* @param text The copy that you would like the text to display
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* @param style The style parameters
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*/
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constructor(text: string, style: BitmapTextStyle);
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/**
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* The dirty state of this object.
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*/
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dirty: boolean;
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fontName: string;
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fontSize: number;
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/**
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* [read-only] The width of the overall text, different from fontSize,
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* which is defined in the style object
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*/
|
|
textWidth: number;
|
|
|
|
/**
|
|
* [read-only] The height of the overall text, different from fontSize,
|
|
* which is defined in the style object
|
|
*/
|
|
textHeight: number;
|
|
tint: number;
|
|
style: BitmapTextStyle;
|
|
|
|
|
|
/**
|
|
* Set the text string to be rendered.
|
|
*
|
|
* @param text The text that you would like displayed
|
|
*/
|
|
setText(text: string): void;
|
|
|
|
/**
|
|
* Set the style of the text
|
|
* style.font {String} The size (optional) and bitmap font id (required) eq 'Arial' or '20px Arial' (must have loaded previously)
|
|
* [style.align='left'] {String} Alignment for multiline text ('left', 'center' or 'right'), does not affect single lines of text
|
|
*
|
|
* @param style The style parameters, contained as properties of an object
|
|
*/
|
|
setStyle(style: BitmapTextStyle): void;
|
|
|
|
}
|
|
|
|
|
|
/**
|
|
* The BlurFilter applies a Gaussian blur to an object.
|
|
* The strength of the blur can be set for x- and y-axis separately (always relative to the stage).
|
|
*/
|
|
export class BlurFilter extends AbstractFilter {
|
|
|
|
|
|
/**
|
|
* Sets the strength of both the blurX and blurY properties simultaneously
|
|
* Default: 2
|
|
*/
|
|
blur: number;
|
|
|
|
/**
|
|
* Sets the strength of the blurX property
|
|
* Default: 2
|
|
*/
|
|
blurX: number;
|
|
|
|
/**
|
|
* Sets the strength of the blurY property
|
|
* Default: 2
|
|
*/
|
|
blurY: number;
|
|
|
|
}
|
|
|
|
|
|
/**
|
|
* The BlurXFilter applies a horizontal Gaussian blur to an object.
|
|
*/
|
|
export class BlurXFilter extends AbstractFilter {
|
|
|
|
|
|
/**
|
|
* Sets the strength of both the blur.
|
|
* Default: 2
|
|
*/
|
|
blur: number;
|
|
|
|
}
|
|
|
|
|
|
/**
|
|
* The BlurYFilter applies a vertical Gaussian blur to an object.
|
|
*/
|
|
export class BlurYFilter extends AbstractFilter {
|
|
|
|
|
|
/**
|
|
* Sets the strength of both the blur.
|
|
* Default: 2
|
|
*/
|
|
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;
|
|
|
|
|
|
/**
|
|
* 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;
|
|
|
|
}
|
|
|
|
|
|
/**
|
|
* 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 width the width of the canvas view - Default: 800
|
|
* @param height the height of the canvas view - Default: 600
|
|
* @param options The optional renderer parameters
|
|
*/
|
|
constructor(width?: number, height?: number, options?: PixiRendererOptions);
|
|
|
|
|
|
/**
|
|
* Whether the render view should be resized automatically
|
|
*/
|
|
autoResize: boolean;
|
|
|
|
/**
|
|
* 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;
|
|
|
|
/**
|
|
* The canvas 2d context that everything is drawn with
|
|
*/
|
|
context: CanvasRenderingContext2D;
|
|
|
|
/**
|
|
* Internal var.
|
|
*/
|
|
count: number;
|
|
|
|
/**
|
|
* The height of the canvas view
|
|
* Default: 600
|
|
*/
|
|
height: number;
|
|
maskManager: CanvasMaskManager;
|
|
|
|
/**
|
|
* Boolean flag controlling canvas refresh.
|
|
*/
|
|
refresh: boolean;
|
|
|
|
/**
|
|
* The render session is just a bunch of parameter used for rendering
|
|
*/
|
|
renderSession: RenderSession;
|
|
|
|
/**
|
|
* The resolution of the canvas.
|
|
*/
|
|
resolution: number;
|
|
|
|
/**
|
|
* Whether the render view is transparent
|
|
*/
|
|
transparent: boolean;
|
|
|
|
/**
|
|
* The renderer type.
|
|
*/
|
|
type: number;
|
|
|
|
/**
|
|
* The canvas element that everything is drawn to.
|
|
*/
|
|
view: HTMLCanvasElement;
|
|
|
|
/**
|
|
* The width of the canvas view
|
|
* Default: 800
|
|
*/
|
|
width: number;
|
|
|
|
|
|
/**
|
|
* 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;
|
|
|
|
/**
|
|
* Renders the Stage to this canvas view
|
|
*
|
|
* @param stage the Stage element to be rendered
|
|
*/
|
|
render(stage: Stage): 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;
|
|
|
|
}
|
|
|
|
|
|
/**
|
|
* 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;
|
|
|
|
/**
|
|
* Tint a texture using the "overlay" operation.
|
|
*
|
|
* @param texture the texture to tint
|
|
* @param color the color to use to tint the sprite with
|
|
* @param canvas the current canvas
|
|
*/
|
|
static tintWithOverlay(texture: Texture, color: number, canvas: HTMLCanvasElement): void;
|
|
static tintWithPerPixel(texture: Texture, color: number, canvas: HTMLCanvasElement): void;
|
|
|
|
/**
|
|
* Rounds the specified color according to the PIXI.CanvasTinter.cacheStepsPerColorChannel.
|
|
*
|
|
* @param color the color to round, should be a hex color
|
|
*/
|
|
static roundColor(color: number): void;
|
|
|
|
|
|
/**
|
|
* Number of steps which will be used as a cap when rounding colors.
|
|
*/
|
|
static cacheStepsPerColorChannel: number;
|
|
|
|
/**
|
|
* Tint cache boolean flag.
|
|
*/
|
|
static convertTintToImage: boolean;
|
|
|
|
/**
|
|
* Whether or not the Canvas BlendModes are supported, consequently the ability to tint using the multiply method.
|
|
*/
|
|
static canUseMultiply: boolean;
|
|
static tintMethod: any;
|
|
|
|
}
|
|
|
|
|
|
/**
|
|
* The Circle object can be used to specify a hit area for displayObjects
|
|
*/
|
|
export class Circle implements HitArea {
|
|
|
|
|
|
/**
|
|
* The Circle object can be used to specify a hit area for displayObjects
|
|
*
|
|
* @param x The X coordinate of the center of this circle
|
|
* @param y The Y coordinate of the center of this circle
|
|
* @param radius The radius of the circle
|
|
*/
|
|
constructor(x: number, y: number, radius: number);
|
|
|
|
|
|
/**
|
|
*
|
|
* Default: 0
|
|
*/
|
|
x: number;
|
|
|
|
/**
|
|
*
|
|
* Default: 0
|
|
*/
|
|
y: number;
|
|
|
|
/**
|
|
*
|
|
* Default: 0
|
|
*/
|
|
radius: number;
|
|
|
|
|
|
/**
|
|
* Creates a clone of this Circle instance
|
|
* @return a copy of the Circle
|
|
*/
|
|
clone(): Circle;
|
|
|
|
/**
|
|
* Checks whether the x and y coordinates given are contained within this circle
|
|
*
|
|
* @param x The X coordinate of the point to test
|
|
* @param y The Y coordinate of the point to test
|
|
* @return Whether the x/y coordinates are within this Circle
|
|
*/
|
|
contains(x: number, y: number): boolean;
|
|
|
|
/**
|
|
* Returns the framing rectangle of the circle as a PIXI.Rectangle object
|
|
* @return the framing rectangle
|
|
*/
|
|
getBounds(): Rectangle;
|
|
|
|
}
|
|
|
|
|
|
/**
|
|
* The ColorMatrixFilter class lets you apply a 4x4 matrix transformation on the RGBA
|
|
* color and alpha values of every pixel on your displayObject to produce a result
|
|
* with a new set of RGBA color and alpha values. It's pretty powerful!
|
|
*/
|
|
export class ColorMatrixFilter extends AbstractFilter {
|
|
|
|
|
|
/**
|
|
* Sets the matrix of the color matrix filter
|
|
* Default: [1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1]
|
|
*/
|
|
matrix: Matrix;
|
|
|
|
}
|
|
|
|
|
|
/**
|
|
* This lowers the color depth of your image by the given amount, producing an image with a smaller palette.
|
|
*/
|
|
export class ColorStepFilter extends AbstractFilter {
|
|
|
|
|
|
/**
|
|
* The number of steps to reduce the palette by.
|
|
*/
|
|
step: number;
|
|
|
|
}
|
|
|
|
|
|
/**
|
|
* The ConvolutionFilter class applies a matrix convolution filter effect.
|
|
* A convolution combines pixels in the input image with neighboring pixels to produce a new image.
|
|
* A wide variety of image effects can be achieved through convolutions, including blurring, edge detection, sharpening, embossing, and beveling.
|
|
* The matrix should be specified as a 9 point Array. See http://docs.gimp.org/en/plug-in-convmatrix.html for more info.
|
|
*/
|
|
export class ConvolutionFilter extends AbstractFilter {
|
|
|
|
|
|
/**
|
|
* The ConvolutionFilter class applies a matrix convolution filter effect.
|
|
* A convolution combines pixels in the input image with neighboring pixels to produce a new image.
|
|
* A wide variety of image effects can be achieved through convolutions, including blurring, edge detection, sharpening, embossing, and beveling.
|
|
* The matrix should be specified as a 9 point Array. See http://docs.gimp.org/en/plug-in-convmatrix.html for more info.
|
|
*
|
|
* @param matrix An array of values used for matrix transformation. Specified as a 9 point Array.
|
|
* @param width Width of the object you are transforming
|
|
* @param height Height of the object you are transforming
|
|
*/
|
|
constructor(matrix: number[], width: number, height: number);
|
|
|
|
|
|
/**
|
|
* An array of values used for matrix transformation. Specified as a 9 point Array.
|
|
*/
|
|
matrix: Matrix;
|
|
|
|
/**
|
|
* Width of the object you are transforming
|
|
*/
|
|
width: number;
|
|
|
|
/**
|
|
* Height of the object you are transforming
|
|
*/
|
|
height: number;
|
|
|
|
}
|
|
|
|
|
|
/**
|
|
* A Cross Hatch effect filter.
|
|
*/
|
|
export class CrossHatchFilter extends AbstractFilter {
|
|
|
|
|
|
/**
|
|
* Sets the strength of both the blur.
|
|
* Default: 2
|
|
*/
|
|
blur: number;
|
|
|
|
}
|
|
|
|
|
|
/**
|
|
* The DisplacementFilter class uses the pixel values from the specified texture (called the displacement map) to perform a displacement of an object.
|
|
* You can use this filter to apply all manor of crazy warping effects
|
|
* Currently the r property of the texture is used offset the x and the g property of the texture is used to offset the y.
|
|
*/
|
|
export class DisplacementFilter extends AbstractFilter {
|
|
|
|
|
|
/**
|
|
* The DisplacementFilter class uses the pixel values from the specified texture (called the displacement map) to perform a displacement of an object.
|
|
* You can use this filter to apply all manor of crazy warping effects
|
|
* Currently the r property of the texture is used offset the x and the g property of the texture is used to offset the y.
|
|
*
|
|
* @param texture The texture used for the displacement map * must be power of 2 texture at the moment
|
|
*/
|
|
constructor(texture: Texture);
|
|
|
|
|
|
/**
|
|
* The texture used for the displacement map. Must be power of 2 texture.
|
|
*/
|
|
map: Texture;
|
|
|
|
/**
|
|
* The offset used to move the displacement map.
|
|
*/
|
|
offset: Point;
|
|
|
|
/**
|
|
* The multiplier used to scale the displacement result from the map calculation.
|
|
*/
|
|
scale: Point;
|
|
|
|
}
|
|
|
|
|
|
/**
|
|
* This filter applies a dotscreen effect making display objects appear to be made out of black and white halftone dots like an old printer.
|
|
*/
|
|
export class DotScreenFilter extends AbstractFilter {
|
|
|
|
|
|
/**
|
|
* The radius of the effect.
|
|
*/
|
|
angle: number;
|
|
|
|
/**
|
|
* The scale of the effect.
|
|
*/
|
|
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;
|
|
|
|
/**
|
|
* This is used to indicate if the displayObject should display a mouse hand cursor on rollover
|
|
*/
|
|
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;
|
|
|
|
/**
|
|
* This is the cursor that will be used when the mouse is over this object. To enable this the element must have interaction = true and buttonMode = true
|
|
*/
|
|
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'
|
|
*/
|
|
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;
|
|
|
|
/**
|
|
* Indicates if the sprite will have touch and mouse interactivity. It is false by default
|
|
* Default: false
|
|
*/
|
|
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: Stage;
|
|
|
|
/**
|
|
* The visibility of the object.
|
|
*/
|
|
visible: boolean;
|
|
|
|
/**
|
|
* [read-only] The multiplied alpha of the displayObject
|
|
*/
|
|
worldAlpha: 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;
|
|
|
|
|
|
/**
|
|
* A callback that is used when the users clicks on the displayObject with their mouse's left button
|
|
*
|
|
* @param interactionData -
|
|
*/
|
|
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: scaleModes, renderer: PixiRenderer): RenderTexture;
|
|
|
|
/**
|
|
* A callback that is used when the user clicks the mouse's left button down over the sprite
|
|
*
|
|
* @param interactionData -
|
|
*/
|
|
mousedown(e: InteractionData): void;
|
|
|
|
/**
|
|
* A callback that is used when the users mouse leaves the displayObject
|
|
*
|
|
* @param interactionData -
|
|
*/
|
|
mouseout(e: InteractionData): void;
|
|
|
|
/**
|
|
* A callback that is used when the users mouse rolls over the displayObject
|
|
*
|
|
* @param interactionData -
|
|
*/
|
|
mouseover(e: InteractionData): void;
|
|
|
|
/**
|
|
* A callback that is used when the user releases the mouse's left button that was over the displayObject
|
|
* for this callback to be fired, the mouse's left button must have been pressed down over the displayObject
|
|
*
|
|
* @param interactionData -
|
|
*/
|
|
mouseup(e: InteractionData): void;
|
|
mousemove(e: InteractionData): void;
|
|
|
|
/**
|
|
* A callback that is used when the user releases the mouse's left button that was over the displayObject but is no longer over the displayObject
|
|
* for this callback to be fired, the mouse's left button must have been pressed down over the displayObject
|
|
*
|
|
* @param interactionData -
|
|
*/
|
|
mouseupoutside(e: InteractionData): void;
|
|
|
|
/**
|
|
* A callback that is used when the users clicks on the displayObject with their mouse's right button
|
|
*
|
|
* @param interactionData -
|
|
*/
|
|
rightclick(e: InteractionData): void;
|
|
|
|
/**
|
|
* A callback that is used when the user clicks the mouse's right button down over the sprite
|
|
*
|
|
* @param interactionData -
|
|
*/
|
|
rightdown(e: InteractionData): void;
|
|
|
|
/**
|
|
* A callback that is used when the user releases the mouse's right button that was over the displayObject
|
|
* for this callback to be fired the mouse's right button must have been pressed down over the displayObject
|
|
*
|
|
* @param interactionData -
|
|
*/
|
|
rightup(e: InteractionData): void;
|
|
|
|
/**
|
|
* A callback that is used when the user releases the mouse's right button that was over the displayObject but is no longer over the displayObject
|
|
* for this callback to be fired, the mouse's right button must have been pressed down over the displayObject
|
|
*
|
|
* @param interactionData -
|
|
*/
|
|
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: Stage): void;
|
|
|
|
/**
|
|
* A callback that is used when the users taps on the sprite with their finger
|
|
* basically a touch version of click
|
|
*
|
|
* @param interactionData -
|
|
*/
|
|
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;
|
|
|
|
/**
|
|
* A callback that is used when the user releases a touch over the displayObject
|
|
*
|
|
* @param interactionData -
|
|
*/
|
|
touchend(e: InteractionData): void;
|
|
|
|
/**
|
|
* A callback that is used when the user releases the touch that was over the displayObject
|
|
* for this callback to be fired, The touch must have started over the sprite
|
|
*
|
|
* @param interactionData -
|
|
*/
|
|
touchendoutside(e: InteractionData): void;
|
|
|
|
/**
|
|
* A callback that is used when the user touches over the displayObject
|
|
*
|
|
* @param interactionData -
|
|
*/
|
|
touchstart(e: InteractionData): void;
|
|
touchmove(e: InteractionData): void;
|
|
updateTransform(): 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;
|
|
|
|
|
|
/**
|
|
* 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;
|
|
|
|
}
|
|
|
|
|
|
/**
|
|
* The Ellipse object can be used to specify a hit area for displayObjects
|
|
*/
|
|
export class Ellipse implements HitArea {
|
|
|
|
|
|
/**
|
|
* The Ellipse object can be used to specify a hit area for displayObjects
|
|
*
|
|
* @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 this ellipse
|
|
* @param height The half height of this ellipse
|
|
*/
|
|
constructor(x: number, y: number, width: number, height: number);
|
|
|
|
|
|
/**
|
|
*
|
|
* Default: 0
|
|
*/
|
|
x: number;
|
|
|
|
/**
|
|
*
|
|
* Default: 0
|
|
*/
|
|
y: number;
|
|
|
|
/**
|
|
*
|
|
* Default: 0
|
|
*/
|
|
width: number;
|
|
|
|
/**
|
|
*
|
|
* Default: 0
|
|
*/
|
|
height: number;
|
|
|
|
|
|
/**
|
|
* Creates a clone of this Ellipse instance
|
|
* @return a copy of the ellipse
|
|
*/
|
|
clone(): Ellipse;
|
|
|
|
/**
|
|
* Checks whether the x and y coordinates given are contained within this ellipse
|
|
*
|
|
* @param x The X coordinate of the point to test
|
|
* @param y The Y coordinate of the point to test
|
|
* @return Whether the x/y coords are within this ellipse
|
|
*/
|
|
contains(x: number, y: number): boolean;
|
|
|
|
/**
|
|
* Returns the framing rectangle of the ellipse as a PIXI.Rectangle object
|
|
* @return the framing rectangle
|
|
*/
|
|
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: string;
|
|
|
|
/**
|
|
* 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.
|
|
*/
|
|
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 radius The radius of the circle
|
|
*/
|
|
drawCircle(x: number, y: number, radius: 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.
|
|
*/
|
|
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
|
|
*/
|
|
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;
|
|
|
|
/**
|
|
* 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;
|
|
|
|
}
|
|
|
|
|
|
/**
|
|
* This greyscales the palette of your Display Objects.
|
|
*/
|
|
export class GrayFilter extends AbstractFilter {
|
|
|
|
|
|
/**
|
|
* The strength of the gray. 1 will make the object black and white, 0 will make the object its normal color.
|
|
*/
|
|
gray: number;
|
|
|
|
}
|
|
|
|
|
|
/**
|
|
* The image loader class is responsible for loading images file formats ('jpeg', 'jpg', 'png' and 'gif')
|
|
* Once the image has been loaded it is stored in the PIXI texture cache and can be accessed though PIXI.Texture.fromFrame() and PIXI.Sprite.fromFrame()
|
|
* When loaded this class will dispatch a 'loaded' event
|
|
*/
|
|
export class ImageLoader implements Mixin {
|
|
|
|
|
|
/**
|
|
* The image loader class is responsible for loading images file formats ('jpeg', 'jpg', 'png' and 'gif')
|
|
* Once the image has been loaded it is stored in the PIXI texture cache and can be accessed though PIXI.Texture.fromFrame() and PIXI.Sprite.fromFrame()
|
|
* When loaded this class will dispatch a 'loaded' event
|
|
*
|
|
* @param url The url of the image
|
|
* @param crossorigin Whether requests should be treated as crossorigin
|
|
*/
|
|
constructor(url: string, crossorigin?: boolean);
|
|
|
|
|
|
/**
|
|
* The texture being loaded
|
|
*/
|
|
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;
|
|
|
|
|
|
/**
|
|
* Loads image or takes it from cache
|
|
*/
|
|
load(): void;
|
|
|
|
/**
|
|
* Loads image and split it to uniform sized frames
|
|
*
|
|
* @param frameWidth width of each frame
|
|
* @param frameHeight height of each frame
|
|
* @param textureName if given, the frames will be cached in <textureName>-<ord> format
|
|
*/
|
|
loadFramedSpriteSheet(frameWidth: number, frameHeight: number, textureName: string): void;
|
|
|
|
}
|
|
|
|
|
|
/**
|
|
* Holds all information related to an Interaction event
|
|
*/
|
|
export class InteractionData {
|
|
|
|
|
|
/**
|
|
* This point stores the global coords of where the touch/mouse event happened
|
|
*/
|
|
global: Point;
|
|
|
|
/**
|
|
* The target Sprite that was interacted with
|
|
*/
|
|
target: Sprite;
|
|
|
|
/**
|
|
* When passed to an event handler, this will be the original DOM Event that was captured
|
|
*/
|
|
originalEvent: Event;
|
|
|
|
|
|
/**
|
|
* This will return the local coordinates of the specified displayObject for this InteractionData
|
|
*
|
|
* @param displayObject The DisplayObject that you would like the local coords off
|
|
* @param point A Point object in which to store the value, optional (otherwise will create a new point)
|
|
* @return A point containing the coordinates of the InteractionData position relative to the DisplayObject
|
|
*/
|
|
getLocalPosition(displayObject: DisplayObject): Point;
|
|
|
|
}
|
|
|
|
|
|
/**
|
|
* The interaction manager deals with mouse and touch events. Any DisplayObject can be interactive
|
|
* if its interactive parameter is set to true
|
|
* This manager also supports multitouch.
|
|
*/
|
|
export class InteractionManager {
|
|
|
|
|
|
/**
|
|
* The css style of the cursor that is being used
|
|
*/
|
|
currentCursorStyle: string;
|
|
last: number;
|
|
|
|
/**
|
|
* The mouse data
|
|
*/
|
|
mouse: InteractionData;
|
|
|
|
/**
|
|
* Is set to true when the mouse is moved out of the canvas
|
|
*/
|
|
mouseOut: boolean;
|
|
mouseoverEnabled: boolean;
|
|
onMouseMove: Function;
|
|
onMouseDown: Function;
|
|
onMouseOut: Function;
|
|
onMouseUp: Function;
|
|
onTouchStart: Function;
|
|
onTouchEnd: Function;
|
|
onTouchMove: Function;
|
|
|
|
/**
|
|
* Tiny little interactiveData pool !
|
|
*/
|
|
pool: InteractionData[];
|
|
resolution: number;
|
|
|
|
/**
|
|
* A reference to the stage
|
|
*/
|
|
stage: Stage;
|
|
|
|
/**
|
|
* An object that stores current touches (InteractionData) by id reference
|
|
*/
|
|
touches: { [id: string]: InteractionData };
|
|
|
|
|
|
/**
|
|
* The interaction manager deals with mouse and touch events. Any DisplayObject can be interactive
|
|
* if its interactive parameter is set to true
|
|
* This manager also supports multitouch.
|
|
*
|
|
* @param stage The stage to handle interactions
|
|
*/
|
|
constructor(stage: Stage);
|
|
}
|
|
|
|
|
|
/**
|
|
* This inverts your Display Objects colors.
|
|
*/
|
|
export class InvertFilter extends AbstractFilter {
|
|
|
|
|
|
/**
|
|
* The strength of the invert. 1 will fully invert the colors, 0 will make the object its normal color
|
|
*/
|
|
invert: number;
|
|
|
|
}
|
|
|
|
|
|
/**
|
|
* The json file loader is used to load in JSON data and parse it
|
|
* When loaded this class will dispatch a 'loaded' event
|
|
* If loading fails this class will dispatch an 'error' event
|
|
*/
|
|
export class JsonLoader implements Mixin {
|
|
|
|
|
|
/**
|
|
* The json file loader is used to load in JSON data and parse it
|
|
* When loaded this class will dispatch a 'loaded' event
|
|
* If loading fails this class will dispatch an 'error' event
|
|
*
|
|
* @param url The url of the JSON file
|
|
* @param crossorigin Whether requests should be treated as crossorigin
|
|
*/
|
|
constructor(url: string, crossorigin?: boolean);
|
|
|
|
|
|
/**
|
|
* [read-only] The base url of the bitmap font data
|
|
*/
|
|
baseUrl: string;
|
|
|
|
/**
|
|
* Whether the requests should be treated as cross origin
|
|
*/
|
|
crossorigin: boolean;
|
|
|
|
/**
|
|
* [read-only] Whether the data has loaded yet
|
|
*/
|
|
loaded: boolean;
|
|
|
|
/**
|
|
* The url of the bitmap font data
|
|
*/
|
|
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;
|
|
|
|
|
|
/**
|
|
* Loads the JSON data
|
|
*/
|
|
load(): void;
|
|
|
|
}
|
|
|
|
|
|
/**
|
|
* The Matrix class is now an object, which makes it a lot faster,
|
|
* here is a representation of it :
|
|
* | a | b | tx|
|
|
* | c | d | ty|
|
|
* | 0 | 0 | 1 |
|
|
*/
|
|
export class Matrix {
|
|
|
|
|
|
/**
|
|
*
|
|
* Default: 1
|
|
*/
|
|
a: number;
|
|
|
|
/**
|
|
*
|
|
* Default: 0
|
|
*/
|
|
b: number;
|
|
|
|
/**
|
|
*
|
|
* Default: 0
|
|
*/
|
|
c: number;
|
|
|
|
/**
|
|
*
|
|
* Default: 1
|
|
*/
|
|
d: number;
|
|
|
|
/**
|
|
*
|
|
* Default: 0
|
|
*/
|
|
tx: number;
|
|
|
|
/**
|
|
*
|
|
* Default: 0
|
|
*/
|
|
ty: number;
|
|
|
|
|
|
/**
|
|
* Appends the given Matrix to this Matrix.
|
|
*
|
|
* @param matrix -
|
|
* @return This matrix. Good for chaining method calls.
|
|
*/
|
|
append(matrix: Matrix): Matrix;
|
|
|
|
/**
|
|
* Get a new position with the current transformation applied.
|
|
* Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering)
|
|
*
|
|
* @param pos The origin
|
|
* @param newPos The point that the new position is assigned to (allowed to be same as input)
|
|
* @return The new point, transformed through this matrix
|
|
*/
|
|
apply(pos: Point, newPos: Point): Point;
|
|
|
|
/**
|
|
* Get a new position with the inverse of the current transformation applied.
|
|
* Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input)
|
|
*
|
|
* @param pos The origin
|
|
* @param newPos The point that the new position is assigned to (allowed to be same as input)
|
|
* @return The new point, inverse-transformed through this matrix
|
|
*/
|
|
applyInverse(pos: Point, newPos: Point): Point;
|
|
determineMatrixArrayType(): number[];
|
|
|
|
/**
|
|
* Resets this Matix to an identity (default) matrix.
|
|
* @return This matrix. Good for chaining method calls.
|
|
*/
|
|
identity(): Matrix;
|
|
|
|
/**
|
|
* Applies a rotation transformation to the matrix.
|
|
*
|
|
* @param angle The angle in radians.
|
|
* @return This matrix. Good for chaining method calls.
|
|
*/
|
|
rotate(angle: number): Matrix;
|
|
|
|
/**
|
|
* Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows:
|
|
*
|
|
* a = array[0]
|
|
* b = array[1]
|
|
* c = array[3]
|
|
* d = array[4]
|
|
* tx = array[2]
|
|
* ty = array[5]
|
|
*
|
|
* @param array The array that the matrix will be populated from.
|
|
*/
|
|
fromArray(array: number[]): void;
|
|
|
|
/**
|
|
* Translates the matrix on the x and y.
|
|
*
|
|
* @param x -
|
|
* @param y -
|
|
* @return This matrix. Good for chaining method calls.
|
|
*/
|
|
translate(x: number, y: number): Matrix;
|
|
|
|
/**
|
|
* Creates an array from the current Matrix object.
|
|
*
|
|
* @param transpose Whether we need to transpose the matrix or not
|
|
* @return the newly created array which contains the matrix
|
|
*/
|
|
toArray(transpose: boolean): number[];
|
|
|
|
/**
|
|
* Applies a scale transformation to the matrix.
|
|
*
|
|
* @param x The amount to scale horizontally
|
|
* @param y The amount to scale vertically
|
|
* @return This matrix. Good for chaining method calls.
|
|
*/
|
|
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;
|
|
|
|
}
|
|
|
|
|
|
/**
|
|
* A MovieClip is a simple way to display an animation depicted by a list of textures.
|
|
*/
|
|
export class MovieClip extends Sprite {
|
|
|
|
|
|
/**
|
|
* A short hand way of creating a movieclip from an array of frame ids
|
|
*
|
|
* @param frames the array of frames ids the movieclip will use as its texture frames
|
|
*/
|
|
static fromFrames(frames: string[]): MovieClip;
|
|
|
|
/**
|
|
* A short hand way of creating a movieclip from an array of image ids
|
|
*
|
|
* @param frames the array of image ids the movieclip will use as its texture frames
|
|
*/
|
|
static fromImages(images: HTMLImageElement[]): HTMLImageElement;
|
|
|
|
|
|
/**
|
|
* A MovieClip is a simple way to display an animation depicted by a list of textures.
|
|
*
|
|
* @param textures an array of {Texture} objects that make up the animation
|
|
*/
|
|
constructor(textures: Texture[]);
|
|
|
|
|
|
/**
|
|
* The speed that the MovieClip will play at. Higher is faster, lower is slower
|
|
* Default: 1
|
|
*/
|
|
animationSpeed: number;
|
|
|
|
/**
|
|
* [read-only] The MovieClips current frame index (this may not have to be a whole number)
|
|
* Default: 0
|
|
*/
|
|
currentFrame: number;
|
|
|
|
/**
|
|
* Whether or not the movie clip repeats after playing.
|
|
* Default: true
|
|
*/
|
|
loop: boolean;
|
|
|
|
/**
|
|
* [read-only] Indicates if the MovieClip is currently playing
|
|
*/
|
|
playing: boolean;
|
|
|
|
/**
|
|
* The array of textures that make up the animation
|
|
*/
|
|
textures: Texture[];
|
|
|
|
/**
|
|
* [read-only] totalFrames is the total number of frames in the MovieClip. This is the same as number of textures
|
|
* assigned to the MovieClip.
|
|
* Default: 0
|
|
*/
|
|
totalFrames: number;
|
|
|
|
|
|
/**
|
|
* Goes to a specific frame and begins playing the MovieClip
|
|
*
|
|
* @param frameNumber frame index to start at
|
|
*/
|
|
gotoAndPlay(frameNumber: number): void;
|
|
|
|
/**
|
|
* Stops the MovieClip and goes to a specific frame
|
|
*
|
|
* @param frameNumber frame index to stop at
|
|
*/
|
|
gotoAndStop(frameNumber: number): void;
|
|
onComplete(): void;
|
|
|
|
/**
|
|
* Plays the MovieClip
|
|
*/
|
|
play(): void;
|
|
|
|
/**
|
|
* Stops the MovieClip
|
|
*/
|
|
stop(): void;
|
|
|
|
}
|
|
|
|
|
|
/**
|
|
* A Noise effect filter.
|
|
*/
|
|
export class NoiseFilter extends AbstractFilter {
|
|
|
|
|
|
/**
|
|
* The amount of noise to apply.
|
|
*/
|
|
noise: number;
|
|
|
|
}
|
|
|
|
|
|
/**
|
|
* The NormalMapFilter class uses the pixel values from the specified texture (called the displacement map) to perform a displacement of an object.
|
|
* You can use this filter to apply all manor of crazy warping effects
|
|
* Currently the r property of the texture is used offset the x and the g property of the texture is used to offset the y.
|
|
*/
|
|
export class NormalMapFilter extends AbstractFilter {
|
|
|
|
|
|
/**
|
|
* The texture used for the displacement map. Must be power of 2 texture.
|
|
*/
|
|
map: Texture;
|
|
|
|
/**
|
|
* The offset used to move the displacement map.
|
|
*/
|
|
offset: Point;
|
|
|
|
/**
|
|
* The multiplier used to scale the displacement result from the map calculation.
|
|
*/
|
|
scale: Point;
|
|
|
|
}
|
|
|
|
|
|
/**
|
|
* This filter applies a pixelate effect making display objects appear 'blocky'.
|
|
*/
|
|
export class PixelateFilter extends AbstractFilter {
|
|
|
|
|
|
/**
|
|
* This a point that describes the size of the blocks. x is the width of the block and y is the height.
|
|
*/
|
|
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;
|
|
|
|
}
|
|
|
|
|
|
/**
|
|
* The Point object represents a location in a two-dimensional coordinate system, where x represents the horizontal axis and y represents the vertical axis.
|
|
*/
|
|
export class Point {
|
|
|
|
|
|
/**
|
|
* The Point object represents a location in a two-dimensional coordinate system, where x represents the horizontal axis and y represents the vertical axis.
|
|
*
|
|
* @param x position of the point on the x axis
|
|
* @param y position of the point on the y axis
|
|
*/
|
|
constructor(x?: number, y?: number);
|
|
|
|
|
|
/**
|
|
*
|
|
* Default: 0
|
|
*/
|
|
x: number;
|
|
|
|
/**
|
|
*
|
|
* Default: 0
|
|
*/
|
|
y: number;
|
|
|
|
|
|
/**
|
|
* Creates a clone of this point
|
|
* @return a copy of the point
|
|
*/
|
|
clone(): Point;
|
|
|
|
/**
|
|
* Sets the point to a new x and y position.
|
|
* If y is omitted, both x and y will be set to x.
|
|
*
|
|
* @param x position of the point on the x axis - Default: 0
|
|
* @param y position of the point on the y axis - Default: 0
|
|
*/
|
|
set(x: number, y: number): void;
|
|
|
|
}
|
|
|
|
export class Polygon implements HitArea {
|
|
|
|
|
|
/**
|
|
*
|
|
*
|
|
* @param points This can be an array of Points that form the polygon,
|
|
* a flat array of numbers that will be interpreted as [x,y, x,y, ...], or the arguments passed can be
|
|
* all the points of the polygon e.g. `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the
|
|
* arguments passed can be flat x,y values e.g. `new PIXI.Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are
|
|
* Numbers.
|
|
*/
|
|
constructor(points: Point[]);
|
|
|
|
/**
|
|
*
|
|
*
|
|
* @param points This can be an array of Points that form the polygon,
|
|
* a flat array of numbers that will be interpreted as [x,y, x,y, ...], or the arguments passed can be
|
|
* all the points of the polygon e.g. `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the
|
|
* arguments passed can be flat x,y values e.g. `new PIXI.Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are
|
|
* Numbers.
|
|
*/
|
|
constructor(points: number[]);
|
|
|
|
/**
|
|
*
|
|
*
|
|
* @param points This can be an array of Points that form the polygon,
|
|
* a flat array of numbers that will be interpreted as [x,y, x,y, ...], or the arguments passed can be
|
|
* all the points of the polygon e.g. `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the
|
|
* arguments passed can be flat x,y values e.g. `new PIXI.Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are
|
|
* Numbers.
|
|
*/
|
|
constructor(...points: Point[]);
|
|
|
|
/**
|
|
*
|
|
*
|
|
* @param points This can be an array of Points that form the polygon,
|
|
* a flat array of numbers that will be interpreted as [x,y, x,y, ...], or the arguments passed can be
|
|
* all the points of the polygon e.g. `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the
|
|
* arguments passed can be flat x,y values e.g. `new PIXI.Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are
|
|
* Numbers.
|
|
*/
|
|
constructor(...points: number[]);
|
|
|
|
|
|
/**
|
|
* An array of the points of this polygon
|
|
*/
|
|
points: any[]; //number[] Point[]
|
|
|
|
|
|
/**
|
|
* Creates a clone of this polygon
|
|
* @return a copy of the polygon
|
|
*/
|
|
clone(): Polygon;
|
|
|
|
/**
|
|
* Checks whether the x and y coordinates passed to this function are contained within this polygon
|
|
*
|
|
* @param x The X coordinate of the point to test
|
|
* @param y The Y coordinate of the point to test
|
|
* @return Whether the x/y coordinates are within this polygon
|
|
*/
|
|
contains(x: number, y: number): boolean;
|
|
|
|
}
|
|
|
|
|
|
/**
|
|
* the Rectangle object is an area defined by its position, as indicated by its top-left corner point (x, y) and by its width and its height.
|
|
*/
|
|
export class Rectangle implements HitArea {
|
|
|
|
|
|
/**
|
|
* the Rectangle object is an area defined by its position, as indicated by its top-left corner point (x, y) and by its width and its height.
|
|
*
|
|
* @param x The X coordinate of the upper-left corner of the rectangle
|
|
* @param y The Y coordinate of the upper-left corner of the rectangle
|
|
* @param width The overall width of this rectangle
|
|
* @param height The overall height of this rectangle
|
|
*/
|
|
constructor(x?: number, y?: number, width?: number, height?: number);
|
|
|
|
|
|
/**
|
|
*
|
|
* Default: 0
|
|
*/
|
|
x: number;
|
|
|
|
/**
|
|
*
|
|
* Default: 0
|
|
*/
|
|
y: number;
|
|
|
|
/**
|
|
*
|
|
* Default: 0
|
|
*/
|
|
width: number;
|
|
|
|
/**
|
|
*
|
|
* Default: 0
|
|
*/
|
|
height: number;
|
|
|
|
|
|
/**
|
|
* Creates a clone of this Rectangle
|
|
* @return a copy of the rectangle
|
|
*/
|
|
clone(): Rectangle;
|
|
|
|
/**
|
|
* Checks whether the x and y coordinates given are contained within this Rectangle
|
|
*
|
|
* @param x The X coordinate of the point to test
|
|
* @param y The Y coordinate of the point to test
|
|
* @return Whether the x/y coordinates are within this Rectangle
|
|
*/
|
|
contains(x: number, y: number): boolean;
|
|
|
|
}
|
|
|
|
|
|
/**
|
|
* An RGB Split Filter.
|
|
*/
|
|
export class RGBSplitFilter extends AbstractFilter {
|
|
|
|
|
|
/**
|
|
* Red channel offset.
|
|
*/
|
|
red: Point;
|
|
|
|
/**
|
|
* Green channel offset.
|
|
*/
|
|
green: Point;
|
|
|
|
/**
|
|
* Blue offset.
|
|
*/
|
|
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;
|
|
|
|
}
|
|
|
|
|
|
/**
|
|
* The Rounded Rectangle object is an area defined by its position and has nice rounded corners, as indicated by its top-left corner point (x, y) and by its width and its height.
|
|
*/
|
|
export class RoundedRectangle implements HitArea {
|
|
|
|
|
|
/**
|
|
* The Rounded Rectangle object is an area defined by its position and has nice rounded corners, as indicated by its top-left corner point (x, y) and by its width and its height.
|
|
*
|
|
* @param x The X coordinate of the upper-left corner of the rounded rectangle
|
|
* @param y The Y coordinate of the upper-left corner of the rounded rectangle
|
|
* @param width The overall width of this rounded rectangle
|
|
* @param height The overall height of this rounded rectangle
|
|
* @param radius Controls the radius of the rounded corners
|
|
*/
|
|
constructor(x?: number, y?: number, width?: number, height?: number, radius?: number);
|
|
|
|
|
|
/**
|
|
*
|
|
* Default: 0
|
|
*/
|
|
x: number;
|
|
|
|
/**
|
|
*
|
|
* Default: 0
|
|
*/
|
|
y: number;
|
|
|
|
/**
|
|
*
|
|
* Default: 0
|
|
*/
|
|
width: number;
|
|
|
|
/**
|
|
*
|
|
* Default: 0
|
|
*/
|
|
height: number;
|
|
|
|
/**
|
|
*
|
|
* Default: 20
|
|
*/
|
|
radius: number;
|
|
|
|
|
|
/**
|
|
* Creates a clone of this Rounded Rectangle
|
|
* @return a copy of the rounded rectangle
|
|
*/
|
|
clone(): RoundedRectangle;
|
|
|
|
/**
|
|
* Checks whether the x and y coordinates given are contained within this Rounded Rectangle
|
|
*
|
|
* @param x The X coordinate of the point to test
|
|
* @param y The Y coordinate of the point to test
|
|
* @return Whether the x/y coordinates are within this Rounded Rectangle
|
|
*/
|
|
contains(x: number, y: number): boolean;
|
|
|
|
}
|
|
|
|
|
|
/**
|
|
* This applies a sepia effect to your Display Objects.
|
|
*/
|
|
export class SepiaFilter extends AbstractFilter {
|
|
|
|
|
|
/**
|
|
* The strength of the sepia. 1 will apply the full sepia effect, 0 will make the object its normal color.
|
|
*/
|
|
sepia: number;
|
|
|
|
}
|
|
|
|
|
|
/**
|
|
* A Smart Blur Filter.
|
|
*/
|
|
export class SmartBlurFilter extends AbstractFilter {
|
|
|
|
|
|
/**
|
|
* The strength of the blur.
|
|
* Default: 2
|
|
*/
|
|
blur: number;
|
|
|
|
}
|
|
|
|
|
|
/**
|
|
* The Spine loader is used to load in JSON spine data
|
|
* To generate the data you need to use http://esotericsoftware.com/ and export in the "JSON" format
|
|
* Due to a clash of names You will need to change the extension of the spine file from *.json to *.anim for it to load
|
|
* See example 12 (http://www.goodboydigital.com/pixijs/examples/12/) to see a working example and check out the source
|
|
* You will need to generate a sprite sheet to accompany the spine data
|
|
* When loaded this class will dispatch a "loaded" event
|
|
*/
|
|
export class SpineLoader implements Mixin {
|
|
|
|
|
|
/**
|
|
* The url of the bitmap font data
|
|
*/
|
|
url: string;
|
|
|
|
/**
|
|
* Whether the requests should be treated as cross origin
|
|
*/
|
|
crossorigin: boolean;
|
|
|
|
/**
|
|
* [read-only] Whether the data has loaded yet
|
|
*/
|
|
loaded: boolean;
|
|
|
|
|
|
/**
|
|
* The Spine loader is used to load in JSON spine data
|
|
* To generate the data you need to use http://esotericsoftware.com/ and export in the "JSON" format
|
|
* Due to a clash of names You will need to change the extension of the spine file from *.json to *.anim for it to load
|
|
* See example 12 (http://www.goodboydigital.com/pixijs/examples/12/) to see a working example and check out the source
|
|
* You will need to generate a sprite sheet to accompany the spine data
|
|
* When loaded this class will dispatch a "loaded" event
|
|
*
|
|
* @param url The url of the JSON file
|
|
* @param crossorigin Whether requests should be treated as crossorigin
|
|
*/
|
|
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;
|
|
|
|
|
|
/**
|
|
* Loads the JSON data
|
|
*/
|
|
load(): void;
|
|
|
|
}
|
|
|
|
|
|
/**
|
|
* Supporting class to load images from spine atlases as per spine spec.
|
|
*/
|
|
export class SpineTextureLoader {
|
|
|
|
|
|
/**
|
|
* Supporting class to load images from spine atlases as per spine spec.
|
|
*
|
|
* @param basePath Tha base path where to look for the images to be loaded
|
|
* @param crossorigin Whether requests should be treated as crossorigin
|
|
*/
|
|
constructor(basePath: string, crossorigin: boolean);
|
|
|
|
|
|
/**
|
|
* Starts loading a base texture as per spine specification
|
|
*
|
|
* @param page Atlas page to which texture belongs
|
|
* @param file The file to load, this is just the file path relative to the base path configured in the constructor
|
|
*/
|
|
load(page: AtlasPage, file: string): void;
|
|
|
|
/**
|
|
* Unloads a previously loaded texture as per spine specification
|
|
*
|
|
* @param texture Texture object to destroy
|
|
*/
|
|
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.
|
|
* 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
|
|
*
|
|
* @param texture The PIXI texture that is displayed by the sprite
|
|
*/
|
|
setTexture(texture: Texture): 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;
|
|
|
|
}
|
|
|
|
|
|
/**
|
|
* The sprite sheet loader is used to load in JSON sprite sheet data
|
|
* To generate the data you can use http://www.codeandweb.com/texturepacker and publish in the 'JSON' format
|
|
* There is a free version so thats nice, although the paid version is great value for money.
|
|
* It is highly recommended to use Sprite sheets (also know as a 'texture atlas') as it means sprites can be batched and drawn together for highly increased rendering speed.
|
|
* Once the data has been loaded the frames are stored in the PIXI texture cache and can be accessed though PIXI.Texture.fromFrameId() and PIXI.Sprite.fromFrameId()
|
|
* This loader will load the image file that the Spritesheet points to as well as the data.
|
|
* When loaded this class will dispatch a 'loaded' event
|
|
*/
|
|
export class SpriteSheetLoader implements Mixin {
|
|
|
|
|
|
/**
|
|
* The sprite sheet loader is used to load in JSON sprite sheet data
|
|
* To generate the data you can use http://www.codeandweb.com/texturepacker and publish in the 'JSON' format
|
|
* There is a free version so thats nice, although the paid version is great value for money.
|
|
* It is highly recommended to use Sprite sheets (also know as a 'texture atlas') as it means sprites can be batched and drawn together for highly increased rendering speed.
|
|
* Once the data has been loaded the frames are stored in the PIXI texture cache and can be accessed though PIXI.Texture.fromFrameId() and PIXI.Sprite.fromFrameId()
|
|
* This loader will load the image file that the Spritesheet points to as well as the data.
|
|
* When loaded this class will dispatch a 'loaded' event
|
|
*
|
|
* @param url The url of the sprite sheet JSON file
|
|
* @param crossorigin Whether requests should be treated as crossorigin
|
|
*/
|
|
constructor(url: string, crossorigin?: boolean);
|
|
|
|
|
|
/**
|
|
* [read-only] The base url of the bitmap font data
|
|
*/
|
|
baseUrl: string;
|
|
|
|
/**
|
|
* Whether the requests should be treated as cross origin
|
|
*/
|
|
crossorigin: boolean;
|
|
|
|
/**
|
|
* The frames of the sprite sheet
|
|
*/
|
|
frames: any;
|
|
|
|
/**
|
|
* The texture being loaded
|
|
*/
|
|
texture: Texture;
|
|
|
|
/**
|
|
* The url of the atlas data
|
|
*/
|
|
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;
|
|
|
|
|
|
/**
|
|
* This will begin loading the JSON file
|
|
*/
|
|
load(): void;
|
|
|
|
}
|
|
|
|
|
|
/**
|
|
* A Stage represents the root of the display tree. Everything connected to the stage is rendered
|
|
*/
|
|
export class Stage extends DisplayObjectContainer {
|
|
|
|
|
|
/**
|
|
* A Stage represents the root of the display tree. Everything connected to the stage is rendered
|
|
*
|
|
* @param backgroundColor the background color of the stage, you have to pass this in is in hex format
|
|
* like: 0xFFFFFF for white
|
|
*
|
|
* Creating a stage is a mandatory process when you use Pixi, which is as simple as this :
|
|
* var stage = new PIXI.Stage(0xFFFFFF);
|
|
* where the parameter given is the background colour of the stage, in hex
|
|
* you will use this stage instance to add your sprites to it and therefore to the renderer
|
|
* Here is how to add a sprite to the stage :
|
|
* stage.addChild(sprite);
|
|
*/
|
|
constructor(backgroundColor: number);
|
|
|
|
|
|
/**
|
|
* The interaction manage for this stage, manages all interactive activity on the stage
|
|
*/
|
|
interactionManager: InteractionManager;
|
|
|
|
|
|
/**
|
|
* This will return the point containing global coordinates of the mouse.
|
|
* @return A point containing the coordinates of the global InteractionData position.
|
|
*/
|
|
getMousePosition(): Point;
|
|
|
|
/**
|
|
* Sets the background color for the stage
|
|
*
|
|
* @param backgroundColor the color of the background, easiest way to pass this in is in hex format
|
|
* like: 0xFFFFFF for white
|
|
*/
|
|
setBackgroundColor(backgroundColor: number): void;
|
|
|
|
/**
|
|
* Sets another DOM element which can receive mouse/touch interactions instead of the default Canvas element.
|
|
* This is useful for when you have other DOM elements on top of the Canvas element.
|
|
*
|
|
* @param domElement This new domElement which will receive mouse/touch events
|
|
*/
|
|
setInteractionDelegate(domElement: HTMLElement): 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 Text Object will create a line or multiple lines of text. To split a line you can use '\n' in your text string,
|
|
* or add a wordWrap property set to true and and wordWrapWidth property with a value in the style object.
|
|
*/
|
|
export class Text extends Sprite {
|
|
|
|
|
|
/**
|
|
* A Text Object will create a line or multiple lines of text. To split a line you can use '\n' in your text string,
|
|
* or add a wordWrap property set to true and and wordWrapWidth property with a value in the style object.
|
|
*
|
|
* @param text The copy that you would like the text to display
|
|
* @param style The style parameters
|
|
*/
|
|
constructor(text: string, style?: TextStyle);
|
|
|
|
static fontPropertiesCanvas: any;
|
|
static fontPropertiesContext: any;
|
|
static fontPropertiesCache: any;
|
|
|
|
|
|
/**
|
|
* The canvas 2d context that everything is drawn with
|
|
*/
|
|
context: CanvasRenderingContext2D;
|
|
|
|
/**
|
|
* The resolution of the canvas.
|
|
*/
|
|
resolution: number;
|
|
|
|
|
|
/**
|
|
* Destroys this text object.
|
|
*
|
|
* @param destroyBaseTexture whether to destroy the base texture as well
|
|
*/
|
|
destroy(destroyTexture: boolean): void;
|
|
|
|
/**
|
|
* Set the style of the text
|
|
*
|
|
* @param style The style parameters
|
|
* @param style.fill A canvas fillstyle that will be used on the text eg 'red', '#00FF00' - Default: 'black'
|
|
* @param style.align Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text - Default: 'left'
|
|
* @param style.stroke A canvas fillstyle that will be used on the text stroke eg 'blue', '#FCFF00' - Default: 'black'
|
|
* @param style.strokeThickness A number that represents the thickness of the stroke. Default is 0 (no stroke) - Default: 0
|
|
* @param style.wordWrap Indicates if word wrap should be used - Default: false
|
|
* @param style.wordWrapWidth The width at which text will wrap - Default: 100
|
|
* @param style.dropShadow Set a drop shadow for the text - Default: false
|
|
* @param style.dropShadowColor A fill style to be used on the dropshadow e.g 'red', '#00FF00' - Default: '#000000'
|
|
* @param style.dropShadowAngle Set a angle of the drop shadow - Default: Math.PI/4
|
|
* @param style.dropShadowDistance Set a distance of the drop shadow - Default: 5
|
|
* @param style.font The style and size of the font - Default: 'bold - 20pt Arial'
|
|
*/
|
|
setStyle(style: TextStyle): void;
|
|
|
|
/**
|
|
* Set the copy for the text object. To split a line you can use '\n'.
|
|
*
|
|
* @param text The copy that you would like the text to display
|
|
*/
|
|
setText(text: string): void;
|
|
|
|
}
|
|
|
|
|
|
/**
|
|
* 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
|
|
* @return Texture
|
|
*/
|
|
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
|
|
* @return 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
|
|
* @return Texture
|
|
*/
|
|
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 blend mode to be applied to the sprite
|
|
* Default: PIXI.blendModes.NORMAL;
|
|
*/
|
|
blendMode: number;
|
|
|
|
/**
|
|
* The texture that the sprite is using
|
|
*/
|
|
texture: Texture;
|
|
|
|
/**
|
|
* 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 scaling of the image that is being tiled
|
|
*/
|
|
tileScale: Point;
|
|
|
|
/**
|
|
* A point that represents the scale of the texture object
|
|
*/
|
|
tileScaleOffset: Point;
|
|
|
|
|
|
/**
|
|
*
|
|
*
|
|
* @param forcePowerOfTwo Whether we want to force the texture to be a power of two
|
|
*/
|
|
generateTilingTexture(forcePowerOfTwo: boolean): void;
|
|
|
|
/**
|
|
* Sets the texture of the sprite
|
|
*
|
|
* @param texture The PIXI texture that is displayed by the sprite
|
|
*/
|
|
setTexture(texture: Texture): void;
|
|
|
|
}
|
|
|
|
|
|
/**
|
|
* A TiltShift Filter. Manages the pass of both a TiltShiftXFilter and TiltShiftYFilter.
|
|
*/
|
|
export class TiltShiftFilter extends AbstractFilter {
|
|
|
|
|
|
/**
|
|
* The strength of the blur.
|
|
*/
|
|
blur: number;
|
|
|
|
/**
|
|
* The strength of the gradient blur.
|
|
*/
|
|
gradientBlur: number;
|
|
|
|
/**
|
|
* The Y value to start the effect at.
|
|
*/
|
|
start: number;
|
|
|
|
/**
|
|
* The Y value to end the effect at.
|
|
*/
|
|
end: number;
|
|
|
|
}
|
|
|
|
|
|
/**
|
|
* A TiltShiftXFilter.
|
|
*/
|
|
export class TiltShiftXFilter extends AbstractFilter {
|
|
|
|
|
|
/**
|
|
* The strength of the blur.
|
|
*/
|
|
blur: number;
|
|
|
|
/**
|
|
* The strength of the gradient blur.
|
|
*/
|
|
gradientBlur: number;
|
|
|
|
/**
|
|
* The X value to start the effect at.
|
|
*/
|
|
start: number;
|
|
|
|
/**
|
|
* The X value to end the effect at.
|
|
*/
|
|
end: number;
|
|
|
|
|
|
/**
|
|
* Updates the filter delta values.
|
|
*/
|
|
updateDelta(): void;
|
|
|
|
}
|
|
|
|
|
|
/**
|
|
* A TiltShiftYFilter.
|
|
*/
|
|
export class TiltShiftYFilter extends AbstractFilter {
|
|
|
|
|
|
/**
|
|
* The strength of the blur.
|
|
*/
|
|
blur: number;
|
|
|
|
/**
|
|
* The strength of the gradient blur.
|
|
*/
|
|
gradientBlur: number;
|
|
|
|
/**
|
|
* The Y value to start the effect at.
|
|
*/
|
|
start: number;
|
|
|
|
/**
|
|
* The Y value to end the effect at.
|
|
*/
|
|
end: number;
|
|
|
|
|
|
/**
|
|
* Updates the filter delta values.
|
|
*/
|
|
updateDelta(): void;
|
|
|
|
}
|
|
|
|
|
|
/**
|
|
* This filter applies a twist effect making display objects appear twisted in the given direction.
|
|
*/
|
|
export class TwistFilter extends AbstractFilter {
|
|
|
|
|
|
/**
|
|
* This angle of the twist.
|
|
*/
|
|
angle: number;
|
|
|
|
/**
|
|
* This point describes the the offset of the twist.
|
|
*/
|
|
offset: Point;
|
|
|
|
/**
|
|
* This radius of the twist.
|
|
*/
|
|
radius: number;
|
|
|
|
}
|
|
|
|
|
|
/**
|
|
* A texture of a [playing] Video.
|
|
*
|
|
* See the ["deus" demo](http://www.goodboydigital.com/pixijs/examples/deus/).
|
|
*/
|
|
export class VideoTexture extends BaseTexture {
|
|
|
|
|
|
/**
|
|
* Mimic Pixi BaseTexture.from.... method.
|
|
*
|
|
* @param video -
|
|
* @param scaleMode See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
|
|
*/
|
|
static baseTextureFromVideo(video: HTMLVideoElement, scaleMode: number): BaseTexture;
|
|
|
|
/**
|
|
* Mimic Pixi BaseTexture.from.... method.
|
|
*
|
|
* @param video -
|
|
* @param scaleMode See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
|
|
* @return A Texture, but not a VideoTexture.
|
|
*/
|
|
static textureFromVideo(video: HTMLVideoElement, scaleMode: number): Texture;
|
|
|
|
/**
|
|
* Mimic Pixi BaseTexture.from.... method.
|
|
*
|
|
* @param videoSrc The URL for the video.
|
|
* @param scaleMode See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
|
|
*/
|
|
static fromUrl(videoSrc: string, scaleMode: number): Texture;
|
|
|
|
autoUpdate: boolean;
|
|
|
|
|
|
/**
|
|
* Destroys this base texture
|
|
*/
|
|
destroy(): void;
|
|
updateBound(): void;
|
|
onPlayStart(): void;
|
|
onPlayStop(): void;
|
|
onCanPlay(): 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 width the width of the canvas view - Default: 0
|
|
* @param height the height of the canvas view - Default: 0
|
|
* @param options The optional renderer parameters
|
|
*/
|
|
constructor(width?: number, height?: number, options?: PixiRendererOptions);
|
|
|
|
|
|
/**
|
|
* Whether the render view should be resized automatically
|
|
*/
|
|
autoResize: 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;
|
|
contextLost: boolean;
|
|
contextLostBound: Function;
|
|
contextRestoreLost: boolean;
|
|
contextRestoredBound: Function;
|
|
|
|
/**
|
|
* The height of the canvas view
|
|
* Default: 600
|
|
*/
|
|
height: number;
|
|
gl: WebGLRenderingContext;
|
|
offset: Point;
|
|
|
|
/**
|
|
* The value of the preserveDrawingBuffer flag affects whether or not the contents of the stencil buffer is retained after rendering.
|
|
*/
|
|
preserveDrawingBuffer: boolean;
|
|
projection: Point;
|
|
|
|
/**
|
|
* The resolution of the renderer
|
|
* Default: 1
|
|
*/
|
|
resolution: number;
|
|
|
|
/**
|
|
* TODO remove
|
|
*/
|
|
renderSession: RenderSession;
|
|
|
|
/**
|
|
* 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;
|
|
|
|
/**
|
|
* Whether the render view is transparent
|
|
*/
|
|
transparent: boolean;
|
|
type: number;
|
|
|
|
/**
|
|
* The canvas element that everything is drawn to
|
|
*/
|
|
view: HTMLCanvasElement;
|
|
|
|
/**
|
|
* The width of the canvas view
|
|
* Default: 800
|
|
*/
|
|
width: number;
|
|
|
|
|
|
/**
|
|
* Removes everything from the renderer (event listeners, spritebatch, etc...)
|
|
*/
|
|
destroy(): void;
|
|
initContext(): void;
|
|
|
|
/**
|
|
* Maps Pixi blend modes to WebGL blend modes.
|
|
*/
|
|
mapBlendModes(): void;
|
|
|
|
/**
|
|
* Renders the stage to its webGL view
|
|
*
|
|
* @param stage the Stage element to be rendered
|
|
*/
|
|
render(stage: Stage): 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
|
|
*/
|
|
updateTexture(texture: Texture): 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
|
|
*/
|
|
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 tilingSprite 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 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, position?: Point, 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;
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readAnimation(name: string, map: any, skeletonData: SkeletonData): void;
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readCurve(timeline: ISpineTimeline, frameIndex: number, valueMap: any): void;
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toColor(hexString: string, colorIndex: number): number;
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}
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export class Atlas {
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static FORMAT: {
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|
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alpha: number;
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intensity: number;
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luminanceAlpha: number;
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rgb565: number;
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rgba4444: number;
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|
rgb888: number;
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|
rgba8888: number;
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|
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}
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|
|
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static TextureFilter: {
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|
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nearest: number;
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linear: number;
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|
mipMap: number;
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mipMapNearestNearest: number;
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|
mipMapLinearNearest: number;
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mipMapNearestLinear: number;
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|
mipMapLinearLinear: number;
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|
|
|
}
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|
|
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static textureWrap: {
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|
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mirroredRepeat: number;
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|
clampToEdge: number;
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|
repeat: number;
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|
|
|
}
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|
|
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constructor(atlasText: string, textureLoader: AtlasLoader);
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|
|
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textureLoader: AtlasLoader;
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|
pages: AtlasPage[];
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|
regions: AtlasRegion[];
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|
|
|
findRegion(name: string): AtlasRegion;
|
|
dispose(): void;
|
|
updateUVs(page: AtlasPage): void;
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|
|
|
}
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|
|
|
export class AtlasPage {
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|
|
|
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;
|
|
|
|
}
|
|
|
|
|
|
/**
|
|
* A class that enables the you to import and run your spine animations in pixi.
|
|
* Spine animation data needs to be loaded using the PIXI.AssetLoader or PIXI.SpineLoader before it can be used by this class
|
|
* See example 12 (http://www.goodboydigital.com/pixijs/examples/12/) to see a working example and check out the source
|
|
*/
|
|
export class Spine extends DisplayObjectContainer {
|
|
|
|
|
|
/**
|
|
* A class that enables the you to import and run your spine animations in pixi.
|
|
* Spine animation data needs to be loaded using the PIXI.AssetLoader or PIXI.SpineLoader before it can be used by this class
|
|
* See example 12 (http://www.goodboydigital.com/pixijs/examples/12/) to see a working example and check out the source
|
|
*
|
|
* @param url The url of the spine anim file to be used
|
|
*/
|
|
constructor(url: string);
|
|
|
|
|
|
/**
|
|
* If this flag is set to true, the spine animation will be autoupdated every time
|
|
* the object id drawn. The down side of this approach is that the delta time is
|
|
* automatically calculated and you could miss out on cool effects like slow motion,
|
|
* pause, skip ahead and the sorts. Most of these effects can be achieved even with
|
|
* autoupdate enabled but are harder to achieve.
|
|
* Default: true
|
|
*/
|
|
autoUpdate: boolean;
|
|
spineData: any;
|
|
skeleton: Skeleton;
|
|
stateData: AnimationStateData;
|
|
state: AnimationState;
|
|
slotContainers: DisplayObjectContainer[];
|
|
|
|
|
|
/**
|
|
* Create a new sprite to be used with spine.RegionAttachment
|
|
*
|
|
* @param slot The slot to which the attachment is parented
|
|
* @param attachment The attachment that the sprite will represent
|
|
*/
|
|
createSprite(slot: Slot, descriptor: { name: string }): Sprite[];
|
|
|
|
/**
|
|
* Update the spine skeleton and its animations by delta time (dt)
|
|
*
|
|
* @param dt Delta time. Time by which the animation should be updated
|
|
*/
|
|
update(dt: number): void;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
declare function requestAnimFrame(callback: Function): void;
|
|
|
|
declare module PIXI.PolyK {
|
|
export function Triangulate(p: number[]): number[];
|
|
}
|