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https://github.com/photonstorm/phaser
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125 lines
5.5 KiB
TypeScript
125 lines
5.5 KiB
TypeScript
/// <reference path="./spine.d.ts" />
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/// <reference path="./SpinePlugin.d.ts" />
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declare class SpineGameObject extends Phaser.GameObjects.GameObject implements Omit<Phaser.GameObjects.Components.ComputedSize, 'setSize'>, Phaser.GameObjects.Components.Depth, Phaser.GameObjects.Components.Flip, Phaser.GameObjects.Components.ScrollFactor, Phaser.GameObjects.Components.Transform, Phaser.GameObjects.Components.Visible {
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constructor(scene: Phaser.Scene, pluginManager: SpinePlugin, x: number, y: number, key?: string, animationName?: string, loop?: boolean);
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alpha: number;
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angle: number;
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readonly blendMode: number;
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blue: number;
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bounds: any;
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displayOriginX: number;
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displayOriginY: number;
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drawDebug: boolean;
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depth: number;
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displayWidth: number;
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displayHeight: number;
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flipX: boolean;
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flipY: boolean;
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green: number;
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height: number;
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plugin: SpinePlugin;
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preMultipliedAlpha: boolean;
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red: number;
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root: spine.Bone;
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rotation: number;
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scale: number;
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scaleX: number
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scaleY: number
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scrollFactorX: number;
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scrollFactorY: number;
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skeleton: spine.Skeleton;
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skeletonData: spine.SkeletonData;
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// @ts-ignore - spine.AnimationState significantly different than GameObject.state
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state: spine.AnimationState;
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stateData: spine.AnimationStateData;
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timeScale: number;
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visible: boolean;
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x: number;
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y: number;
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z: number;
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w: number;
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width: number;
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addAnimation(trackIndex: number, animationName: string, loop?: boolean, delay?: number): spine.TrackEntry;
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angleBoneToXY(bone: spine.Bone, worldX: number, worldY: number, offset?: number, minAngle?: number, maxAngle?: number): SpineGameObject;
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clearTrack(trackIndex: number): SpineGameObject;
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clearTracks(): SpineGameObject;
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findAnimation(animationName: string): spine.Animation;
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findBone(boneName: string): spine.Bone;
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findBoneIndex(boneName: string): number;
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findEvent(eventDataName: string): spine.EventData;
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findIkConstraint(constraintName: string): spine.IkConstraintData;
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findPathConstraint(constraintName: string): spine.PathConstraintData;
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findPathConstraintIndex(constraintName: string): number;
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findSkin(skinName: string): spine.Skin;
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findSlot(slotName: string): spine.Slot;
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findSlotIndex(slotName: string): number;
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findTransformConstraint(constraintName: string): spine.TransformConstraintData;
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getAnimationList(): string[];
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getAttachment(slotIndex: number, attachmentName: string): spine.Attachment;
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getAttachmentByName(slotName: string, attachmentName: string): spine.Attachment;
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getBoneList(): string[];
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getBounds(): any;
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getCurrentAnimation(trackIndex?: number): spine.Animation;
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getLocalTransformMatrix(tempMatrix?: Phaser.GameObjects.Components.TransformMatrix): Phaser.GameObjects.Components.TransformMatrix;
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getParentRotation(): number;
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getRootBone(): spine.Bone;
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getSkinList(): string[];
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getSlotList(): string[];
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getWorldTransformMatrix(tempMatrix?: Phaser.GameObjects.Components.TransformMatrix, parentMatrix?: Phaser.GameObjects.Components.TransformMatrix): Phaser.GameObjects.Components.TransformMatrix;
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play(animationName: string, loop?: boolean, ignoreIfPlaying?: boolean): SpineGameObject;
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protected preUpdate(time: number, delta: number): void;
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protected preDestroy(): void;
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refresh(): SpineGameObject;
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resetFlip(): this;
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setAlpha(value?: number): SpineGameObject;
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setAngle(degrees?: number): this;
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setAnimation(trackIndex: number, animationName: string, loop?: boolean, ignoreIfPlaying?: boolean): spine.TrackEntry;
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setAttachment(slotName: string, attachmentName: string): SpineGameObject;
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setBonesToSetupPose(): SpineGameObject;
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setColor(color?: number, slotName?: string): SpineGameObject;
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setDepth(value: number): this;
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setDisplaySize(width: number, height: number): this;
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setEmptyAnimation(trackIndex: number, mixDuration?: number): spine.TrackEntry;
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setFlipX(value: boolean): this;
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setFlipY(value: boolean): this;
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setFlip(x: boolean, y: boolean): this;
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setMix(fromName: string, toName: string, duration?: number): SpineGameObject;
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setOffset(offsetX?: number, offsetY?: number): SpineGameObject;
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setPosition(x?: number, y?: number, z?: number, w?: number): this;
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setRandomPosition(x?: number, y?: number, width?: number, height?: number): this;
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setRotation(radians?: number): this;
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setScale(x: number, y?: number): this;
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setScrollFactor(x: number, y?: number): this;
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setSize(width?: number, height?: number, offsetX?: number, offsetY?: number): SpineGameObject;
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setSkeleton(atlasDataKey: string, skeletonJSON: object, animationName?: string, loop?: boolean): SpineGameObject;
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setSkeletonFromJSON(atlasDataKey: string, skeletonJSON: object, animationName?: string, loop?: boolean): SpineGameObject;
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setSkin(newSkin: spine.Skin): SpineGameObject;
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setSkinByName(skinName: string): SpineGameObject;
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setSlotsToSetupPose(): SpineGameObject;
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setToSetupPose(): SpineGameObject;
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setVisible(value: boolean): this;
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setX(value?: number): this;
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setY(value?: number): this;
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setZ(value?: number): this;
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setW(value?: number): this;
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toggleFlipX(): this;
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toggleFlipY(): this;
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updateSize(): SpineGameObject;
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willRender(): boolean;
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}
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declare interface SpineGameObjectConfig extends Phaser.Types.GameObjects.GameObjectConfig {
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key?: string;
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animationName?: string;
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loop?: boolean;
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skinName?: string;
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slotName?: string;
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attachmentName?: string;
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}
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