@defold-typescript/types 0.48.0 → 0.50.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (78) hide show
  1. package/api-availability.json +696 -624
  2. package/api-signatures.json +6799 -160
  3. package/api-targets.json +393 -2
  4. package/examples/translations.json +12 -0
  5. package/generated/b2d.d.ts +15 -0
  6. package/generated/bullet3d.d.ts +16 -0
  7. package/generated/font.d.ts +7 -3
  8. package/generated/graphics.d.ts +7 -0
  9. package/generated/gui.d.ts +5 -4
  10. package/generated/label.d.ts +3 -3
  11. package/generated/render.d.ts +16 -1
  12. package/generated/versions/defold-1.13.2/b2d.d.ts +709 -0
  13. package/generated/versions/defold-1.13.2/b2d_body.d.ts +593 -0
  14. package/generated/versions/defold-1.13.2/b2d_chain.d.ts +105 -0
  15. package/generated/versions/defold-1.13.2/b2d_fixture.d.ts +175 -0
  16. package/generated/versions/defold-1.13.2/b2d_joint.d.ts +1301 -0
  17. package/generated/versions/defold-1.13.2/b2d_shape.d.ts +423 -0
  18. package/generated/versions/defold-1.13.2/b2d_world.d.ts +308 -0
  19. package/generated/versions/defold-1.13.2/buffer.d.ts +192 -0
  20. package/generated/versions/defold-1.13.2/bullet3d.d.ts +91 -0
  21. package/generated/versions/defold-1.13.2/bullet3d_collision_object.d.ts +433 -0
  22. package/generated/versions/defold-1.13.2/bullet3d_constraint.d.ts +818 -0
  23. package/generated/versions/defold-1.13.2/bullet3d_rigid_body.d.ts +429 -0
  24. package/generated/versions/defold-1.13.2/bullet3d_shape.d.ts +123 -0
  25. package/generated/versions/defold-1.13.2/bullet3d_world.d.ts +492 -0
  26. package/generated/versions/defold-1.13.2/camera.d.ts +300 -0
  27. package/generated/versions/defold-1.13.2/collectionfactory.d.ts +148 -0
  28. package/generated/versions/defold-1.13.2/collectionproxy.d.ts +109 -0
  29. package/generated/versions/defold-1.13.2/compute.d.ts +107 -0
  30. package/generated/versions/defold-1.13.2/crash.d.ts +157 -0
  31. package/generated/versions/defold-1.13.2/editor-vm/http.d.ts +139 -0
  32. package/generated/versions/defold-1.13.2/editor-vm/image.d.ts +48 -0
  33. package/generated/versions/defold-1.13.2/editor-vm/json.d.ts +21 -0
  34. package/generated/versions/defold-1.13.2/editor-vm/localization.d.ts +42 -0
  35. package/generated/versions/defold-1.13.2/editor-vm/tilemap_tiles.d.ts +126 -0
  36. package/generated/versions/defold-1.13.2/editor-vm/zip.d.ts +38 -0
  37. package/generated/versions/defold-1.13.2/editor-vm/zlib.d.ts +24 -0
  38. package/generated/versions/defold-1.13.2/editor.d.ts +2177 -0
  39. package/generated/versions/defold-1.13.2/factory.d.ts +121 -0
  40. package/generated/versions/defold-1.13.2/font.d.ts +123 -0
  41. package/generated/versions/defold-1.13.2/go.d.ts +1166 -0
  42. package/generated/versions/defold-1.13.2/graphics.d.ts +613 -0
  43. package/generated/versions/defold-1.13.2/gui.d.ts +2212 -0
  44. package/generated/versions/defold-1.13.2/html5.d.ts +55 -0
  45. package/generated/versions/defold-1.13.2/http.d.ts +83 -0
  46. package/generated/versions/defold-1.13.2/image.d.ts +181 -0
  47. package/generated/versions/defold-1.13.2/index.d.ts +63 -0
  48. package/generated/versions/defold-1.13.2/json.d.ts +94 -0
  49. package/generated/versions/defold-1.13.2/kinds/editor-script.d.ts +14 -0
  50. package/generated/versions/defold-1.13.2/label.d.ts +164 -0
  51. package/generated/versions/defold-1.13.2/liveupdate.d.ts +143 -0
  52. package/generated/versions/defold-1.13.2/material.d.ts +490 -0
  53. package/generated/versions/defold-1.13.2/model.d.ts +287 -0
  54. package/generated/versions/defold-1.13.2/msg.d.ts +10 -0
  55. package/generated/versions/defold-1.13.2/particlefx.d.ts +155 -0
  56. package/generated/versions/defold-1.13.2/physics.d.ts +789 -0
  57. package/generated/versions/defold-1.13.2/profiler.d.ts +228 -0
  58. package/generated/versions/defold-1.13.2/render.d.ts +1153 -0
  59. package/generated/versions/defold-1.13.2/resource.d.ts +1628 -0
  60. package/generated/versions/defold-1.13.2/socket.d.ts +797 -0
  61. package/generated/versions/defold-1.13.2/sound.d.ts +323 -0
  62. package/generated/versions/defold-1.13.2/sprite.d.ts +179 -0
  63. package/generated/versions/defold-1.13.2/sys.d.ts +754 -0
  64. package/generated/versions/defold-1.13.2/tilemap.d.ts +206 -0
  65. package/generated/versions/defold-1.13.2/timer.d.ts +136 -0
  66. package/generated/versions/defold-1.13.2/types.d.ts +61 -0
  67. package/generated/versions/defold-1.13.2/vmath.d.ts +775 -0
  68. package/generated/versions/defold-1.13.2/window.d.ts +196 -0
  69. package/generated/versions/defold-1.13.2/zlib.d.ts +41 -0
  70. package/hsm/debug.d.ts +6 -3
  71. package/hsm/index.d.ts +309 -77
  72. package/identity-vocabulary.json +1 -0
  73. package/package.json +2 -2
  74. package/scripts/import-defold-release.ts +3 -31
  75. package/scripts/materialize-version.ts +13 -7
  76. package/scripts/regen.ts +63 -29
  77. package/scripts/sync-api-docs.ts +31 -2
  78. package/src/emit-dts.ts +25 -3
@@ -0,0 +1,323 @@
1
+ /** @noSelfInFile */
2
+ import type { Hash, Url } from "../../../src/core-types";
3
+
4
+ declare global {
5
+ /**
6
+ * Functions and messages for controlling sound components and
7
+ * mixer groups.
8
+ */
9
+ namespace sound {
10
+ /**
11
+ * Data passed to the completion callback of sound.play. The callback's
12
+ * `message_id` indicates whether playback finished or was stopped manually.
13
+ */
14
+ interface play_completion {
15
+ /**
16
+ * The sequential play identifier for the playback.
17
+ */
18
+ play_id: number;
19
+ }
20
+ /**
21
+ * Sound playback properties
22
+ */
23
+ interface play_properties {
24
+ /**
25
+ * Delay in seconds before playback starts. The default is 0.
26
+ */
27
+ delay?: number;
28
+ /**
29
+ * Gain from 0 to 1. The default is 1; this combines with the group and master gains.
30
+ */
31
+ gain?: number;
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+ /**
33
+ * Pan from -1 to 1. The default is 0; this is added to the component pan.
34
+ */
35
+ pan?: number;
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+ /**
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+ * Playback speed from 0 to 50. The default is 1; this is multiplied by the component speed.
38
+ */
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+ speed?: number;
40
+ /**
41
+ * Playback offset in seconds. Mutually exclusive with `start_frame`.
42
+ */
43
+ start_time?: number;
44
+ /**
45
+ * Playback offset in frames or samples. Takes precedence over `start_time`.
46
+ */
47
+ start_frame?: number;
48
+ }
49
+ /**
50
+ * Sound stop properties
51
+ */
52
+ interface stop_properties {
53
+ /**
54
+ * Sequential playback identifier returned by sound.play.
55
+ */
56
+ play_id?: number;
57
+ }
58
+ /**
59
+ * Get mixer group gain
60
+ *
61
+ * @param group - group name
62
+ * @returns gain in [0 1] range ([-60dB.. 0dB])
63
+ * @example
64
+ * ```ts
65
+ * // Get the mixer group gain for the "soundfx" and convert to dB:
66
+ * const gain = sound.get_group_gain("soundfx");
67
+ * const gain_db = 60 * gain;
68
+ * ```
69
+ */
70
+ function get_group_gain(group: string | Hash): number;
71
+ /**
72
+ * Get a mixer group name as a string.
73
+ * This function is to be used for debugging and
74
+ * development tooling only. The function does a reverse hash lookup, which does not
75
+ * return a proper string value when the game is built in release mode.
76
+ *
77
+ * @param group - group name
78
+ * @returns group name
79
+ * @example
80
+ * ```ts
81
+ * // Get the mixer group string names so we can show them as labels on a dev mixer overlay:
82
+ * const groups = sound.get_groups();
83
+ * for (const group of groups) {
84
+ * const name = sound.get_group_name(group);
85
+ * msg.post("/mixer_overlay#gui", "set_mixer_label", { group: group, label: name });
86
+ * }
87
+ * ```
88
+ */
89
+ function get_group_name(group: Hash): string;
90
+ /**
91
+ * Get a table of all mixer group names (hashes).
92
+ *
93
+ * @returns table of mixer group names
94
+ * @example
95
+ * ```ts
96
+ * // Get the mixer groups, set all gains to 0 except for "master" and "soundfx"
97
+ * // where gain is set to 1:
98
+ * const groups = sound.get_groups();
99
+ * for (const group of groups) {
100
+ * if (group === hash("master") || group === hash("soundfx")) {
101
+ * sound.set_group_gain(group, 1);
102
+ * } else {
103
+ * sound.set_group_gain(group, 0);
104
+ * }
105
+ * }
106
+ * ```
107
+ */
108
+ function get_groups(): Hash[];
109
+ /**
110
+ * Get peak value from mixer group.
111
+ * Note that gain is in linear scale, between 0 and 1.
112
+ * To get the dB value from the gain, use the formula `20 * log(gain)`.
113
+ * Inversely, to find the linear value from a dB value, use the formula
114
+ * `10db/20`.
115
+ * Also note that the returned value might be an approximation and in particular
116
+ * the effective window might be larger than specified.
117
+ *
118
+ * @param group - group name
119
+ * @param window - window length in seconds
120
+ * @example
121
+ * ```ts
122
+ * // Get the peak gain from the "master" group and convert to dB for displaying:
123
+ * const [left_p, right_p] = sound.get_peak("master", 0.1);
124
+ * const left_p_db = 20 * Math.log(left_p);
125
+ * const right_p_db = 20 * Math.log(right_p);
126
+ * ```
127
+ */
128
+ function get_peak(group: string | Hash, window: number): LuaMultiReturn<[number, number]>;
129
+ /**
130
+ * Get RMS (Root Mean Square) value from mixer group. This value is the
131
+ * square root of the mean (average) value of the squared function of
132
+ * the instantaneous values.
133
+ * For instance: for a sinewave signal with a peak gain of -1.94 dB (0.8 linear),
134
+ * the RMS is `0.8 × 1/sqrt(2)` which is about 0.566.
135
+ * Note the returned value might be an approximation and in particular
136
+ * the effective window might be larger than specified.
137
+ *
138
+ * @param group - group name
139
+ * @param window - window length in seconds
140
+ * @example
141
+ * ```ts
142
+ * // Get the RMS from the "master" group where a mono -1.94 dB sinewave is playing:
143
+ * const [rms] = sound.get_rms("master", 0.1); // throw away right channel.
144
+ * print(rms); // => 0.56555819511414
145
+ * ```
146
+ */
147
+ function get_rms(group: string | Hash, window: number): LuaMultiReturn<[number, number]>;
148
+ /**
149
+ * Checks if background music is playing, e.g. from iTunes.
150
+ * On non mobile platforms,
151
+ * this function always return `false`.
152
+ * On Android you can only get a correct reading
153
+ * of this state if your game is not playing any sounds itself. This is a limitation
154
+ * in the Android SDK. If your game is playing any sounds, *even with a gain of zero*, this
155
+ * function will return `false`.
156
+ * The best time to call this function is:
157
+ *
158
+ * - In the `init` function of your main collection script before any sounds are triggered
159
+ * - In a window listener callback when the window.WINDOW_EVENT_FOCUS_GAINED event is received
160
+ *
161
+ * Both those times will give you a correct reading of the state even when your application is
162
+ * swapped out and in while playing sounds and it works equally well on Android and iOS.
163
+ *
164
+ * @returns `true` if music is playing, otherwise `false`.
165
+ * @example
166
+ * ```ts
167
+ * // If music is playing, mute "master":
168
+ * if (sound.is_music_playing()) {
169
+ * // mute "master"
170
+ * sound.set_group_gain("master", 0);
171
+ * }
172
+ * ```
173
+ */
174
+ function is_music_playing(): boolean;
175
+ /**
176
+ * Checks if a phone call is active. If there is an active phone call all
177
+ * other sounds will be muted until the phone call is finished.
178
+ * On non mobile platforms,
179
+ * this function always return `false`.
180
+ *
181
+ * @returns `true` if there is an active phone call, `false` otherwise.
182
+ * @example
183
+ * ```ts
184
+ * // Test if a phone call is on-going:
185
+ * if (sound.is_phone_call_active()) {
186
+ * // do something sensible.
187
+ * }
188
+ * ```
189
+ */
190
+ function is_phone_call_active(): boolean;
191
+ /**
192
+ * Pause all active voices
193
+ *
194
+ * @param url - the sound that should pause
195
+ * @param pause - true if the sound should pause
196
+ * @example
197
+ * ```ts
198
+ * // Assuming the script belongs to an instance with a sound-component with id
199
+ * // "sound", this will make the component pause all playing voices:
200
+ * sound.pause("#sound", true);
201
+ * ```
202
+ */
203
+ function pause(url: string | Hash | Url, pause: boolean): void;
204
+ /**
205
+ * Make the sound component play its sound. Multiple voices are supported. The limit is set to 32 voices per sound component.
206
+ * A sound will continue to play even if the game object the sound component belonged to is deleted. You can call `sound.stop()` to stop the sound.
207
+ *
208
+ * @param url - the sound that should play
209
+ * @param play_properties - optional playback properties
210
+ * @param complete_function - function to call when the sound has finished playing or stopped manually via sound.stop.
211
+ *
212
+ * `self`
213
+ * script_instance The current script instance.
214
+ * `message_id`
215
+ * hash The name of the completion message, which can be either `"sound_done"` if the sound has finished playing, or `"sound_stopped"` if it was stopped manually.
216
+ * `message`
217
+ * sound.play_completion Information about the completed or stopped playback.
218
+ * `sender`
219
+ * url The invoker of the callback: the sound component.
220
+ * @returns The identifier for the sound voice
221
+ * @example
222
+ * Assuming the script belongs to an instance with a sound-component with id "sound", this will make the component play its sound after 1 second:
223
+ * ```ts
224
+ * sound.play("#sound", { delay: 1, gain: 0.9, pan: -1.0 });
225
+ * ```
226
+ * @example
227
+ * Using the callback argument, you can chain several sounds together:
228
+ * ```ts
229
+ * function sound_done(self: unknown, message_id: unknown, message: unknown, sender: unknown) {
230
+ * // play 'boom' sound fx when the countdown has completed
231
+ * const { play_id } = message as { play_id: number };
232
+ * if (message_id === hash("sound_done") && play_id === (self as { countdown_id: number }).countdown_id) {
233
+ * sound.play("#boom", undefined, sound_done);
234
+ * }
235
+ * }
236
+ *
237
+ * export default defineScript({
238
+ * init() {
239
+ * return { countdown_id: sound.play("#countdown", undefined, sound_done) };
240
+ * },
241
+ * });
242
+ * ```
243
+ */
244
+ function play(url: string | Hash | Url, play_properties?: sound.play_properties, complete_function?: (self: unknown, message_id: Hash, message: sound.play_completion, sender: Url) => void): number;
245
+ /**
246
+ * Set gain on all active playing voices of a sound.
247
+ *
248
+ * @param url - the sound to set the gain of
249
+ * @param gain - sound gain between 0 and 1 [-60dB .. 0dB]. The final gain of the sound will be a combination of this gain, the group gain and the master gain.
250
+ * @example
251
+ * ```ts
252
+ * // Assuming the script belongs to an instance with a sound-component with id
253
+ * // "sound", this will set the gain to 0.9
254
+ * sound.set_gain("#sound", 0.9);
255
+ * ```
256
+ */
257
+ function set_gain(url: string | Hash | Url, gain: number): void;
258
+ /**
259
+ * Set mixer group gain
260
+ *
261
+ * @param group - group name
262
+ * @param gain - gain in range [0..1] mapped to [0 .. -60dB]
263
+ * @example
264
+ * ```ts
265
+ * // Set mixer group gain on the "soundfx" group to 50% (-30dB):
266
+ * sound.set_group_gain("soundfx", 0.5);
267
+ * ```
268
+ */
269
+ function set_group_gain(group: string | Hash, gain: number): void;
270
+ /**
271
+ * Set panning on all active playing voices of a sound.
272
+ * The valid range is from -1.0 to 1.0, representing -45 degrees left, to +45 degrees right.
273
+ *
274
+ * @param url - the sound to set the panning value to
275
+ * @param pan - sound panning between -1.0 and 1.0
276
+ * @example
277
+ * ```ts
278
+ * // Assuming the script belongs to an instance with a sound-component with id
279
+ * // "sound", this will set the gain to 0.5
280
+ * sound.set_pan("#sound", 0.5); // pan to the right
281
+ * ```
282
+ */
283
+ function set_pan(url: string | Hash | Url, pan: number): void;
284
+ /**
285
+ * Stop playing all active voices or just one voice if `play_id` provided
286
+ *
287
+ * @param url - the sound component that should stop
288
+ * @param stop_properties - optional playback to stop
289
+ * @example
290
+ * ```ts
291
+ * // Assuming the script belongs to an instance with a sound-component with id
292
+ * // "sound", this will make the component stop all playing voices:
293
+ * sound.stop("#sound");
294
+ * const id = sound.play("#sound");
295
+ * sound.stop("#sound", { play_id: id });
296
+ * ```
297
+ */
298
+ function stop(url: string | Hash | Url, stop_properties?: sound.stop_properties): void;
299
+ interface properties {
300
+ /**
301
+ * The gain on the sound-component. Note that gain is in linear scale,
302
+ * between 0 and 1.
303
+ */
304
+ gain: number;
305
+ /**
306
+ * The pan on the sound-component. The valid range is from -1.0 to 1.0,
307
+ * representing -45 degrees left, to +45 degrees right.
308
+ */
309
+ pan: number;
310
+ /**
311
+ * The sound data used when playing the sound. The type of the property is hash.
312
+ */
313
+ sound: Hash;
314
+ /**
315
+ * The speed on the sound-component where 1.0 is normal speed, 0.5 is half
316
+ * speed and 2.0 is double speed. Valid range is 0.0 to 50.0.
317
+ */
318
+ speed: number;
319
+ }
320
+ }
321
+ }
322
+
323
+ export {};
@@ -0,0 +1,179 @@
1
+ /** @noSelfInFile */
2
+ import type { Hash, Url, Vector3, Vector4 } from "../../../src/core-types";
3
+
4
+ declare global {
5
+ /**
6
+ * Sprite API documentation
7
+ */
8
+ namespace sprite {
9
+ /**
10
+ * Sprite flipbook playback properties
11
+ */
12
+ interface play_properties {
13
+ /**
14
+ * Normalized initial animation cursor.
15
+ */
16
+ offset?: number;
17
+ /**
18
+ * Positive animation playback rate.
19
+ */
20
+ playback_rate?: number;
21
+ }
22
+ /**
23
+ * Play an animation on a sprite component from its tile set
24
+ * An optional completion callback function can be provided that will be called when
25
+ * the animation has completed playing. If no function is provided,
26
+ * a animation_done message is sent to the script that started the animation.
27
+ *
28
+ * @param url - the sprite that should play the animation
29
+ * @param id - hashed id of the animation to play
30
+ * @param complete_function - function to call when the animation has completed.
31
+ *
32
+ * `self`
33
+ * script_instance The current script instance.
34
+ * `message_id`
35
+ * hash The name of the completion message, `"animation_done"`.
36
+ * `message`
37
+ * message.sprite.animation_done Information about the completion.
38
+ * `sender`
39
+ * url The invoker of the callback: the sprite component.
40
+ * @param play_properties - optional playback properties
41
+ * @example
42
+ * The following examples assumes that the model has id "sprite".
43
+ * How to play the "jump" animation followed by the "run" animation:
44
+ * ```ts
45
+ * const url = msg.url("#sprite");
46
+ *
47
+ * function anim_done(self: unknown, message_id: Hash, message: { id: Hash }) {
48
+ * if (message_id === hash("animation_done") && message.id === hash("jump")) {
49
+ * // jump animation done, chain with "run"
50
+ * sprite.play_flipbook(url, "run");
51
+ * }
52
+ * }
53
+ * ```
54
+ * @example
55
+ * ```ts
56
+ * export default defineScript({
57
+ * init() {
58
+ * const url = msg.url("#sprite");
59
+ * sprite.play_flipbook(url, "jump", (self, message_id, message) => {
60
+ * if (message_id === hash("animation_done") && message.id === hash("jump")) {
61
+ * // jump animation done, chain with "run"
62
+ * sprite.play_flipbook(url, "run");
63
+ * }
64
+ * });
65
+ * },
66
+ * });
67
+ * ```
68
+ */
69
+ function play_flipbook(url: string | Hash | Url, id: string | Hash, complete_function?: (self: unknown, message_id: Hash, message: { current_tile: number; id: Hash }, sender: Url) => void, play_properties?: sprite.play_properties): void;
70
+ /**
71
+ * Resets a shader constant for a sprite component.
72
+ * The constant must be defined in the material assigned to the sprite.
73
+ * Resetting a constant through this function implies that the value defined in the material will be used.
74
+ * Which sprite to reset a constant for is identified by the URL.
75
+ *
76
+ * @param url - the sprite that should have a constant reset
77
+ * @param constant - name of the constant
78
+ * @example
79
+ * ```ts
80
+ * sprite.reset_constant("#sprite", "tint");
81
+ * ```
82
+ */
83
+ function reset_constant(url: string | Hash | Url, constant: string | Hash): void;
84
+ /**
85
+ * Sets horizontal flipping of the provided sprite's animations.
86
+ * The sprite is identified by its URL.
87
+ * If the currently playing animation is flipped by default, flipping it again will make it appear like the original texture.
88
+ *
89
+ * @param url - the sprite that should flip its animations
90
+ * @param flip - `true` if the sprite should flip its animations, `false` if not
91
+ * @example
92
+ * ```ts
93
+ * // How to flip a sprite so it faces the horizontal movement (it is assumed that
94
+ * // the sprite component has id "sprite" and the original animation faces right):
95
+ * export default defineScript({
96
+ * init() {
97
+ * return { velocity: vmath.vector3() };
98
+ * },
99
+ *
100
+ * update(self, dt) {
101
+ * // calculate self.velocity somehow
102
+ * sprite.set_hflip("#sprite", self.velocity.x < 0);
103
+ * },
104
+ * });
105
+ * ```
106
+ */
107
+ function set_hflip(url: string | Hash | Url, flip: boolean): void;
108
+ /**
109
+ * Sets vertical flipping of the provided sprite's animations.
110
+ * The sprite is identified by its URL.
111
+ * If the currently playing animation is flipped by default, flipping it again will make it appear like the original texture.
112
+ *
113
+ * @param url - the sprite that should flip its animations
114
+ * @param flip - `true` if the sprite should flip its animations, `false` if not
115
+ * @example
116
+ * ```ts
117
+ * // How to flip a sprite in a game which negates gravity as a game mechanic (it is
118
+ * // assumed that the sprite component has id "sprite" and the original animation
119
+ * // is up-right):
120
+ * export default defineScript({
121
+ * init() {
122
+ * return { up_side_down: false };
123
+ * },
124
+ *
125
+ * update(self, dt) {
126
+ * // calculate self.up_side_down somehow, then:
127
+ * sprite.set_vflip("#sprite", self.up_side_down);
128
+ * },
129
+ * });
130
+ * ```
131
+ */
132
+ function set_vflip(url: string | Hash | Url, flip: boolean): void;
133
+ interface properties {
134
+ /**
135
+ * READ ONLY The current animation id. An animation that plays currently for the sprite. The type of the property is hash.
136
+ */
137
+ readonly animation: Hash;
138
+ /**
139
+ * The normalized animation cursor. The type of the property is number.
140
+ */
141
+ cursor: number;
142
+ /**
143
+ * READ ONLY The frame count of the currently playing animation.
144
+ */
145
+ readonly frame_count: number;
146
+ /**
147
+ * The image used when rendering the sprite. The type of the property is hash.
148
+ */
149
+ image: Hash;
150
+ /**
151
+ * The material used when rendering the sprite. The type of the property is hash.
152
+ */
153
+ material: Hash;
154
+ /**
155
+ * The animation playback rate. A multiplier to the animation playback rate. The type of the property is number.
156
+ * The playback_rate is a non-negative number, a negative value will be clamped to 0.
157
+ */
158
+ playback_rate: number;
159
+ /**
160
+ * The non-uniform scale of the sprite. The type of the property is vector3.
161
+ */
162
+ scale: Vector3;
163
+ /**
164
+ * The size of the sprite, not allowing for any additional scaling that may be applied.
165
+ * The type of the property is vector3. It is not possible to set the size if the size mode
166
+ * of the sprite is set to auto.
167
+ */
168
+ size: Vector3;
169
+ /**
170
+ * The slice values of the sprite. The type of the property is a vector4 that corresponds to
171
+ * the left, top, right, bottom values of the sprite in the editor.
172
+ * It is not possible to set the slice property if the size mode of the sprite is set to auto.
173
+ */
174
+ slice: Vector4;
175
+ }
176
+ }
177
+ }
178
+
179
+ export {};