@drincs/pixi-vn 0.3.4 → 0.3.6
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.
- package/README.md +9 -5
- package/dist/index.d.mts +200 -142
- package/dist/index.d.ts +200 -142
- package/dist/index.js +36 -10
- package/dist/index.js.map +1 -1
- package/dist/index.mjs +36 -10
- package/dist/index.mjs.map +1 -1
- package/package.json +1 -1
package/README.md
CHANGED
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@@ -1,4 +1,4 @@
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# Pixi'VN -
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# Pixi'VN - PixiJS Visual Novel Engine
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Pixi'VN is a npm package that provides various features for creating visual novels.
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@@ -9,6 +9,14 @@ Pixi'VN is based on [Pixi.js](https://pixijs.com/), a modern 2D rendering engine
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In addition to managing the Pixi.js "Canvas", Pixi'VN offers the possibility of adding an HTML Element with the same dimensions as the "Canvas" to add interactions with the user.
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This allows the use of systems such as React, Vue, Angular, etc. to create much more complex interfaces with excellent performance.
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## Why Pixi'VN?
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The reason why Pixi'VN was born is that current systems for creating a visual novel are based on dated systems and have many shortcomings.
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## Pivi'VN Templates
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* [Pixi’VN template (React + Vite + MUI joy)](https://github.com/DRincs-Productions/pixi-vn-react-template)
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## Get Started
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### Installation
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@@ -87,7 +95,3 @@ body {
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## Wiki
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For more information, visit the [Wiki](https://pixivn.readthedocs.io/)
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## Why Pixi'VN?
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The reason why Pixi'VN was born is that current systems for creating a visual novel are based on dated systems and have many shortcomings.
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package/dist/index.d.mts
CHANGED
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@@ -193,7 +193,18 @@ type StepHistoryDataType = string;
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/**
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* StepLabel is a function that will be executed as the game continues.
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*/
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type StepLabelType = (() =>
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type StepLabelType = (() => StepLabelResultType | Promise<StepLabelResultType>);
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/**
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* StepLabelResultType is the return type of the StepLabel function.
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* It can be useful for returning to the information calling function to perform other operations that cannot be performed within the StepLabel.
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*/
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type StepLabelResultType = {
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/**
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* The new route to navigate to.
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*/
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newRoute?: string;
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[key: string]: any;
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} | void;
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/**
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* Label is a class that contains a list of steps, which will be performed as the game continues.
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*/
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constructor(text: string, label: typeof Label, type?: LabelRunModeEnum);
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}
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type IStoratedChoiceMenuOptionLabel = {
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text: string;
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label: LabelIdType;
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type: LabelRunModeEnum;
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}
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};
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/**
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* Munu is a type that contains a list of Label that a player can choose from.
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type RepeatType = "Repeat";
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declare const Repeat: RepeatType;
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type StorageElementPrimaryType = string | number | boolean | undefined | null | StorageElementPrimaryType[];
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type StorageElementInternalType = StorageElementPrimaryType | Record<string | number | symbol, StorageElementPrimaryType> | StorageElementInternalType[];
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/**
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* StorageElementType are all the types that can be stored in the storage
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*/
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type StorageElementType =
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type StorageElementType = StorageElementInternalType | Record<string | number | symbol, StorageElementInternalType>;
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/**
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* Base class for all dialogue models.
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fn(_t: Ticker, _args: TArgs, _tags: string | string[]): void;
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}
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type TickerFadeAlphaProps = {
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/**
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* The speed of the fade
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*/
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speed: number;
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/**
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* The type of the fade
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* @default "hide"
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*/
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type?: "hide" | "show";
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/**
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* The limit of the fade
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* @default type === "hide" ? 0 : 1
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*/
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limit?: number;
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/**
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* The tag to remove after the fade is done
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*/
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tagToRemoveAfter?: string[] | string;
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/**
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* If true, the fade only starts if the canvas element have a texture
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*/
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startOnlyIfHaveTexture?: boolean;
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};
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/**
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* A ticker that fades the alpha of the canvas element of the canvas.
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* @param args The arguments that are passed to the ticker
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* - speed: The speed of the fade
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* - type: The type of the fade, default is "hide"
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* - limit: The limit of the fade, default is 0 for hide and 1 for show
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* - tagToRemoveAfter?: The tag to remove after the fade is done
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* - startOnlyIfHaveTexture?: If true, the fade only starts if the canvas element have a texture
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* @param duration The duration of the ticker
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* @param priority The priority of the ticker
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* @example
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* ```typescript
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* let bunny = addImage("bunny1", "https://pixijs.com/assets/eggHead.png")
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* GameWindowManager.addTicker("bunny", ticker)
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* ```
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*/
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declare class TickerFadeAlpha extends TickerBase<{
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speed: number;
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type?: "hide" | "show";
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limit?: number;
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tagToRemoveAfter?: string[] | string;
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startOnlyIfHaveTexture?: boolean;
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}> {
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declare class TickerFadeAlpha extends TickerBase<TickerFadeAlphaProps> {
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/**
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* The method that will be called every frame to fade the alpha of the canvas element of the canvas.
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* @param delta The delta time
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}
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type TickerProgrationType = ITickerProgrationLinear | ITickerProgrationExponential;
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type ITickerProgrationLinear = {
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amt: number;
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limit?: number;
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type: "linear";
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}
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};
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type ITickerProgrationExponential = {
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percentage: number;
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limit?: number;
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type: "exponential";
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}
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/**
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* A ticker that rotates the canvas element of the canvas.
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* - speed: The speed of the rotation, default is 0.1
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* - clockwise: The direction of the rotation, default is true
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* - speedProgression: The progression of the speed
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* @param duration The duration of the ticker
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* @param priority The priority of the ticker
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* @example
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* ```typescript
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* let alien = addImage("alien", 'https://pixijs.com/assets/eggHead.png')
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* GameWindowManager.addCanvasElement("alien", alien);
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* const ticker = new TickerRotate({
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* speed: 0.1,
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* clockwise: true,
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* }),
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* GameWindowManager.addTicker("alien", ticker)
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*/
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declare class TickerRotate extends TickerBase<{
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speed?: number;
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clockwise?: boolean;
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speedProgression?: TickerProgrationType;
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startOnlyIfHaveTexture?: boolean;
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}> {
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/**
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* The method that will be called every frame to rotate the canvas element of the canvas.
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* @param delta The delta time
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* @param args The arguments that are passed to the ticker
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* @param tags The tags of the canvas element that are connected to this ticker
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*/
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fn(t: Ticker, args: {
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speed?: number;
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clockwise?: boolean;
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speedProgression?: TickerProgrationType;
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startOnlyIfHaveTexture?: boolean;
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}, tags: string[]): void;
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}
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type CanvasElementTagType = string;
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* Is a decorator that register a canvas element in the game.
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* @param name Name of the canvas element, by default it will use the class name. If the name is already registered, it will show a warning
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* @returns
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*/
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declare function canvasElementDecorator(name?: CanvasElementTagType): (target: typeof CanvasBase<any>) => void;
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* Is a function that saves the character. If the character already exists, it will be overwritten.
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* @param character is the character to save
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* @returns
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* @example
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* ```typescript
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* export const liam = new CharacterBaseModel('liam', { name: 'Liam'});
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* export const alice = new CharacterBaseModel('alice', { name: 'Alice'});
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* saveCharacter([liam, alice]);
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* ```
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*/
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declare function saveCharacter<T extends CharacterBaseModel = CharacterBaseModel>(character: T | T[]): void;
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/**
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* is a function that returns the character by the id
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* @param id is the id of the character
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* @returns the character
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* @example
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* ```typescript
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* const liam = getCharacterById('liam');
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* ```
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declare function getCharacterById<T extends CharacterBaseModel>(id: string): T | undefined;
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* is a function that returns all characters
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* @returns all characters
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* @example
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* ```typescript
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* const allCharacters = getAllCharacters();
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* ```
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*/
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declare function getAllCharacters<T extends CharacterBaseModel>(): T[];
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/**
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* Is a decorator that register a event in the game.
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* Is a required decorator for use the event in the game.
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* Thanks to this decoration the game has the possibility of updating the events to the latest modification and saving the game.
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* @param name is th identifier of the event, by default is the name of the class
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* @returns
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*/
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declare function eventDecorator(name?: EventIdType): (target: typeof CanvasEvent<any>) => void;
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* Is a decorator that register a label in the game.
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* Is a required decorator for use the label in the game.
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* Thanks to this decoration the game has the possibility of updating the labels to the latest modification and saving the game.
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* @param name is th identifier of the label, by default is the name of the class
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* @returns
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*/
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declare function labelDecorator(name?: LabelIdType): (target: typeof Label) => void;
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};
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/**
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* is a string that represents a ticker id.
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type TickerIdType = string;
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/**
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* Is a decorator that register a ticker in the game.
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* Is a required decorator for use the ticker in the game.
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* Thanks to this decoration the game has the possibility of updating the tickers to the latest modification and saving the game.
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* @returns
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*/
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declare function tickerDecorator(name?: TickerIdType): (target: typeof TickerBase<any>) => void;
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/**
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* IClassWithArgsHistory is a class that contains the name of a class and the arguments that were used to create it.
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steps: (ITickersStep<any> | RepeatType | PauseType)[];
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}
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type TickerRotateProps = {
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/**
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* The speed of the rotation
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* @default 0.1
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*/
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speed?: number;
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/**
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* The direction of the rotation
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* @default true
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*/
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clockwise?: boolean;
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/**
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* The progression of the speed
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*/
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speedProgression?: TickerProgrationType;
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/**
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* If true, the rotation only starts if the canvas element have a texture
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*/
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startOnlyIfHaveTexture?: boolean;
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};
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/**
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* A ticker that rotates the canvas element of the canvas.
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* @example
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* ```typescript
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* let alien = addImage("alien", 'https://pixijs.com/assets/eggHead.png')
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* GameWindowManager.addCanvasElement("alien", alien);
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* const ticker = new TickerRotate({
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* speed: 0.1,
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* clockwise: true,
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* }),
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* GameWindowManager.addTicker("alien", ticker)
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*/
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declare class TickerRotate extends TickerBase<TickerRotateProps> {
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/**
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* The method that will be called every frame to rotate the canvas element of the canvas.
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* @param delta The delta time
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* @param args The arguments that are passed to the ticker
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* @param tags The tags of the canvas element that are connected to this ticker
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*/
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|
+
fn(t: Ticker, args: {
|
|
957
|
+
speed?: number;
|
|
958
|
+
clockwise?: boolean;
|
|
959
|
+
speedProgression?: TickerProgrationType;
|
|
960
|
+
startOnlyIfHaveTexture?: boolean;
|
|
961
|
+
}, tags: string[]): void;
|
|
962
|
+
}
|
|
963
|
+
|
|
964
|
+
type CanvasElementTagType = string;
|
|
965
|
+
|
|
966
|
+
/**
|
|
967
|
+
* Is a decorator that register a canvas element in the game.
|
|
968
|
+
* @param name Name of the canvas element, by default it will use the class name. If the name is already registered, it will show a warning
|
|
969
|
+
* @returns
|
|
970
|
+
*/
|
|
971
|
+
declare function canvasElementDecorator(name?: CanvasElementTagType): (target: typeof CanvasBase<any>) => void;
|
|
972
|
+
|
|
973
|
+
/**
|
|
974
|
+
* Is a function that saves the character. If the character already exists, it will be overwritten.
|
|
975
|
+
* @param character is the character to save
|
|
976
|
+
* @returns
|
|
977
|
+
* @example
|
|
978
|
+
* ```typescript
|
|
979
|
+
* export const liam = new CharacterBaseModel('liam', { name: 'Liam'});
|
|
980
|
+
* export const alice = new CharacterBaseModel('alice', { name: 'Alice'});
|
|
981
|
+
* saveCharacter([liam, alice]);
|
|
982
|
+
* ```
|
|
983
|
+
*/
|
|
984
|
+
declare function saveCharacter<T extends CharacterBaseModel = CharacterBaseModel>(character: T | T[]): void;
|
|
985
|
+
/**
|
|
986
|
+
* is a function that returns the character by the id
|
|
987
|
+
* @param id is the id of the character
|
|
988
|
+
* @returns the character
|
|
989
|
+
* @example
|
|
990
|
+
* ```typescript
|
|
991
|
+
* const liam = getCharacterById('liam');
|
|
992
|
+
* ```
|
|
993
|
+
*/
|
|
994
|
+
declare function getCharacterById<T extends CharacterBaseModel>(id: string): T | undefined;
|
|
995
|
+
/**
|
|
996
|
+
* is a function that returns all characters
|
|
997
|
+
* @returns all characters
|
|
998
|
+
* @example
|
|
999
|
+
* ```typescript
|
|
1000
|
+
* const allCharacters = getAllCharacters();
|
|
1001
|
+
* ```
|
|
1002
|
+
*/
|
|
1003
|
+
declare function getAllCharacters<T extends CharacterBaseModel>(): T[];
|
|
1004
|
+
|
|
1005
|
+
/**
|
|
1006
|
+
* Is a decorator that register a event in the game.
|
|
1007
|
+
* Is a required decorator for use the event in the game.
|
|
1008
|
+
* Thanks to this decoration the game has the possibility of updating the events to the latest modification and saving the game.
|
|
1009
|
+
* @param name is th identifier of the event, by default is the name of the class
|
|
1010
|
+
* @returns
|
|
1011
|
+
*/
|
|
1012
|
+
declare function eventDecorator(name?: EventIdType): (target: typeof CanvasEvent<any>) => void;
|
|
1013
|
+
|
|
1014
|
+
/**
|
|
1015
|
+
* Is a decorator that register a label in the game.
|
|
1016
|
+
* Is a required decorator for use the label in the game.
|
|
1017
|
+
* Thanks to this decoration the game has the possibility of updating the labels to the latest modification and saving the game.
|
|
1018
|
+
* @param name is th identifier of the label, by default is the name of the class
|
|
1019
|
+
* @returns
|
|
1020
|
+
*/
|
|
1021
|
+
declare function labelDecorator(name?: LabelIdType): (target: typeof Label) => void;
|
|
1022
|
+
|
|
1023
|
+
/**
|
|
1024
|
+
* Is a decorator that register a ticker in the game.
|
|
1025
|
+
* Is a required decorator for use the ticker in the game.
|
|
1026
|
+
* Thanks to this decoration the game has the possibility of updating the tickers to the latest modification and saving the game.
|
|
1027
|
+
* @param name is th identifier of the label, by default is the name of the class
|
|
1028
|
+
* @returns
|
|
1029
|
+
*/
|
|
1030
|
+
declare function tickerDecorator(name?: TickerIdType): (target: typeof TickerBase<any>) => void;
|
|
1031
|
+
|
|
999
1032
|
/**
|
|
1000
1033
|
* Set the dialogue to be shown in the game
|
|
1001
1034
|
* @param text Text of the dialogue
|
|
@@ -1239,15 +1272,18 @@ declare class GameStepManager {
|
|
|
1239
1272
|
private static increaseCurrentStepIndex;
|
|
1240
1273
|
/**
|
|
1241
1274
|
* Execute the next step and add it to the history.
|
|
1242
|
-
* @returns
|
|
1275
|
+
* @returns StepLabelResultType or undefined.
|
|
1243
1276
|
* @example
|
|
1244
1277
|
* ```typescript
|
|
1245
1278
|
* function nextOnClick() {
|
|
1246
1279
|
* setLoading(true)
|
|
1247
1280
|
* GameStepManager.runNextStep()
|
|
1248
|
-
* .then(() => {
|
|
1281
|
+
* .then((result) => {
|
|
1249
1282
|
* setUpdate((p) => p + 1)
|
|
1250
1283
|
* setLoading(false)
|
|
1284
|
+
* if (result) {
|
|
1285
|
+
* // your code
|
|
1286
|
+
* }
|
|
1251
1287
|
* })
|
|
1252
1288
|
* .catch((e) => {
|
|
1253
1289
|
* setLoading(false)
|
|
@@ -1256,34 +1292,56 @@ declare class GameStepManager {
|
|
|
1256
1292
|
* }
|
|
1257
1293
|
* ```
|
|
1258
1294
|
*/
|
|
1259
|
-
static runNextStep(): Promise<
|
|
1295
|
+
static runNextStep(): Promise<StepLabelResultType>;
|
|
1260
1296
|
/**
|
|
1261
1297
|
* Execute the current step and add it to the history.
|
|
1262
|
-
* @returns
|
|
1298
|
+
* @returns StepLabelResultType or undefined.
|
|
1263
1299
|
*/
|
|
1264
1300
|
private static runCurrentStep;
|
|
1265
1301
|
/**
|
|
1266
1302
|
* Execute the label and add it to the history.
|
|
1267
1303
|
* Is a call function in Ren'Py.
|
|
1268
1304
|
* @param label The label to execute.
|
|
1269
|
-
* @returns
|
|
1305
|
+
* @returns StepLabelResultType or undefined.
|
|
1306
|
+
* @example
|
|
1307
|
+
* ```typescript
|
|
1308
|
+
* GameStepManager.callLabel(StartLabel).then((result) => {
|
|
1309
|
+
* if (result) {
|
|
1310
|
+
* // your code
|
|
1311
|
+
* }
|
|
1312
|
+
* })
|
|
1313
|
+
* ```
|
|
1270
1314
|
* @example
|
|
1271
1315
|
* ```typescript
|
|
1272
|
-
*
|
|
1316
|
+
* // if you use it in a step label you should return the result.
|
|
1317
|
+
* return GameStepManager.callLabel(StartLabel).then((result) => {
|
|
1318
|
+
* return result
|
|
1319
|
+
* })
|
|
1273
1320
|
* ```
|
|
1274
1321
|
*/
|
|
1275
|
-
static callLabel(label: typeof Label | Label): Promise<
|
|
1322
|
+
static callLabel(label: typeof Label | Label): Promise<StepLabelResultType>;
|
|
1276
1323
|
/**
|
|
1277
1324
|
* Execute the label, close all labels and add them to the history.
|
|
1278
1325
|
* Is a jump function in Ren'Py.
|
|
1279
|
-
* @param label
|
|
1280
|
-
* @returns
|
|
1326
|
+
* @param label The label to execute.
|
|
1327
|
+
* @returns StepLabelResultType or undefined.
|
|
1281
1328
|
* @example
|
|
1282
1329
|
* ```typescript
|
|
1283
|
-
* GameStepManager.jumpLabel(StartLabel)
|
|
1330
|
+
* GameStepManager.jumpLabel(StartLabel).then((result) => {
|
|
1331
|
+
* if (result) {
|
|
1332
|
+
* // your code
|
|
1333
|
+
* }
|
|
1334
|
+
* })
|
|
1335
|
+
* ```
|
|
1336
|
+
* @example
|
|
1337
|
+
* ```typescript
|
|
1338
|
+
* // if you use it in a step label you should return the result.
|
|
1339
|
+
* return GameStepManager.jumpLabel(StartLabel).then((result) => {
|
|
1340
|
+
* return result
|
|
1341
|
+
* })
|
|
1284
1342
|
* ```
|
|
1285
1343
|
*/
|
|
1286
|
-
static jumpLabel(label: typeof Label | Label): Promise<
|
|
1344
|
+
static jumpLabel(label: typeof Label | Label): Promise<StepLabelResultType>;
|
|
1287
1345
|
/**
|
|
1288
1346
|
* Go back to the last step and add it to the history.
|
|
1289
1347
|
* @param navigate The navigate function.
|
|
@@ -1621,4 +1679,4 @@ declare class GameWindowManager {
|
|
|
1621
1679
|
static import(data: object): void;
|
|
1622
1680
|
}
|
|
1623
1681
|
|
|
1624
|
-
export { CanvasBase, CanvasContainer, CanvasEvent, type CanvasEventNamesType, CanvasImage, CanvasSprite, CanvasText, CharacterBaseModel, type CharacterBaseModelProps, ChoiceMenuOptionLabel, type ChoiceMenuOptionsType, DialogueBaseModel, type ExportedCanvas, type ExportedStep, type ExportedStorage, GameStepManager, GameStorageManager, GameWindowManager, type ICanvasBaseMemory, type ICanvasContainerMemory, type ICanvasImageMemory, type ICanvasSpriteBaseMemory, type ICanvasSpriteMemory, type ICanvasTextMemory as ICanvasTextTextMemory, type IClassWithArgsHistory, type IClassWithArgsHistoryForExport, type IDialogueHistory, type IHistoryStep, type IHistoryStepData, type IOpenedLabel, type ISaveData, type ITextureMemory, type ITicker, type ITickersSteps, Label, LabelRunModeEnum, Pause, type PauseType, PauseValueType, Repeat, type RepeatType, type StepLabelType, type StorageElementType, StoredClassModel, TickerBase, TickerFadeAlpha, type TickerProgrationType, TickerRotate, addImage, canvasElementDecorator, clearAllGameDatas, clearChoiceMenuOptions, clearDialogue, eventDecorator, getAllCharacters, getCharacterById, getChoiceMenuOptions, getDialogue, getDialogueHistory, getFlag, getSaveData, getSaveJson, getTexture, labelDecorator, loadSaveData, loadSaveJson, removeCanvasElement, saveCharacter, setChoiceMenuOptions, setDialogue, setFlag, showCanvasImages, showImageWithDissolveTransition, tickerDecorator };
|
|
1682
|
+
export { CanvasBase, CanvasContainer, CanvasEvent, type CanvasEventNamesType, CanvasImage, CanvasSprite, CanvasText, CharacterBaseModel, type CharacterBaseModelProps, ChoiceMenuOptionLabel, type ChoiceMenuOptionsType, DialogueBaseModel, type ExportedCanvas, type ExportedStep, type ExportedStorage, GameStepManager, GameStorageManager, GameWindowManager, type ICanvasBaseMemory, type ICanvasContainerMemory, type ICanvasImageMemory, type ICanvasSpriteBaseMemory, type ICanvasSpriteMemory, type ICanvasTextMemory as ICanvasTextTextMemory, type IClassWithArgsHistory, type IClassWithArgsHistoryForExport, type IDialogueHistory, type IHistoryStep, type IHistoryStepData, type IOpenedLabel, type ISaveData, type ITextureMemory, type ITicker, type ITickersSteps, Label, LabelRunModeEnum, Pause, type PauseType, PauseValueType, Repeat, type RepeatType, type StepLabelResultType, type StepLabelType, type StorageElementType, StoredClassModel, TickerBase, TickerFadeAlpha, type TickerFadeAlphaProps, type TickerProgrationType, TickerRotate, type TickerRotateProps, addImage, canvasElementDecorator, clearAllGameDatas, clearChoiceMenuOptions, clearDialogue, eventDecorator, getAllCharacters, getCharacterById, getChoiceMenuOptions, getDialogue, getDialogueHistory, getFlag, getSaveData, getSaveJson, getTexture, labelDecorator, loadSaveData, loadSaveJson, removeCanvasElement, saveCharacter, setChoiceMenuOptions, setDialogue, setFlag, showCanvasImages, showImageWithDissolveTransition, tickerDecorator };
|