@drincs/pixi-vn 0.3.5 → 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 +152 -130
- package/dist/index.d.ts +152 -130
- package/dist/index.js.map +1 -1
- 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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@@ -273,11 +273,11 @@ declare class ChoiceMenuOptionLabel {
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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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@@ -295,10 +295,12 @@ declare function Pause(duration: number): PauseType;
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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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* @param args The arguments that are passed to the ticker
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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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* - startOnlyIfHaveTexture?: If true, the rotation 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 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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* @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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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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declare function saveCharacter<T extends CharacterBaseModel = CharacterBaseModel>(character: T | T[]): void;
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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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*/
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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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* 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 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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* @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 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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*/
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@@ -1007,6 +913,122 @@ interface ITickersSteps {
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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: {
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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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/**
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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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/**
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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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|
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
|
+
|
|
1010
1032
|
/**
|
|
1011
1033
|
* Set the dialogue to be shown in the game
|
|
1012
1034
|
* @param text Text of the dialogue
|
|
@@ -1657,4 +1679,4 @@ declare class GameWindowManager {
|
|
|
1657
1679
|
static import(data: object): void;
|
|
1658
1680
|
}
|
|
1659
1681
|
|
|
1660
|
-
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 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 };
|