angry-pixel 1.1.2 → 1.1.3
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/lib/component/Animator.d.ts +5 -2
- package/lib/component/Button.d.ts +42 -0
- package/lib/component/Transform.d.ts +1 -0
- package/lib/component/rendering/tilemap/TileData.d.ts +9 -6
- package/lib/core/Game.d.ts +5 -2
- package/lib/core/GameActor.d.ts +33 -4
- package/lib/core/GameObject.d.ts +26 -4
- package/lib/core/facades/GameObjectManagerFacade.d.ts +7 -1
- package/lib/core/managers/AssetManager.d.ts +5 -2
- package/lib/core/managers/GameObjectManager.d.ts +1 -1
- package/lib/core/managers/HeadlessIterationManager.d.ts +29 -0
- package/lib/core/managers/IterationManager.d.ts +8 -1
- package/lib/core/managers/SceneManager.d.ts +4 -3
- package/lib/core/managers/headless/HeadlessIterationManager.d.ts +29 -0
- package/lib/core/managers/headless/HeadlessRenderManager.d.ts +10 -0
- package/lib/core/managers/iteration/BrowserIterationManager.d.ts +35 -0
- package/lib/core/managers/iteration/FrameEvent.d.ts +13 -0
- package/lib/core/managers/iteration/HeadlessIterationManager.d.ts +29 -0
- package/lib/core/managers/iteration/IIterationManager.d.ts +7 -0
- package/lib/index.cjs.js +1 -1
- package/lib/index.d.ts +2 -0
- package/lib/index.esm.js +1 -1
- package/lib/index.js +1 -1
- package/lib/math/Rectangle.d.ts +9 -2
- package/lib/rendering/RenderManager.d.ts +8 -1
- package/package.json +1 -1
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@@ -10,10 +10,13 @@ export declare class Animator extends EngineComponent {
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private spriteRenderer;
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private animations;
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private currentAnimation;
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private paused;
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protected init({ spriteRenderer }: AnimatorOptions): void;
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protected update(): void;
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addAnimation(
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playAnimation(name
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addAnimation(animation: Animation, name?: string, framerate?: number): this;
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playAnimation(name?: string): void;
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pause(): void;
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resume(): void;
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stopAnimation(): void;
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isPlayingAnimation(name: string): boolean;
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}
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@@ -0,0 +1,42 @@
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import { Component } from "../core/Component";
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import { InitOptions } from "../core/GameActor";
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import { Vector2 } from "../math/Vector2";
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export declare enum ButtonType {
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Rectangle = 0,
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Circumference = 1
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}
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export interface ButtonOptions extends InitOptions {
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type: ButtonType;
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width?: number;
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height?: number;
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radius?: number;
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touchEnabled?: boolean;
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offset?: Vector2;
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}
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export declare class Button extends Component {
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readonly allowMultiple: boolean;
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type: ButtonType;
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width: number;
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height: number;
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radius: number;
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touchEnabled: boolean;
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private _offset;
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pressed: boolean;
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private mouse;
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private touch;
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private position;
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private distance;
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private pressedLastFrame;
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private scaled;
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onClick: () => void;
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onPressed: () => void;
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get offset(): Vector2;
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set offset(offset: Vector2);
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protected init({ type, height, radius, touchEnabled, width, offset }: ButtonOptions): void;
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protected update(): void;
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private scale;
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protected resolveMouseAndRectangle(): void;
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protected resolveMouseAndCircumference(): void;
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protected resolveTouchAndRectangle(): void;
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protected resolveTouchAndCircumference(): void;
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}
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@@ -23,6 +23,7 @@ export declare class Transform extends TransformComponent {
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get innerPosition(): Vector2;
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set innerPosition(innerPosition: Vector2);
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get parent(): Transform | null;
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set parent(parent: Transform | null);
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protected update(): void;
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private setParent;
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private setPositionFromParent;
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@@ -1,10 +1,13 @@
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import { Vector2 } from "../../../math/Vector2";
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export declare class TileData {
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-
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-
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-
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readonly position: Vector2;
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readonly width: number;
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readonly height: number;
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private readonly halfWidth;
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private readonly halfHeight;
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constructor(position: Vector2, width: number, height: number);
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get
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get
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get
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get x(): number;
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get x1(): number;
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get y(): number;
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get y1(): number;
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}
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package/lib/core/Game.d.ts
CHANGED
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@@ -3,15 +3,17 @@ import { Container } from "../utils/Container";
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import { Rectangle } from "../math/Rectangle";
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import { Vector2 } from "../math/Vector2";
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import { CollisionMatrix } from "../physics/collision/CollisionManager";
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import { InitOptions } from "./GameActor";
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export declare const container: Container;
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export interface GameConfig {
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containerNode
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containerNode?: HTMLElement | null;
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gameWidth?: number;
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gameHeight?: number;
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debugEnabled?: boolean;
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canvasColor?: string;
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physicsFramerate?: number;
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spriteDefaultScale?: Vector2 | null;
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headless?: boolean;
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collisions?: {
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method?: CollisionMethodConfig;
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quadTreeBounds?: Rectangle | null;
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@@ -43,9 +45,10 @@ export declare class Game {
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*
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* @param sceneClass the class of the scene
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* @param name The name of the scene
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* @param options [optional] This options will be passed to the init method
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* @param openingScene [default FALSE] If this is the opening scene, set TRUE, FALSE instead
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*/
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addScene(sceneClass: SceneClass, name: string, openingScene?: boolean): void;
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addScene(sceneClass: SceneClass, name: string, options?: InitOptions, openingScene?: boolean): void;
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/**
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* Run the game
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*/
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package/lib/core/GameActor.d.ts
CHANGED
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@@ -2,7 +2,7 @@ import { GameObject, GameObjectClass } from "./GameObject";
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import { GameObjectManager } from "./managers/GameObjectManager";
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import { FrameEvent } from "./managers/IterationManager";
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export interface InitOptions {
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[key: string]:
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[key: string]: any;
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}
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export declare abstract class GameActor {
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protected readonly gameObjectManager: GameObjectManager;
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@@ -25,6 +25,29 @@ export declare abstract class GameActor {
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* This method is called before destruction.
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*/
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protected onDestroy?(): void;
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/**
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* Adds a new game object to the scene.
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* @param gameObjectClass The game object class
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* @returns The added game object
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* @returns
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*/
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protected addGameObject<T extends GameObject>(gameObjectClass: GameObjectClass<T>): T;
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/**
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* Adds a new game object to the scene.
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* @param gameObjectClass The game object class
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* @param name The name of the game object
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* @returns The added game object
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* @returns
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*/
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protected addGameObject<T extends GameObject>(gameObjectClass: GameObjectClass<T>, name: string): T;
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/**
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* Adds a new game object to the scene.
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* @param gameObjectClass The game object class
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* @param options This options will be passed to the init method
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* @returns The added game object
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* @returns
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*/
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protected addGameObject<T extends GameObject>(gameObjectClass: GameObjectClass<T>, options: InitOptions): T;
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/**
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* Adds a new game object to the scene.
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* @param gameObjectClass The game object class
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@@ -33,24 +56,30 @@ export declare abstract class GameActor {
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* @returns The added game object
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* @returns
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*/
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protected addGameObject<T extends GameObject>(gameObjectClass: GameObjectClass<T>, options?: InitOptions, name?: string): T;
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protected addGameObject<T extends GameObject>(gameObjectClass: GameObjectClass<T>, options?: InitOptions | string, name?: string): T;
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/**
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* Returns all the game objects in the scene.
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* @returns The found game objects
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*/
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protected findGameObjects(): GameObject[];
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/**
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* Returns a collection of found game objects for the given class
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* @param gameObjectClass The game object class to find
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* @returns The found game objects
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*/
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protected findGameObjects<T extends GameObject>(gameObjectClass: GameObjectClass<T>): T[];
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/**
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* Returns the first game object found for the given class, or undefined otherwise.
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* @param gameObjectClass The game object class to find
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* @returns The found game object
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*/
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findGameObject<T extends GameObject>(gameObjectClass: GameObjectClass<T>): T;
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protected findGameObject<T extends GameObject>(gameObjectClass: GameObjectClass<T>): T;
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/**
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* Returns the first game object found for the given name, or undefined otherwise.
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* @param name The name of the game object to find
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* @returns The found game object
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*/
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findGameObject<T extends GameObject>(name: string): T;
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protected findGameObject<T extends GameObject>(name: string): T;
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/**
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* Returns a collection of game objects found for the given tag
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* @param tag The tag of the game objects to find
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package/lib/core/GameObject.d.ts
CHANGED
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@@ -12,7 +12,7 @@ export declare class GameObject extends GameActor {
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layer: string;
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ui: boolean;
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keep: boolean;
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private _parent;
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private _active;
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private sceneManager;
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private components;
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constructor(name?: string, parent?: GameObject);
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get active(): boolean;
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set active(active: boolean);
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get parent(): GameObject | null;
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set parent(parent: GameObject | null);
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private updateComponentsActiveStatus;
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private updateChildrenActiveStatus;
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get transform(): Transform;
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/**
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* Add a component to the game obejct
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* @param componentClass The class of the component
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* @param options [optional] The options passed to the init method of the component
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* @param name [optional] The name of the component
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* @returns The added component
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*/
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addComponent<ComponentType extends Component = Component
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addComponent<ComponentType extends Component = Component>(componentClass: ComponentClass<ComponentType>): ComponentType;
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/**
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* Add a component to the game obejct
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* @param componentClass The class of the component
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* @param options The options passed to the init method of the component
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* @returns The added component
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*/
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addComponent<ComponentType extends Component = Component, OptionsType extends InitOptions = InitOptions>(componentClass: ComponentClass<ComponentType>, options: OptionsType): ComponentType;
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/**
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* Add a component to the game obejct
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* @param componentClass The class of the component
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* @param name The name of the component
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* @returns The added component
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*/
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addComponent<ComponentType extends Component = Component>(componentClass: ComponentClass<ComponentType>, name: string): ComponentType;
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/**
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* Add a component to the game obejct
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* @param componentClass The class of the component
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* @param options The options passed to the init method of the component
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* @param name The name of the component
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* @returns The added component
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*/
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addComponent<ComponentType extends Component = Component, OptionsType extends InitOptions = InitOptions>(componentClass: ComponentClass<ComponentType>, options: OptionsType, name: string): ComponentType;
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private checkMultipleComponent;
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/**
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* Returns all the components in the game object.
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* Returns all the game objects in the scene.
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* @returns The found game objects
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*/
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static
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static findAllGameObjects(): GameObject[];
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/**
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* Returns a collection of game objects found for the given class
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* @param gameObjectClass The game object class to find
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* @returns The found game objects
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*/
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static findGameObjects<T extends GameObject>(gameObjectClass: GameObjectClass<T>): T[];
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/**
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* Returns the first game object found for the given class, or undefined otherwise.
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* @param gameObjectClass The game object class to find
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@@ -3,13 +3,16 @@ export declare enum AssetType {
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Audio = "Audio",
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Video = "Video"
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}
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export interface IAssetManager {
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getAssetsLoaded(): boolean;
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loadImage(url: string): HTMLImageElement;
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}
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export declare class AssetManager {
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private assets;
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getAssetsLoaded(): boolean;
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loadImage(url: string): HTMLImageElement;
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loadAudio(url: string): HTMLAudioElement;
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getImage(url: string): HTMLImageElement;
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getVideo(url: string): HTMLVideoElement;
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getAudio(url: string): HTMLAudioElement;
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getAsset<EType extends HTMLImageElement | HTMLVideoElement | HTMLAudioElement>(url: string, type?: AssetType | null): EType;
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private createAsset;
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export declare class GameObjectManager {
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private gameObjects;
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addGameObject<T extends GameObject>(gameObjectClass: GameObjectClass<T>, options?: InitOptions, parent?: GameObject, name?: string): T;
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findGameObjects():
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findGameObjects<T extends GameObject>(gameObjectClass?: GameObjectClass<T>): T[];
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findGameObjectById<T extends GameObject>(id: string): T;
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findGameObject<T extends GameObject>(gameObjectClass: GameObjectClass<T>): T;
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findGameObject<T extends GameObject>(name: string): T;
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import { GameObjectManager } from "./GameObjectManager";
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import { SceneManager } from "./SceneManager";
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import { CollisionManager } from "../../physics/collision/CollisionManager";
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import { RigidBodyManager } from "../../physics/rigodBody/RigidBodyManager";
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import { TimeManager } from "./TimeManager";
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import { IIterationManager } from "./IterationManager";
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export declare class HeadlessIterationManager implements IIterationManager {
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private readonly timeManager;
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private readonly collisionManager;
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private readonly physicsManager;
|
|
11
|
+
private readonly gameObjectManager;
|
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12
|
+
private readonly sceneManager;
|
|
13
|
+
running: boolean;
|
|
14
|
+
private currentScene;
|
|
15
|
+
private gameObjects;
|
|
16
|
+
private components;
|
|
17
|
+
constructor(timeManager: TimeManager, collisionManager: CollisionManager, physicsManager: RigidBodyManager, gameObjectManager: GameObjectManager, sceneManager: SceneManager);
|
|
18
|
+
start(): void;
|
|
19
|
+
pause(): void;
|
|
20
|
+
resume(): void;
|
|
21
|
+
stop(): void;
|
|
22
|
+
private startLoop;
|
|
23
|
+
private gameLogicIteration;
|
|
24
|
+
private physicsIteration;
|
|
25
|
+
private asyncGameLoop;
|
|
26
|
+
private asyncPhysicsLoop;
|
|
27
|
+
private load;
|
|
28
|
+
private dispatchFrameEvent;
|
|
29
|
+
}
|
|
@@ -18,7 +18,14 @@ export declare enum FrameEvent {
|
|
|
18
18
|
UpdateRender = 9,
|
|
19
19
|
Destroy = 10
|
|
20
20
|
}
|
|
21
|
-
export
|
|
21
|
+
export interface IIterationManager {
|
|
22
|
+
running: boolean;
|
|
23
|
+
start(): void;
|
|
24
|
+
pause(): void;
|
|
25
|
+
resume(): void;
|
|
26
|
+
stop(): void;
|
|
27
|
+
}
|
|
28
|
+
export declare class IterationManager implements IIterationManager {
|
|
22
29
|
private readonly timeManager;
|
|
23
30
|
private readonly collisionManager;
|
|
24
31
|
private readonly physicsManager;
|
|
@@ -1,18 +1,19 @@
|
|
|
1
1
|
import { Game } from "../Game";
|
|
2
2
|
import { Scene } from "../Scene";
|
|
3
3
|
import { RenderManager } from "../../rendering/RenderManager";
|
|
4
|
+
import { InitOptions } from "../GameActor";
|
|
4
5
|
export declare type SceneClass = new (name: string, game: Game) => Scene;
|
|
5
6
|
export declare class SceneManager {
|
|
6
7
|
private game;
|
|
7
|
-
private renderManager
|
|
8
|
+
private renderManager?;
|
|
8
9
|
private scenes;
|
|
9
10
|
private currentScene;
|
|
10
11
|
private openingSceneName;
|
|
11
12
|
private sceneToLoad;
|
|
12
13
|
currentSceneName: string;
|
|
13
|
-
constructor(game: Game, renderManager
|
|
14
|
+
constructor(game: Game, renderManager?: RenderManager);
|
|
14
15
|
getCurrentScene<T extends Scene>(): T;
|
|
15
|
-
addScene(sceneClass: SceneClass, name: string, openingScene?: boolean): void;
|
|
16
|
+
addScene(sceneClass: SceneClass, name: string, options?: InitOptions, openingScene?: boolean): void;
|
|
16
17
|
loadOpeningScene(): void;
|
|
17
18
|
loadScene(name: string): void;
|
|
18
19
|
update(): void;
|
|
@@ -0,0 +1,29 @@
|
|
|
1
|
+
import { GameObjectManager } from "../GameObjectManager";
|
|
2
|
+
import { SceneManager } from "../SceneManager";
|
|
3
|
+
import { CollisionManager } from "../../../physics/collision/CollisionManager";
|
|
4
|
+
import { RigidBodyManager } from "../../../physics/rigodBody/RigidBodyManager";
|
|
5
|
+
import { TimeManager } from "../TimeManager";
|
|
6
|
+
import { IIterationManager } from "../IterationManager";
|
|
7
|
+
export declare class HeadlessIterationManager implements IIterationManager {
|
|
8
|
+
private readonly timeManager;
|
|
9
|
+
private readonly collisionManager;
|
|
10
|
+
private readonly physicsManager;
|
|
11
|
+
private readonly gameObjectManager;
|
|
12
|
+
private readonly sceneManager;
|
|
13
|
+
running: boolean;
|
|
14
|
+
private currentScene;
|
|
15
|
+
private gameObjects;
|
|
16
|
+
private components;
|
|
17
|
+
constructor(timeManager: TimeManager, collisionManager: CollisionManager, physicsManager: RigidBodyManager, gameObjectManager: GameObjectManager, sceneManager: SceneManager);
|
|
18
|
+
start(): void;
|
|
19
|
+
pause(): void;
|
|
20
|
+
resume(): void;
|
|
21
|
+
stop(): void;
|
|
22
|
+
private startLoop;
|
|
23
|
+
private gameLogicIteration;
|
|
24
|
+
private physicsIteration;
|
|
25
|
+
private asyncGameLoop;
|
|
26
|
+
private asyncPhysicsLoop;
|
|
27
|
+
private load;
|
|
28
|
+
private dispatchFrameEvent;
|
|
29
|
+
}
|
|
@@ -0,0 +1,10 @@
|
|
|
1
|
+
import { CameraData } from "../../../rendering/CameraData";
|
|
2
|
+
import { RenderData } from "../../../rendering/renderData/RenderData";
|
|
3
|
+
import { IRenderManager } from "../../../rendering/RenderManager";
|
|
4
|
+
export declare class HeadlessRenderManager implements IRenderManager {
|
|
5
|
+
clearCanvas(): void;
|
|
6
|
+
addRenderData(renderData: RenderData): void;
|
|
7
|
+
addCameraData(cameraData: CameraData): void;
|
|
8
|
+
render(): void;
|
|
9
|
+
clearData(): void;
|
|
10
|
+
}
|
|
@@ -0,0 +1,35 @@
|
|
|
1
|
+
import { GameObjectManager } from "../GameObjectManager";
|
|
2
|
+
import { SceneManager } from "../SceneManager";
|
|
3
|
+
import { InputManager } from "../../../input/InputManager";
|
|
4
|
+
import { CollisionManager } from "../../../physics/collision/CollisionManager";
|
|
5
|
+
import { RigidBodyManager } from "../../../physics/rigodBody/RigidBodyManager";
|
|
6
|
+
import { RenderManager } from "../../../rendering/RenderManager";
|
|
7
|
+
import { TimeManager } from "../TimeManager";
|
|
8
|
+
import { IIterationManager } from "./IIterationManager";
|
|
9
|
+
export declare class BrowserIterationManager implements IIterationManager {
|
|
10
|
+
private readonly timeManager;
|
|
11
|
+
private readonly collisionManager;
|
|
12
|
+
private readonly physicsManager;
|
|
13
|
+
private readonly renderManager;
|
|
14
|
+
private readonly inputManager;
|
|
15
|
+
private readonly gameObjectManager;
|
|
16
|
+
private readonly sceneManager;
|
|
17
|
+
running: boolean;
|
|
18
|
+
private gameLoopAccumulator;
|
|
19
|
+
private currentScene;
|
|
20
|
+
private gameObjects;
|
|
21
|
+
private components;
|
|
22
|
+
constructor(timeManager: TimeManager, collisionManager: CollisionManager, physicsManager: RigidBodyManager, renderManager: RenderManager, inputManager: InputManager, gameObjectManager: GameObjectManager, sceneManager: SceneManager);
|
|
23
|
+
start(): void;
|
|
24
|
+
pause(): void;
|
|
25
|
+
resume(): void;
|
|
26
|
+
stop(): void;
|
|
27
|
+
private startLoop;
|
|
28
|
+
private requestAnimationLoop;
|
|
29
|
+
private gameLogicIteration;
|
|
30
|
+
private renderIteration;
|
|
31
|
+
private physicsIteration;
|
|
32
|
+
private asyncPhysicsLoop;
|
|
33
|
+
private load;
|
|
34
|
+
private dispatchFrameEvent;
|
|
35
|
+
}
|
|
@@ -0,0 +1,29 @@
|
|
|
1
|
+
import { GameObjectManager } from "../GameObjectManager";
|
|
2
|
+
import { SceneManager } from "../SceneManager";
|
|
3
|
+
import { CollisionManager } from "../../../physics/collision/CollisionManager";
|
|
4
|
+
import { RigidBodyManager } from "../../../physics/rigodBody/RigidBodyManager";
|
|
5
|
+
import { TimeManager } from "../TimeManager";
|
|
6
|
+
import { IIterationManager } from "./IIterationManager";
|
|
7
|
+
export declare class HeadlessIterationManager implements IIterationManager {
|
|
8
|
+
private readonly timeManager;
|
|
9
|
+
private readonly collisionManager;
|
|
10
|
+
private readonly physicsManager;
|
|
11
|
+
private readonly gameObjectManager;
|
|
12
|
+
private readonly sceneManager;
|
|
13
|
+
running: boolean;
|
|
14
|
+
private currentScene;
|
|
15
|
+
private gameObjects;
|
|
16
|
+
private components;
|
|
17
|
+
constructor(timeManager: TimeManager, collisionManager: CollisionManager, physicsManager: RigidBodyManager, gameObjectManager: GameObjectManager, sceneManager: SceneManager);
|
|
18
|
+
start(): void;
|
|
19
|
+
pause(): void;
|
|
20
|
+
resume(): void;
|
|
21
|
+
stop(): void;
|
|
22
|
+
private startLoop;
|
|
23
|
+
private gameLogicIteration;
|
|
24
|
+
private physicsIteration;
|
|
25
|
+
private asyncGameLoop;
|
|
26
|
+
private asyncPhysicsLoop;
|
|
27
|
+
private load;
|
|
28
|
+
private dispatchFrameEvent;
|
|
29
|
+
}
|