angry-pixel 2.0.16 → 2.0.18
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/broadPhaseWorker.cjs.js +2 -0
- package/lib/broadPhaseWorker.cjs.js.map +1 -0
- package/lib/broadPhaseWorker.esm.js +2 -0
- package/lib/broadPhaseWorker.esm.js.map +1 -0
- package/lib/broadPhaseWorker.js +2 -0
- package/lib/broadPhaseWorker.js.map +1 -0
- package/lib/index.cjs.js +1 -1
- package/lib/index.cjs.js.map +1 -1
- package/lib/index.d.ts +279 -66
- package/lib/index.esm.js +1 -1
- package/lib/index.esm.js.map +1 -1
- package/lib/index.js +1 -1
- package/lib/index.js.map +1 -1
- package/package.json +1 -1
package/lib/index.d.ts
CHANGED
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@@ -55,7 +55,7 @@ declare function injectable(name: DependencyName): (target: DependencyType) => v
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* }
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* ```
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*/
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-
declare function inject(name: DependencyName): (target: any, propertyKey
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declare function inject(name: DependencyName): (target: any, propertyKey?: PropertyKey, parameterIndex?: number) => void;
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/**
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* Represents a 2D vector and provides static methods for vector calculations.
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@@ -245,8 +245,57 @@ declare class Vector2 {
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* v2.x // 4
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* v2.y // 2
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* ```
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* @example
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* ```js
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* const v1 = new Vector2(3.9, 2.2);
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* Vector2.round(v1, v1);
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* v1.x // 4
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* v1.y // 2
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* ```
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*/
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static round(out: Vector2, a: Vector2): Vector2;
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/**
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* Floors a vector
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*
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* @param a The vector to floor
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* @returns The output vector
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* @example
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* ```js
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* const v1 = new Vector2(3.9, 2.2);
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* const v2 = Vector2.floor(new Vector2(), v1);
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* v2.x // 3
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* v2.y // 2
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* ```
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* @example
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* ```js
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* const v1 = new Vector2(3.9, 2.2);
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* Vector2.floor(v1, v1);
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* v1.x // 3
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* v1.y // 2
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* ```
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*/
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static floor(out: Vector2, a: Vector2): Vector2;
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/**
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* Ceils a vector
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*
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* @param a The vector to ceil
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* @returns The output vector
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* @example
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* ```js
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* const v1 = new Vector2(3.9, 2.2);
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* const v2 = Vector2.ceil(new Vector2(), v1);
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* v2.x // 4
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* v2.y // 3
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* ```
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* @example
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* ```js
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* const v1 = new Vector2(3.9, 2.2);
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* Vector2.ceil(v1, v1);
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* v1.x // 4
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* v1.y // 3
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* ```
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*/
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static ceil(out: Vector2, a: Vector2): Vector2;
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toString(): string;
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}
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@@ -372,6 +421,20 @@ declare const range: (start: number, end: number, steps?: number) => number[];
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* @returns true if the number is between the min and the max, false instead
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*/
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declare const between: (value: number, min: number, max: number) => boolean;
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/**
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* Converts the given radians to degrees.
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* @param radians
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* @returns degrees
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*/
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declare const radiansToDegrees: (radians: number) => number;
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/**
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* Converts the given degrees to radians.
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* @param degrees
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* @returns radians
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* @category Math
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* @public
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*/
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declare const degreesToRadians: (degrees: number) => number;
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/** @internal */
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interface Shape {
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@@ -1117,7 +1180,11 @@ interface GameConfig {
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height: number;
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/** Enables the debug mode */
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debugEnabled?: boolean;
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/**
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/** Color of debug elements, default "#00FF00" (green) */
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debugColor?: string;
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/** Position of debug text, default "bottom-left" */
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debugTextPosition?: "top-left" | "top-right" | "bottom-left" | "bottom-right";
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/** Background color of canvas, default "#000000" (black) */
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canvasColor?: string;
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/** Framerate for physics execution. The allowed values are 60, 120, 180, 240.
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* The higher the framerate, the more accurate the physics will be, but it will consume more processor resources.
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@@ -1178,15 +1245,17 @@ declare class AssetManager {
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/**
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* Loads an image asset
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* @param url The asset URL
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* @param name The asset name [optional]
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* @returns The HTML Image element created
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*/
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-
loadImage(url: string): HTMLImageElement;
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loadImage(url: string, name?: string): HTMLImageElement;
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/**
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* Loads an audio asset
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* @param url The asset URL
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* @param name The asset name [optional]
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* @returns The HTML Audio element created
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*/
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-
loadAudio(url: string): HTMLAudioElement;
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loadAudio(url: string, name?: string): HTMLAudioElement;
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/**
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* Loads a font asset
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* @param family The font family name
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@@ -1197,21 +1266,34 @@ declare class AssetManager {
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/**
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* Loads an video asset
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* @param url The asset URL
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* @param name The asset name [optional]
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* @returns The HTML Video element created
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*/
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-
loadVideo(url: string): HTMLVideoElement;
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loadVideo(url: string, name?: string): HTMLVideoElement;
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/**
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* Retrieves an image asset
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* @param url The asset URL
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* @returns The HTML Image element
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*/
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getImage(url: string): HTMLImageElement;
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/**
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* Retrieves an image asset
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* @param name The asset name
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* @returns The HTML Image element
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*/
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getImage(name: string): HTMLImageElement;
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/**
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* Retrieves an audio asset
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* @param url The asset URL
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* @returns The HTML Audio element
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*/
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getAudio(url: string): HTMLAudioElement;
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/**
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* Retrieves an audio asset
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* @param name The asset name
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* @returns The HTML Audio element
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*/
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getAudio(name: string): HTMLAudioElement;
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/**
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* Retrieves a font asset
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* @param family The font family name
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* @returns The HTML Video element
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*/
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getVideo(url: string): HTMLVideoElement;
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/**
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* Retrieves a video asset
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* @param name The asset name
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* @returns The HTML Video element
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*/
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getVideo(name: string): HTMLVideoElement;
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private createAsset;
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}
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@@ -2400,21 +2488,27 @@ declare enum TextOrientation {
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RightCenter = 3
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}
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interface TextRenderData extends RenderData {
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color: string;
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flipHorizontally: boolean;
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flipVertically: boolean;
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font: FontFace | string;
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text: string;
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fontSize: number;
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-
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lineSeparation: number;
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lineHeight: number;
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letterSpacing: number;
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opacity: number;
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orientation: TextOrientation;
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rotation: number;
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-
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shadow?: {
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color: string;
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offset: Vector2;
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opacity: number;
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};
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smooth: boolean;
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text: string;
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textureAtlas: {
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charRanges: number[];
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fontSize: number;
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spacing: Vector2;
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spacing: number;
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};
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}
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@@ -2479,6 +2573,11 @@ interface VideoRenderData extends RenderData {
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* @category Components
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*/
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declare const defaultRenderLayer = "Default";
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/**
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* Debug render layer
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* @internal
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*/
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declare const debugRenderLayer = "Debug";
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/**
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* @public
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* @category Components
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@@ -2499,6 +2598,8 @@ declare class Camera {
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zoom: number;
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/** In case you have more than one camera, the depth value determines which camera is rendered first. The lesser value, the first to render */
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depth: number;
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/** Set to TRUE to allow this camera to render debug data (default FALSE) */
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debug: boolean;
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/** @internal */
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_renderData: CameraData;
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constructor(options?: Partial<CameraOptions>);
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@@ -2724,91 +2825,173 @@ declare class SpriteRenderer {
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constructor(options?: Partial<SpriteRendererOptions>);
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}
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/**
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* @internal
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*/
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declare const defaultTextureAtlasOptions: {
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charRanges: number[];
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fontSize: number;
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spacing: number;
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};
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/**
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* @public
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* @category Components
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*/
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interface TextRendererOptions {
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-
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-
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/** The text color */
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color: string;
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/** Flip the text horizontally */
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flipHorizontally: boolean;
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/** Flip the text vertically */
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flipVertically: boolean;
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/** The font family to use */
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font: FontFace | string;
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/** The size of the font in pixels. */
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fontSize: number;
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-
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/** The height of the invisible box where the text is rendered */
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height: number;
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-
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-
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-
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/** The render layer */
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layer: string;
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/** The space between chars in pixels */
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letterSpacing: number;
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-
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-
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-
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/** The height of the line in pixels. Default value is equal to the font size */
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lineHeight: number;
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/** X-axis and Y-axis offset */
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offset: Vector2;
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/** Change the opacity between 1 and 0 */
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opacity: number;
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/** Direction in which the text will be rendered. */
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orientation: TextOrientation;
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-
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-
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/** Text rotation in radians */
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rotation: number;
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/** Smoothing pixels (not recommended for bitmap fonts) */
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smooth: boolean;
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/** Shadow text configuration */
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shadow?: {
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/** Shadow text color */
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color: string;
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/** Shadow text offset in pixels */
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offset: Vector2;
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/** Shadow text opacity */
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opacity: number;
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};
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/** The text to render */
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text: string;
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/** The texture atlas configuration */
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textureAtlas: {
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/** Range of characters covered by the component defined in number pairs.
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* The default value is [32, 126, 161, 255], this means that the component
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* will render characters from 32 to 126 and from 161 to 255. */
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charRanges?: number[];
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/** The size of the font in pixels for bitmap fonts. */
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fontSize?: number;
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/** Spacing in pixels to correct badly sliced characters. */
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spacing?: number;
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};
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/** The width of the invisible box where the text is rendered */
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width: number;
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}
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/**
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* The TextRenderer component allows to render text using font families, colors, and other configuration options.
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* @public
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* @category Components
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* @example
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|
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* ```typescript
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+
* const textRenderer = new TextRenderer({
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* text: "Hello World!",
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* color: "#FFFFFF",
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* fontSize: 24,
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* font: "Arial",
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* width: 1920,
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* height: 32,
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* layer: "TextLayer",
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* });
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* ```
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* @example
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-
* ```
|
|
2756
|
-
*
|
|
2757
|
-
*
|
|
2758
|
-
*
|
|
2759
|
-
*
|
|
2760
|
-
*
|
|
2761
|
-
*
|
|
2762
|
-
*
|
|
2763
|
-
*
|
|
2764
|
-
*
|
|
2765
|
-
*
|
|
2766
|
-
*
|
|
2767
|
-
*
|
|
2768
|
-
*
|
|
2769
|
-
*
|
|
2770
|
-
*
|
|
2771
|
-
*
|
|
2772
|
-
*
|
|
2911
|
+
* ```typescript
|
|
2912
|
+
* const textRenderer = new TextRenderer({
|
|
2913
|
+
* text: "Hello World!",
|
|
2914
|
+
* color: "#FFFFFF",
|
|
2915
|
+
* fontSize: 24,
|
|
2916
|
+
* width: 1920,
|
|
2917
|
+
* height: 32,
|
|
2918
|
+
* opacity: 1,
|
|
2919
|
+
* layer: "TextLayer",
|
|
2920
|
+
* orientation: TextOrientation.RightCenter,
|
|
2921
|
+
* shadow: {
|
|
2922
|
+
* color: "#00FF00",
|
|
2923
|
+
* offset: new Vector2(3, -3),
|
|
2924
|
+
* opacity: 0.5,
|
|
2925
|
+
* },
|
|
2926
|
+
* textureAtlas: {
|
|
2927
|
+
* charRanges: [32, 126, 161, 255, 0x3040, 0x309f],
|
|
2928
|
+
* fontSize: 64,
|
|
2929
|
+
* spacing: 4,
|
|
2930
|
+
* },
|
|
2931
|
+
* font: "Arial",
|
|
2932
|
+
* flipHorizontally: false,
|
|
2933
|
+
* flipVertically: false,
|
|
2934
|
+
* letterSpacing: 0,
|
|
2935
|
+
* lineHeight: 24,
|
|
2936
|
+
* offset: new Vector2(0, 0),
|
|
2937
|
+
* rotation: 0,
|
|
2938
|
+
* smooth: false,
|
|
2939
|
+
* });
|
|
2773
2940
|
* ```
|
|
2774
2941
|
*/
|
|
2775
2942
|
declare class TextRenderer {
|
|
2776
|
-
/** The
|
|
2777
|
-
|
|
2778
|
-
/**
|
|
2779
|
-
|
|
2943
|
+
/** The text color */
|
|
2944
|
+
color: string;
|
|
2945
|
+
/** Flip the text horizontally */
|
|
2946
|
+
flipHorizontally: boolean;
|
|
2947
|
+
/** Flip the text vertically */
|
|
2948
|
+
flipVertically: boolean;
|
|
2780
2949
|
/** The font family to use */
|
|
2781
2950
|
font: FontFace | string;
|
|
2782
2951
|
/** The size of the font in pixels. */
|
|
2783
2952
|
fontSize: number;
|
|
2784
|
-
/** The width of the invisible box where the text is rendered */
|
|
2785
|
-
width: number;
|
|
2786
2953
|
/** The height of the invisible box where the text is rendered */
|
|
2787
2954
|
height: number;
|
|
2788
|
-
/**
|
|
2789
|
-
|
|
2790
|
-
/** The text color */
|
|
2791
|
-
color: string;
|
|
2792
|
-
/** The separation between lines in pixels */
|
|
2793
|
-
lineSeparation: number;
|
|
2955
|
+
/** The render layer */
|
|
2956
|
+
layer: string;
|
|
2794
2957
|
/** The space between chars in pixels */
|
|
2795
2958
|
letterSpacing: number;
|
|
2796
|
-
/**
|
|
2797
|
-
|
|
2798
|
-
|
|
2799
|
-
|
|
2800
|
-
/** Smoothing pixels (not recommended for bitmap fonts) */
|
|
2801
|
-
smooth: boolean;
|
|
2802
|
-
/** Text rotation in radians */
|
|
2803
|
-
rotation: number;
|
|
2959
|
+
/** The height of the line in pixels. Default value is equal to the font size */
|
|
2960
|
+
lineHeight: number;
|
|
2961
|
+
/** X-axis and Y-axis offset */
|
|
2962
|
+
offset: Vector2;
|
|
2804
2963
|
/** Change the opacity between 1 and 0 */
|
|
2805
2964
|
opacity: number;
|
|
2806
2965
|
/** Direction in which the text will be rendered. */
|
|
2807
2966
|
orientation: TextOrientation;
|
|
2808
|
-
/**
|
|
2809
|
-
|
|
2810
|
-
/**
|
|
2811
|
-
|
|
2967
|
+
/** Text rotation in radians */
|
|
2968
|
+
rotation: number;
|
|
2969
|
+
/** Shadow text configuration */
|
|
2970
|
+
shadow: {
|
|
2971
|
+
/** Shadow text color */
|
|
2972
|
+
color: string;
|
|
2973
|
+
/** Shadow text offset in pixels */
|
|
2974
|
+
offset: Vector2;
|
|
2975
|
+
/** Shadow text opacity */
|
|
2976
|
+
opacity: number;
|
|
2977
|
+
};
|
|
2978
|
+
/** Smoothing pixels (not recommended for bitmap fonts) */
|
|
2979
|
+
smooth: boolean;
|
|
2980
|
+
/** The text to render */
|
|
2981
|
+
text: string;
|
|
2982
|
+
/** The texture atlas configuration */
|
|
2983
|
+
textureAtlas: {
|
|
2984
|
+
/** Range of characters covered by the component defined in number pairs.
|
|
2985
|
+
* The default value is [32, 126, 161, 255], this means that the component
|
|
2986
|
+
* will render characters from 32 to 126 and from 161 to 255. */
|
|
2987
|
+
charRanges?: number[];
|
|
2988
|
+
/** The size of the font in pixels for bitmap fonts. */
|
|
2989
|
+
fontSize?: number;
|
|
2990
|
+
/** Spacing in pixels to correct badly sliced characters. */
|
|
2991
|
+
spacing?: number;
|
|
2992
|
+
};
|
|
2993
|
+
/** The width of the invisible box where the text is rendered */
|
|
2994
|
+
width: number;
|
|
2812
2995
|
/** @internal */
|
|
2813
2996
|
_renderData: TextRenderData;
|
|
2814
2997
|
constructor(options?: Partial<TextRendererOptions>);
|
|
@@ -3401,6 +3584,36 @@ declare function gamePhysicsSystem(): (target: SystemType) => void;
|
|
|
3401
3584
|
*/
|
|
3402
3585
|
declare function gamePreRenderSystem(): (target: SystemType) => void;
|
|
3403
3586
|
|
|
3587
|
+
/**
|
|
3588
|
+
* Applies a decorator manually.
|
|
3589
|
+
* @param decorator The decorator function to be applied.
|
|
3590
|
+
* @param target The target to which the decorator is applied (class, prototype, or constructor argument).
|
|
3591
|
+
* @param propertyKey The property name or constructor argument index (optional).
|
|
3592
|
+
* @public
|
|
3593
|
+
* @category Decorators
|
|
3594
|
+
* @example
|
|
3595
|
+
* ```javascript
|
|
3596
|
+
* decorate(injectable("SomeDependency"), SomeDependency);
|
|
3597
|
+
* ```
|
|
3598
|
+
* @example
|
|
3599
|
+
* ```javascript
|
|
3600
|
+
* decorate(inject("AnotherDependency"), SomeClass, "anotherDependency");
|
|
3601
|
+
* ```
|
|
3602
|
+
* @example
|
|
3603
|
+
* ```javascript
|
|
3604
|
+
* decorate(inject("AnotherDependency"), SomeClass, 0);
|
|
3605
|
+
* ```
|
|
3606
|
+
* @example
|
|
3607
|
+
* ```javascript
|
|
3608
|
+
* decorate(gamePhysicsSystem(), SomeSystem);
|
|
3609
|
+
* ```
|
|
3610
|
+
* @example
|
|
3611
|
+
* ```javascript
|
|
3612
|
+
* decorate(gamePreRenderSystem(), SomeSystem);
|
|
3613
|
+
* ```
|
|
3614
|
+
*/
|
|
3615
|
+
declare function decorate(decorator: (...args: any[]) => any, target: any, propertyKey?: string | symbol | number): void;
|
|
3616
|
+
|
|
3404
3617
|
/**
|
|
3405
3618
|
* Symbols to be used as dependency identifiers
|
|
3406
3619
|
* @public
|
|
@@ -3418,4 +3631,4 @@ declare const Symbols: {
|
|
|
3418
3631
|
TimeManager: symbol;
|
|
3419
3632
|
};
|
|
3420
3633
|
|
|
3421
|
-
export { Animation, type AnimationSlice, Animator, type AnimatorOptions, AssetManager, AudioPlayer, type AudioPlayerAction, type AudioPlayerOptions, BallCollider, type BallColliderOptions, BoxCollider, type BoxColliderOptions, BroadPhaseMethods, Button, type ButtonOptions, ButtonShape, Camera, type CameraOptions, Children, type Chunk, Circumference, type Collider, type Collision, type CollisionMatrix, CollisionMethods, CollisionRepository, type CollisionResolution, type Component, type ComponentType, type DependencyName, type DependencyType, EdgeCollider, type EdgeColliderOptions, type Entity, EntityManager, Game, type GameConfig, GameSystem, GamepadController, InputManager, type IntervalOptions, Keyboard, LightRenderer, type LightRendererOptions, MaskRenderer, type MaskRendererOptions, MaskShape, Mouse, Parent, Polygon, PolygonCollider, type PolygonColliderOptions, Rectangle, RigidBody, type RigidBodyOptions, RigidBodyType, Scene, SceneManager, type SceneType, type SearchCriteria, type SearchResult, ShadowRenderer, type ShadowRendererOptions, type Shape, type Slice, SpriteRenderer, type SpriteRendererOptions, Symbols, type System, type SystemGroup, SystemManager, type SystemType, TextOrientation, TextRenderer, type TextRendererOptions, type TiledChunk, type TiledLayer, type TiledObject, type TiledObjectLayer, type TiledProperty, type TiledTilemap, TiledWrapper, type TiledWrapperOptions, TilemapCollider, type TilemapColliderOptions, TilemapOrientation, TilemapRenderer, type TilemapRendererOptions, type Tileset, TimeManager, type TouchInteraction, TouchScreen, Transform, type TransformOptions, Vector2, type VibrationInput, VideoRenderer, type VideoRendererOptions, between, clamp, defaultRenderLayer, fixedRound, gameLogicSystem, gamePhysicsSystem, gamePreRenderSystem, inject, injectable, randomFloat, randomInt, range };
|
|
3634
|
+
export { Animation, type AnimationSlice, Animator, type AnimatorOptions, AssetManager, AudioPlayer, type AudioPlayerAction, type AudioPlayerOptions, BallCollider, type BallColliderOptions, BoxCollider, type BoxColliderOptions, BroadPhaseMethods, Button, type ButtonOptions, ButtonShape, Camera, type CameraOptions, Children, type Chunk, Circumference, type Collider, type Collision, type CollisionMatrix, CollisionMethods, CollisionRepository, type CollisionResolution, type Component, type ComponentType, type DependencyName, type DependencyType, EdgeCollider, type EdgeColliderOptions, type Entity, EntityManager, Game, type GameConfig, GameSystem, GamepadController, InputManager, type IntervalOptions, Keyboard, LightRenderer, type LightRendererOptions, MaskRenderer, type MaskRendererOptions, MaskShape, Mouse, Parent, Polygon, PolygonCollider, type PolygonColliderOptions, Rectangle, RigidBody, type RigidBodyOptions, RigidBodyType, Scene, SceneManager, type SceneType, type SearchCriteria, type SearchResult, ShadowRenderer, type ShadowRendererOptions, type Shape, type Slice, SpriteRenderer, type SpriteRendererOptions, Symbols, type System, type SystemGroup, SystemManager, type SystemType, TextOrientation, TextRenderer, type TextRendererOptions, type TiledChunk, type TiledLayer, type TiledObject, type TiledObjectLayer, type TiledProperty, type TiledTilemap, TiledWrapper, type TiledWrapperOptions, TilemapCollider, type TilemapColliderOptions, TilemapOrientation, TilemapRenderer, type TilemapRendererOptions, type Tileset, TimeManager, type TouchInteraction, TouchScreen, Transform, type TransformOptions, Vector2, type VibrationInput, VideoRenderer, type VideoRendererOptions, between, clamp, debugRenderLayer, decorate, defaultRenderLayer, defaultTextureAtlasOptions, degreesToRadians, fixedRound, gameLogicSystem, gamePhysicsSystem, gamePreRenderSystem, inject, injectable, radiansToDegrees, randomFloat, randomInt, range };
|