angry-pixel 2.3.1 → 2.3.3
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/index.cjs.js +1 -1
- package/lib/index.cjs.js.map +1 -1
- package/lib/index.d.ts +81 -1
- 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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@@ -2442,6 +2442,12 @@ interface AudioPlayerOptions {
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fixedToTimeScale: boolean;
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/** TRUE If the audio source should loop. */
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loop: boolean;
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/** Time mark (seconds) where looping starts. Only has effect when `loop` is TRUE and `loopEnd` is greater than zero. */
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loopStart: number;
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/** Time mark (seconds) where looping ends. When `loop` is TRUE and this is greater than zero, the audio loops between `loopStart` and `loopEnd`. */
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loopEnd: number;
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/** Time mark (seconds) where playback starts from when playing from a stopped state. Default is 0. */
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startAt: number;
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/** The volume of the audio source. */
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volume: number;
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}
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@@ -2471,10 +2477,18 @@ declare class AudioPlayer {
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fixedToTimeScale: boolean;
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/** TRUE If the audio source should loop. */
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loop: boolean;
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/** Time mark (seconds) where looping starts. Only has effect when `loop` is TRUE and `loopEnd` is greater than zero. */
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loopStart: number;
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/** Time mark (seconds) where looping ends. When `loop` is TRUE and this is greater than zero, the audio loops between `loopStart` and `loopEnd`. */
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loopEnd: number;
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/** Time mark (seconds) where playback starts from when playing from a stopped state. Default is 0. */
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startAt: number;
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/** READONLY, The current state of the audio source. */
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state: "stopped" | "playing" | "paused";
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/** The volume of the audio source. */
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volume: number;
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/** READONLY, The current playback time mark of the audio source, expressed in seconds. */
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get currentTime(): number;
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/** READONLY, TRUE If the audio source is playing. */
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get playing(): boolean;
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/** READONLY, TRUE If the audio source is paused. */
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@@ -2491,6 +2505,8 @@ declare class AudioPlayer {
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_startedAt: number;
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/** @internal Offset (seconds) within the buffer at which the next play should resume from (used on pause) */
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_pauseOffset: number;
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/** @internal Current playback time mark (seconds), updated each frame by the AudioPlayerSystem */
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_currentTime: number;
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/** @internal */
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_playAfterUserInput: boolean;
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/** @internal */
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@@ -3154,6 +3170,13 @@ interface RigidBodyOptions {
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* @public
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*/
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acceleration: Vector2;
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/**
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* Collision layers for which this body behaves as static. When a Dynamic body whose collider layer
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* is listed here collides with this body, only the other body is repositioned, as if this one were static.
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* This body still behaves as its own type (e.g. Dynamic) for every other collision.
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* @public
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*/
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staticForLayers: string[];
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}
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/**
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* The RigidBody component enables physics simulation for an entity, allowing it to interact with other physics-enabled objects in the game world.\
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@@ -3219,6 +3242,13 @@ declare class RigidBody {
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* @public
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*/
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acceleration: Vector2;
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/**
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* Collision layers for which this body behaves as static. When a Dynamic body whose collider layer
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* is listed here collides with this body, only the other body is repositioned, as if this one were static.
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* This body still behaves as its own type (e.g. Dynamic) for every other collision.
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* @public
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*/
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staticForLayers: string[];
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/** @internal */
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static componentName: string;
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constructor(options?: Partial<RigidBodyOptions>);
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@@ -3460,6 +3490,7 @@ interface TilemapRenderData extends RenderData {
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tiles: number[];
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tilemap: Tilemap;
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tileset: Tileset$1;
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tileAnimations?: Map<number, number>;
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smooth?: boolean;
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flipHorizontal?: boolean;
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flipVertical?: boolean;
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@@ -4307,6 +4338,7 @@ interface TilemapRendererOptions {
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maskColorMix: number;
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opacity: number;
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smooth: boolean;
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animations: Map<number, TileAnimation>;
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}
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/**
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* The TilemapRenderer component renders 2D tile-based maps to the screen.\
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@@ -4369,14 +4401,62 @@ declare class TilemapRenderer {
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maskColorMix: number;
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/** TRUE for smooth pixels (not recommended for pixel art) */
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smooth: boolean;
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/** Animated tiles, keyed by the tile id to animate. */
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animations: Map<number, TileAnimation>;
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/** @internal */
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_processed: boolean;
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/** @internal */
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_renderData: TilemapRenderData[];
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/** Maps each animated tile id to the tile id currently displayed. @internal */
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_tileAnimationState: Map<number, number>;
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/** @internal */
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static componentName: string;
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constructor(options?: Partial<TilemapRendererOptions>);
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}
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/**
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* TileAnimation configuration
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* @public
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* @category Components Configuration
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* @example
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* ```js
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* const waterAnimation = new TileAnimation({
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* tiles: [5, 6, 7, 8],
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* fps: 6
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* });
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* ```
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*/
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interface TileAnimationOptions {
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tiles: number[];
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fps?: number;
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}
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/**
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* TileAnimation cycles a tile through a sequence of tile ids from the tileset.\
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* It is assigned to a {@link TilemapRenderer} keyed by the tile id that should animate.
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* @public
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* @category Components Configuration
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* @example
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* ```js
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* const tilemapRenderer = new TilemapRenderer({
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* tileset: { image: "tileset.png", width: 10, tileWidth: 32, tileHeight: 32 },
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* data: [1, 2, 3, 4],
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* width: 2,
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* animations: new Map([
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* [3, new TileAnimation({ tiles: [3, 4, 5], fps: 6 })]
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* ])
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* });
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* ```
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*/
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declare class TileAnimation {
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/** The sequence of tile ids to cycle through. */
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tiles: number[];
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/** The animation speed in frames per second. */
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fps: number;
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/** The current frame of the animation. */
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currentFrame: number;
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/** The current time of the animation. */
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currentTime: number;
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constructor(options?: TileAnimationOptions);
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}
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/**
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* The Tileset configuration defines the properties of a tileset used by the TilemapRenderer.\
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* It specifies the source image containing the tiles, the dimensions of the tileset and individual tiles,\
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@@ -5115,4 +5195,4 @@ declare const SYMBOLS: {
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TimeManager: symbol;
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};
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-
export { Animation, type AnimationOptions, type AnimationSlice, Animator, type AnimatorOptions, type Archetype, AssetManager, AudioPlayer, type AudioPlayerOptions, type AudioSource, BallCollider, type BallColliderOptions, BoxCollider, type BoxColliderOptions, BroadPhaseMethods, Button, type ButtonOptions, ButtonShape, Camera, type CameraOptions, type Chunk, Circumference, type Collider, type Collision, type CollisionMatrix, CollisionMethods, CollisionRepository, type CollisionResolution, type Component, type ComponentType, DarknessRenderer, type DarknessRendererOptions, type DependencyName, type DependencyType, EdgeCollider, type EdgeColliderOptions, type Entity, EntityManager, Game, type GameConfig, GameSystem, GamepadController, GeometricRenderer, type GeometricRendererOptions, GeometricShape, InputManager, type IntervalOptions, Keyboard, LightRenderer, type LightRendererOptions, MaskRenderer, type MaskRendererOptions, MaskShape, Mouse, type PlaySfxOptions, Polygon, PolygonCollider, type PolygonColliderOptions, type PropertyKey, Rectangle, RigidBody, type RigidBodyOptions, RigidBodyType, SYMBOLS, Scene, SceneManager, type SceneType, type SearchResult, type Shape, type Slice, SpriteRenderer, type SpriteRendererOptions, type System, type SystemGroup, SystemManager, type SystemType, TextAlignment, 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, playSfx, radiansToDegrees, randomFloat, randomInt, range, rgbToHex, stopSfx };
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export { Animation, type AnimationOptions, type AnimationSlice, Animator, type AnimatorOptions, type Archetype, AssetManager, AudioPlayer, type AudioPlayerOptions, type AudioSource, BallCollider, type BallColliderOptions, BoxCollider, type BoxColliderOptions, BroadPhaseMethods, Button, type ButtonOptions, ButtonShape, Camera, type CameraOptions, type Chunk, Circumference, type Collider, type Collision, type CollisionMatrix, CollisionMethods, CollisionRepository, type CollisionResolution, type Component, type ComponentType, DarknessRenderer, type DarknessRendererOptions, type DependencyName, type DependencyType, EdgeCollider, type EdgeColliderOptions, type Entity, EntityManager, Game, type GameConfig, GameSystem, GamepadController, GeometricRenderer, type GeometricRendererOptions, GeometricShape, InputManager, type IntervalOptions, Keyboard, LightRenderer, type LightRendererOptions, MaskRenderer, type MaskRendererOptions, MaskShape, Mouse, type PlaySfxOptions, Polygon, PolygonCollider, type PolygonColliderOptions, type PropertyKey, Rectangle, RigidBody, type RigidBodyOptions, RigidBodyType, SYMBOLS, Scene, SceneManager, type SceneType, type SearchResult, type Shape, type Slice, SpriteRenderer, type SpriteRendererOptions, type System, type SystemGroup, SystemManager, type SystemType, TextAlignment, TextRenderer, type TextRendererOptions, TileAnimation, type TileAnimationOptions, 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, playSfx, radiansToDegrees, randomFloat, randomInt, range, rgbToHex, stopSfx };
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