angry-pixel 2.3.2 → 2.3.4
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 +132 -27
- 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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@@ -3170,6 +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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@@ -3235,6 +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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@@ -3488,12 +3502,30 @@ interface TilemapRenderData extends RenderData {
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}
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type Tileset$1 = {
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image: HTMLImageElement;
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width: number;
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tileWidth: number;
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tileHeight: number;
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-
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-
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-
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/** Space in pixels between the tiles and the four edges of the image */
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margin?: number;
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/** Space in pixels between adjacent tiles */
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spacing?: number;
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/** Maps each animated tile id to the tile id currently displayed. @internal */
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_animationState?: Map<number, number>;
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/** Tileset values in texture coordinates. Computed once by the renderer. @internal */
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_texData?: TilesetTexData;
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};
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/**
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* Tileset values expressed in texture coordinates (0 to 1), plus the number of columns of the tileset.
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* @internal
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*/
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type TilesetTexData = {
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/** The width of the tileset (in tiles) */
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columns: number;
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/** The margin of the image */
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margin: Vector2;
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/** The distance between the origin of two adjacent tiles */
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step: Vector2;
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/** The size of a tile */
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tileSize: Vector2;
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};
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type Tilemap = {
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width: number;
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@@ -4096,7 +4128,7 @@ declare const defaultTextureAtlasOptions: {
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* opacity: 0.5,
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* },
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* textureAtlas: {
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-
* charRanges: [32,
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* charRanges: [32, 132, 161, 255, 0x3040, 0x309f],
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* fontSize: 64,
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* spacing: 4,
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* },
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@@ -4151,9 +4183,15 @@ interface TextRendererOptions {
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text: string;
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/** The texture atlas configuration */
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textureAtlas: {
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/**
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*
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*
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/** Ranges of characters covered by the component, defined as pairs of
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* Unicode code points (each pair is an inclusive from–to range).
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* The default value is [32, 132, 161, 255], which covers Basic Latin
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* (letters, digits and punctuation) and the Latin-1 Supplement
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* (accented letters and symbols used by Western European languages).
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* Additional pairs can be appended to render other alphabets, e.g.
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* [0x3040, 0x309F] for Japanese Hiragana or [0x0400, 0x04FF] for Cyrillic.
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* See the official Unicode Character Code Charts to find the range of
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* each alphabet: {@link https://www.unicode.org/charts/} */
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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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@@ -4204,7 +4242,7 @@ interface TextRendererOptions {
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* opacity: 0.5,
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* },
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* textureAtlas: {
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-
* charRanges: [32,
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* charRanges: [32, 132, 161, 255, 0x3040, 0x309f],
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* fontSize: 64,
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* spacing: 4,
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* },
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@@ -4261,9 +4299,15 @@ declare class TextRenderer {
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text: string;
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/** The texture atlas configuration */
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textureAtlas: {
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/**
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*
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*
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/** Ranges of characters covered by the component, defined as pairs of
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* Unicode code points (each pair is an inclusive from–to range).
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* The default value is [32, 132, 161, 255], which covers Basic Latin
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* (letters, digits and punctuation) and the Latin-1 Supplement
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* (accented letters and symbols used by Western European languages).
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* Additional pairs can be appended to render other alphabets, e.g.
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* [0x3040, 0x309F] for Japanese Hiragana or [0x0400, 0x04FF] for Cyrillic.
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* See the official Unicode Character Code Charts to find the range of
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* each alphabet: {@link https://www.unicode.org/charts/} */
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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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@@ -4289,11 +4333,10 @@ declare class TextRenderer {
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* layer: "Default",
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* tileset: {
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* image: this.assetManager.getImage("tileset.png"),
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* width: 10,
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* tileWidth: 32,
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* tileHeight: 32,
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* margin:
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* spacing:
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* margin: 0,
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* spacing: 0
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* },
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* data: [1, 2, 3, 4],
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* chunks: [],
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@@ -4338,11 +4381,10 @@ interface TilemapRendererOptions {
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* layer: "Default",
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* tileset: {
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* image: this.assetManager.getImage("tileset.png"),
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* width: 10,
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* tileWidth: 32,
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* tileHeight: 32,
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* margin:
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* spacing:
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* margin: 0,
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* spacing: 0
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* },
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* data: [1, 2, 3, 4],
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* chunks: [],
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@@ -4393,24 +4435,87 @@ declare class TilemapRenderer {
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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 Tileset} keyed by the tile id that should animate,\
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* so every tilemap using that tileset plays the animation in sync.
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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: {
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* image: "tileset.png",
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* tileWidth: 32,
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* tileHeight: 32,
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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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* data: [1, 2, 3, 4],
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* width: 2
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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
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* and optional margin and spacing
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*
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* It specifies the source image containing the tiles, the size of the individual tiles,\
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* and the optional margin and spacing of the image. The number of columns of the tileset\
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* is obtained from the image. The tileset cannot be updated at runtime.
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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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* // a tileset of 16x16 tiles extruded by 1 pixel
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* const tileset = {
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* image: this.assetManager.getImage("tileset.png"),
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* tileWidth: 16,
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* tileHeight: 16,
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* margin: 1,
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* spacing: 2
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* };
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* ```
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*/
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type Tileset = {
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/** The tileset image element */
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image: HTMLImageElement | string;
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width: number;
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tileWidth: number;
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tileHeight: number;
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/**
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margin?:
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/**
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spacing?:
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/** Space in pixels between the tiles and the four edges of the image */
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margin?: number;
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/** Space in pixels between adjacent tiles */
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spacing?: number;
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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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/** Maps each animated tile id to the tile id currently displayed. @internal */
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_animationState?: Map<number, number>;
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};
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/**
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* Chunk of tile data
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@@ -5131,4 +5236,4 @@ 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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