typescript-to-gdscript 0.1.0

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Files changed (1301) hide show
  1. package/LICENSE +21 -0
  2. package/README.md +324 -0
  3. package/dist/cache/index.d.ts +203 -0
  4. package/dist/cache/index.d.ts.map +1 -0
  5. package/dist/cache/index.js +609 -0
  6. package/dist/cache/index.js.map +1 -0
  7. package/dist/checker/godot-project.d.ts +15 -0
  8. package/dist/checker/godot-project.d.ts.map +1 -0
  9. package/dist/checker/godot-project.js +14 -0
  10. package/dist/checker/godot-project.js.map +1 -0
  11. package/dist/checker/index.d.ts +61 -0
  12. package/dist/checker/index.d.ts.map +1 -0
  13. package/dist/checker/index.js +229 -0
  14. package/dist/checker/index.js.map +1 -0
  15. package/dist/checker/ts-diagnostics.d.ts +11 -0
  16. package/dist/checker/ts-diagnostics.d.ts.map +1 -0
  17. package/dist/checker/ts-diagnostics.js +67 -0
  18. package/dist/checker/ts-diagnostics.js.map +1 -0
  19. package/dist/cli/clear-cache.d.ts +3 -0
  20. package/dist/cli/clear-cache.d.ts.map +1 -0
  21. package/dist/cli/clear-cache.js +42 -0
  22. package/dist/cli/clear-cache.js.map +1 -0
  23. package/dist/cli/convert-gd.d.ts +3 -0
  24. package/dist/cli/convert-gd.d.ts.map +1 -0
  25. package/dist/cli/convert-gd.js +148 -0
  26. package/dist/cli/convert-gd.js.map +1 -0
  27. package/dist/cli/convert.d.ts +3 -0
  28. package/dist/cli/convert.d.ts.map +1 -0
  29. package/dist/cli/convert.js +165 -0
  30. package/dist/cli/convert.js.map +1 -0
  31. package/dist/cli/generate-addon-typings.d.ts +3 -0
  32. package/dist/cli/generate-addon-typings.d.ts.map +1 -0
  33. package/dist/cli/generate-addon-typings.js +31 -0
  34. package/dist/cli/generate-addon-typings.js.map +1 -0
  35. package/dist/cli/generate-gdscript-global-typings.d.ts +3 -0
  36. package/dist/cli/generate-gdscript-global-typings.d.ts.map +1 -0
  37. package/dist/cli/generate-gdscript-global-typings.js +172 -0
  38. package/dist/cli/generate-gdscript-global-typings.js.map +1 -0
  39. package/dist/cli/generate-typings.d.ts +3 -0
  40. package/dist/cli/generate-typings.d.ts.map +1 -0
  41. package/dist/cli/generate-typings.js +48 -0
  42. package/dist/cli/generate-typings.js.map +1 -0
  43. package/dist/cli/helpers.d.ts +47 -0
  44. package/dist/cli/helpers.d.ts.map +1 -0
  45. package/dist/cli/helpers.js +180 -0
  46. package/dist/cli/helpers.js.map +1 -0
  47. package/dist/cli/index.d.ts +3 -0
  48. package/dist/cli/index.d.ts.map +1 -0
  49. package/dist/cli/index.js +35 -0
  50. package/dist/cli/index.js.map +1 -0
  51. package/dist/cli/init.d.ts +8 -0
  52. package/dist/cli/init.d.ts.map +1 -0
  53. package/dist/cli/init.js +222 -0
  54. package/dist/cli/init.js.map +1 -0
  55. package/dist/cli/initial-convert-gd-to-ts.d.ts +3 -0
  56. package/dist/cli/initial-convert-gd-to-ts.d.ts.map +1 -0
  57. package/dist/cli/initial-convert-gd-to-ts.js +149 -0
  58. package/dist/cli/initial-convert-gd-to-ts.js.map +1 -0
  59. package/dist/cli/lint.d.ts +3 -0
  60. package/dist/cli/lint.d.ts.map +1 -0
  61. package/dist/cli/lint.js +191 -0
  62. package/dist/cli/lint.js.map +1 -0
  63. package/dist/cli/open-editor.d.ts +21 -0
  64. package/dist/cli/open-editor.d.ts.map +1 -0
  65. package/dist/cli/open-editor.js +148 -0
  66. package/dist/cli/open-editor.js.map +1 -0
  67. package/dist/cli/set-latest.d.ts +3 -0
  68. package/dist/cli/set-latest.d.ts.map +1 -0
  69. package/dist/cli/set-latest.js +23 -0
  70. package/dist/cli/set-latest.js.map +1 -0
  71. package/dist/cli/validate-gd.d.ts +3 -0
  72. package/dist/cli/validate-gd.d.ts.map +1 -0
  73. package/dist/cli/validate-gd.js +37 -0
  74. package/dist/cli/validate-gd.js.map +1 -0
  75. package/dist/cli/watch.d.ts +3 -0
  76. package/dist/cli/watch.d.ts.map +1 -0
  77. package/dist/cli/watch.js +58 -0
  78. package/dist/cli/watch.js.map +1 -0
  79. package/dist/config/index.d.ts +142 -0
  80. package/dist/config/index.d.ts.map +1 -0
  81. package/dist/config/index.js +161 -0
  82. package/dist/config/index.js.map +1 -0
  83. package/dist/converter/common/index.d.ts +169 -0
  84. package/dist/converter/common/index.d.ts.map +1 -0
  85. package/dist/converter/common/index.js +298 -0
  86. package/dist/converter/common/index.js.map +1 -0
  87. package/dist/converter/gd-to-ts/class-scope.d.ts +80 -0
  88. package/dist/converter/gd-to-ts/class-scope.d.ts.map +1 -0
  89. package/dist/converter/gd-to-ts/class-scope.js +208 -0
  90. package/dist/converter/gd-to-ts/class-scope.js.map +1 -0
  91. package/dist/converter/gd-to-ts/context.d.ts +94 -0
  92. package/dist/converter/gd-to-ts/context.d.ts.map +1 -0
  93. package/dist/converter/gd-to-ts/context.js +71 -0
  94. package/dist/converter/gd-to-ts/context.js.map +1 -0
  95. package/dist/converter/gd-to-ts/expressions.d.ts +18 -0
  96. package/dist/converter/gd-to-ts/expressions.d.ts.map +1 -0
  97. package/dist/converter/gd-to-ts/expressions.js +535 -0
  98. package/dist/converter/gd-to-ts/expressions.js.map +1 -0
  99. package/dist/converter/gd-to-ts/file-scope-emitter.d.ts +34 -0
  100. package/dist/converter/gd-to-ts/file-scope-emitter.d.ts.map +1 -0
  101. package/dist/converter/gd-to-ts/file-scope-emitter.js +191 -0
  102. package/dist/converter/gd-to-ts/file-scope-emitter.js.map +1 -0
  103. package/dist/converter/gd-to-ts/functions.d.ts +20 -0
  104. package/dist/converter/gd-to-ts/functions.d.ts.map +1 -0
  105. package/dist/converter/gd-to-ts/functions.js +313 -0
  106. package/dist/converter/gd-to-ts/functions.js.map +1 -0
  107. package/dist/converter/gd-to-ts/helpers/explicit-convert.d.ts +42 -0
  108. package/dist/converter/gd-to-ts/helpers/explicit-convert.d.ts.map +1 -0
  109. package/dist/converter/gd-to-ts/helpers/explicit-convert.js +173 -0
  110. package/dist/converter/gd-to-ts/helpers/explicit-convert.js.map +1 -0
  111. package/dist/converter/gd-to-ts/helpers/nullable-return.d.ts +19 -0
  112. package/dist/converter/gd-to-ts/helpers/nullable-return.d.ts.map +1 -0
  113. package/dist/converter/gd-to-ts/helpers/nullable-return.js +116 -0
  114. package/dist/converter/gd-to-ts/helpers/nullable-return.js.map +1 -0
  115. package/dist/converter/gd-to-ts/helpers/nullable.d.ts +41 -0
  116. package/dist/converter/gd-to-ts/helpers/nullable.d.ts.map +1 -0
  117. package/dist/converter/gd-to-ts/helpers/nullable.js +526 -0
  118. package/dist/converter/gd-to-ts/helpers/nullable.js.map +1 -0
  119. package/dist/converter/gd-to-ts/helpers/operator-fix.d.ts +20 -0
  120. package/dist/converter/gd-to-ts/helpers/operator-fix.d.ts.map +1 -0
  121. package/dist/converter/gd-to-ts/helpers/operator-fix.js +114 -0
  122. package/dist/converter/gd-to-ts/helpers/operator-fix.js.map +1 -0
  123. package/dist/converter/gd-to-ts/helpers/ready-field-types.d.ts +48 -0
  124. package/dist/converter/gd-to-ts/helpers/ready-field-types.d.ts.map +1 -0
  125. package/dist/converter/gd-to-ts/helpers/ready-field-types.js +217 -0
  126. package/dist/converter/gd-to-ts/helpers/ready-field-types.js.map +1 -0
  127. package/dist/converter/gd-to-ts/helpers/unsafe-helpers.d.ts +64 -0
  128. package/dist/converter/gd-to-ts/helpers/unsafe-helpers.d.ts.map +1 -0
  129. package/dist/converter/gd-to-ts/helpers/unsafe-helpers.js +336 -0
  130. package/dist/converter/gd-to-ts/helpers/unsafe-helpers.js.map +1 -0
  131. package/dist/converter/gd-to-ts/imports.d.ts +47 -0
  132. package/dist/converter/gd-to-ts/imports.d.ts.map +1 -0
  133. package/dist/converter/gd-to-ts/imports.js +98 -0
  134. package/dist/converter/gd-to-ts/imports.js.map +1 -0
  135. package/dist/converter/gd-to-ts/index.d.ts +59 -0
  136. package/dist/converter/gd-to-ts/index.d.ts.map +1 -0
  137. package/dist/converter/gd-to-ts/index.js +189 -0
  138. package/dist/converter/gd-to-ts/index.js.map +1 -0
  139. package/dist/converter/gd-to-ts/inject-imports.d.ts +55 -0
  140. package/dist/converter/gd-to-ts/inject-imports.d.ts.map +1 -0
  141. package/dist/converter/gd-to-ts/inject-imports.js +161 -0
  142. package/dist/converter/gd-to-ts/inject-imports.js.map +1 -0
  143. package/dist/converter/gd-to-ts/members.d.ts +15 -0
  144. package/dist/converter/gd-to-ts/members.d.ts.map +1 -0
  145. package/dist/converter/gd-to-ts/members.js +397 -0
  146. package/dist/converter/gd-to-ts/members.js.map +1 -0
  147. package/dist/converter/gd-to-ts/source-emitter.d.ts +27 -0
  148. package/dist/converter/gd-to-ts/source-emitter.d.ts.map +1 -0
  149. package/dist/converter/gd-to-ts/source-emitter.js +420 -0
  150. package/dist/converter/gd-to-ts/source-emitter.js.map +1 -0
  151. package/dist/converter/gd-to-ts/statements.d.ts +6 -0
  152. package/dist/converter/gd-to-ts/statements.d.ts.map +1 -0
  153. package/dist/converter/gd-to-ts/statements.js +385 -0
  154. package/dist/converter/gd-to-ts/statements.js.map +1 -0
  155. package/dist/converter/gd-to-ts/ts-helpers.d.ts +49 -0
  156. package/dist/converter/gd-to-ts/ts-helpers.d.ts.map +1 -0
  157. package/dist/converter/gd-to-ts/ts-helpers.js +161 -0
  158. package/dist/converter/gd-to-ts/ts-helpers.js.map +1 -0
  159. package/dist/converter/gd-to-ts/type-inference.d.ts +41 -0
  160. package/dist/converter/gd-to-ts/type-inference.d.ts.map +1 -0
  161. package/dist/converter/gd-to-ts/type-inference.js +168 -0
  162. package/dist/converter/gd-to-ts/type-inference.js.map +1 -0
  163. package/dist/converter/ts-to-gd/class-body.d.ts +62 -0
  164. package/dist/converter/ts-to-gd/class-body.d.ts.map +1 -0
  165. package/dist/converter/ts-to-gd/class-body.js +290 -0
  166. package/dist/converter/ts-to-gd/class-body.js.map +1 -0
  167. package/dist/converter/ts-to-gd/class-members.d.ts +18 -0
  168. package/dist/converter/ts-to-gd/class-members.d.ts.map +1 -0
  169. package/dist/converter/ts-to-gd/class-members.js +246 -0
  170. package/dist/converter/ts-to-gd/class-members.js.map +1 -0
  171. package/dist/converter/ts-to-gd/diagnostics.d.ts +27 -0
  172. package/dist/converter/ts-to-gd/diagnostics.d.ts.map +1 -0
  173. package/dist/converter/ts-to-gd/diagnostics.js +95 -0
  174. package/dist/converter/ts-to-gd/diagnostics.js.map +1 -0
  175. package/dist/converter/ts-to-gd/emitter.d.ts +40 -0
  176. package/dist/converter/ts-to-gd/emitter.d.ts.map +1 -0
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  178. package/dist/converter/ts-to-gd/emitter.js.map +1 -0
  179. package/dist/converter/ts-to-gd/expressions.d.ts +46 -0
  180. package/dist/converter/ts-to-gd/expressions.d.ts.map +1 -0
  181. package/dist/converter/ts-to-gd/expressions.js +793 -0
  182. package/dist/converter/ts-to-gd/expressions.js.map +1 -0
  183. package/dist/converter/ts-to-gd/file-scope.d.ts +42 -0
  184. package/dist/converter/ts-to-gd/file-scope.d.ts.map +1 -0
  185. package/dist/converter/ts-to-gd/file-scope.js +463 -0
  186. package/dist/converter/ts-to-gd/file-scope.js.map +1 -0
  187. package/dist/converter/ts-to-gd/gd-getset.d.ts +31 -0
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  195. package/dist/converter/ts-to-gd/imports.d.ts +67 -0
  196. package/dist/converter/ts-to-gd/imports.d.ts.map +1 -0
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  199. package/dist/converter/ts-to-gd/index.d.ts +34 -0
  200. package/dist/converter/ts-to-gd/index.d.ts.map +1 -0
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  203. package/dist/converter/ts-to-gd/parameters.d.ts +12 -0
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  207. package/dist/converter/ts-to-gd/statements.d.ts +12 -0
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@@ -0,0 +1,201 @@
1
+ // AUTO-GENERATED from Godot class documentation.
2
+ // Manual overrides applied from typings-overrides/*.d.ts
3
+
4
+ /** A 3D physics body specialized for characters moved by script. */
5
+ declare class CharacterBody3D extends PhysicsBody3D {
6
+ /**
7
+ * If `true`, the body will be able to move on the floor only. This option avoids to be able to walk on walls, it will however allow to slide down along them.
8
+ */
9
+ floor_block_on_wall: boolean;
10
+ /**
11
+ * If `false` (by default), the body will move faster on downward slopes and slower on upward slopes.
12
+ * If `true`, the body will always move at the same speed on the ground no matter the slope. Note that you need to use {@link floor_snap_length} to stick along a downward slope at constant speed.
13
+ */
14
+ floor_constant_speed: boolean;
15
+ /**
16
+ * Maximum angle (in radians) where a slope is still considered a floor (or a ceiling), rather than a wall, when calling {@link move_and_slide}. The default value equals 45 degrees.
17
+ */
18
+ floor_max_angle: float;
19
+ /**
20
+ * Sets a snapping distance. When set to a value different from `0.0`, the body is kept attached to slopes when calling {@link move_and_slide}. The snapping vector is determined by the given distance along the opposite direction of the {@link up_direction}.
21
+ * As long as the snapping vector is in contact with the ground and the body moves against {@link up_direction}, the body will remain attached to the surface. Snapping is not applied if the body moves along {@link up_direction}, meaning it contains vertical rising velocity, so it will be able to detach from the ground when jumping or when the body is pushed up by something. If you want to apply a snap without taking into account the velocity, use {@link apply_floor_snap}.
22
+ */
23
+ floor_snap_length: float;
24
+ /**
25
+ * If `true`, the body will not slide on slopes when calling {@link move_and_slide} when the body is standing still.
26
+ * If `false`, the body will slide on floor's slopes when {@link velocity} applies a downward force.
27
+ */
28
+ floor_stop_on_slope: boolean;
29
+ /**
30
+ * Maximum number of times the body can change direction before it stops when calling {@link move_and_slide}. Must be greater than zero.
31
+ */
32
+ max_slides: int;
33
+ /** Sets the motion mode which defines the behavior of {@link move_and_slide}. */
34
+ motion_mode: int;
35
+ /**
36
+ * Collision layers that will be included for detecting floor bodies that will act as moving platforms to be followed by the {@link CharacterBody3D}. By default, all floor bodies are detected and propagate their velocity.
37
+ */
38
+ platform_floor_layers: int;
39
+ /**
40
+ * Sets the behavior to apply when you leave a moving platform. By default, to be physically accurate, when you leave the last platform velocity is applied.
41
+ */
42
+ platform_on_leave: int;
43
+ /**
44
+ * Collision layers that will be included for detecting wall bodies that will act as moving platforms to be followed by the {@link CharacterBody3D}. By default, all wall bodies are ignored.
45
+ */
46
+ platform_wall_layers: int;
47
+ /**
48
+ * Extra margin used for collision recovery when calling {@link move_and_slide}.
49
+ * If the body is at least this close to another body, it will consider them to be colliding and will be pushed away before performing the actual motion.
50
+ * A higher value means it's more flexible for detecting collision, which helps with consistently detecting walls and floors.
51
+ * A lower value forces the collision algorithm to use more exact detection, so it can be used in cases that specifically require precision, e.g at very low scale to avoid visible jittering, or for stability with a stack of character bodies.
52
+ */
53
+ safe_margin: float;
54
+ /**
55
+ * If `true`, during a jump against the ceiling, the body will slide, if `false` it will be stopped and will fall vertically.
56
+ */
57
+ slide_on_ceiling: boolean;
58
+ /**
59
+ * Vector pointing upwards, used to determine what is a wall and what is a floor (or a ceiling) when calling {@link move_and_slide}. Defaults to {@link Vector3.UP}. As the vector will be normalized it can't be equal to {@link Vector3.ZERO}, if you want all collisions to be reported as walls, consider using {@link MOTION_MODE_FLOATING} as {@link motion_mode}.
60
+ */
61
+ up_direction: Vector3;
62
+ /**
63
+ * Current velocity vector (typically meters per second), used and modified during calls to {@link move_and_slide}.
64
+ * **Note:** A common mistake is setting this property to the desired velocity multiplied by `delta`, which produces a motion vector (typically in meters).
65
+ */
66
+ velocity: Vector3;
67
+ /**
68
+ * Minimum angle (in radians) where the body is allowed to slide when it encounters a wall. The default value equals 15 degrees. When {@link motion_mode} is {@link MOTION_MODE_GROUNDED}, it only affects movement if {@link floor_block_on_wall} is `true`.
69
+ */
70
+ wall_min_slide_angle: float;
71
+ set_floor_block_on_wall_enabled(value: boolean): void;
72
+ is_floor_block_on_wall_enabled(): boolean;
73
+ set_floor_constant_speed_enabled(value: boolean): void;
74
+ is_floor_constant_speed_enabled(): boolean;
75
+ set_floor_max_angle(value: float): void;
76
+ get_floor_max_angle(): float;
77
+ set_floor_snap_length(value: float): void;
78
+ get_floor_snap_length(): float;
79
+ set_floor_stop_on_slope_enabled(value: boolean): void;
80
+ is_floor_stop_on_slope_enabled(): boolean;
81
+ set_max_slides(value: int): void;
82
+ get_max_slides(): int;
83
+ set_motion_mode(value: int): void;
84
+ get_motion_mode(): int;
85
+ set_platform_floor_layers(value: int): void;
86
+ get_platform_floor_layers(): int;
87
+ set_platform_on_leave(value: int): void;
88
+ get_platform_on_leave(): int;
89
+ set_platform_wall_layers(value: int): void;
90
+ get_platform_wall_layers(): int;
91
+ set_safe_margin(value: float): void;
92
+ get_safe_margin(): float;
93
+ set_slide_on_ceiling_enabled(value: boolean): void;
94
+ is_slide_on_ceiling_enabled(): boolean;
95
+ set_up_direction(value: Vector3 | Vector3i): void;
96
+ get_up_direction(): Vector3;
97
+ set_velocity(value: Vector3 | Vector3i): void;
98
+ get_velocity(): Vector3;
99
+ set_wall_min_slide_angle(value: float): void;
100
+ get_wall_min_slide_angle(): float;
101
+
102
+ /**
103
+ * Allows to manually apply a snap to the floor regardless of the body's velocity. This function does nothing when {@link is_on_floor} returns `true`.
104
+ */
105
+ apply_floor_snap(): void;
106
+ /**
107
+ * Returns the floor's collision angle at the last collision point according to `up_direction`, which is {@link Vector3.UP} by default. This value is always positive and only valid after calling {@link move_and_slide} and when {@link is_on_floor} returns `true`.
108
+ */
109
+ get_floor_angle(up_direction?: Vector3 | Vector3i): float;
110
+ /**
111
+ * Returns the collision normal of the floor at the last collision point. Only valid after calling {@link move_and_slide} and when {@link is_on_floor} returns `true`.
112
+ * **Warning:** The collision normal is not always the same as the surface normal.
113
+ */
114
+ get_floor_normal(): Vector3;
115
+ /**
116
+ * Returns the last motion applied to the {@link CharacterBody3D} during the last call to {@link move_and_slide}. The movement can be split into multiple motions when sliding occurs, and this method return the last one, which is useful to retrieve the current direction of the movement.
117
+ */
118
+ get_last_motion(): Vector3;
119
+ /**
120
+ * Returns a {@link KinematicCollision3D} if a collision occurred. The returned value contains information about the latest collision that occurred during the last call to {@link move_and_slide}. Returns `null` if no collision occurred. See also {@link get_slide_collision}.
121
+ */
122
+ get_last_slide_collision(): KinematicCollision3D | null;
123
+ /**
124
+ * Returns the angular velocity of the platform at the last collision point. Only valid after calling {@link move_and_slide}.
125
+ */
126
+ get_platform_angular_velocity(): Vector3;
127
+ /**
128
+ * Returns the linear velocity of the platform at the last collision point. Only valid after calling {@link move_and_slide}.
129
+ */
130
+ get_platform_velocity(): Vector3;
131
+ /** Returns the travel (position delta) that occurred during the last call to {@link move_and_slide}. */
132
+ get_position_delta(): Vector3;
133
+ /**
134
+ * Returns the current real velocity since the last call to {@link move_and_slide}. For example, when you climb a slope, you will move diagonally even though the velocity is horizontal. This method returns the diagonal movement, as opposed to {@link velocity} which returns the requested velocity.
135
+ */
136
+ get_real_velocity(): Vector3;
137
+ /**
138
+ * Returns a {@link KinematicCollision3D}, which contains information about a collision that occurred during the last call to {@link move_and_slide}. Since the body can collide several times in a single call to {@link move_and_slide}, you must specify the index of the collision in the range 0 to ({@link get_slide_collision_count} - 1). See also {@link get_last_slide_collision}.
139
+ */
140
+ get_slide_collision(slide_idx: int): KinematicCollision3D | null;
141
+ /**
142
+ * Returns the number of times the body collided and changed direction during the last call to {@link move_and_slide}.
143
+ */
144
+ get_slide_collision_count(): int;
145
+ /**
146
+ * Returns the collision normal of the wall at the last collision point. Only valid after calling {@link move_and_slide} and when {@link is_on_wall} returns `true`.
147
+ * **Warning:** The collision normal is not always the same as the surface normal.
148
+ */
149
+ get_wall_normal(): Vector3;
150
+ /**
151
+ * Returns `true` if the body collided with the ceiling on the last call of {@link move_and_slide}. Otherwise, returns `false`. The {@link up_direction} and {@link floor_max_angle} are used to determine whether a surface is "ceiling" or not.
152
+ */
153
+ is_on_ceiling(): boolean;
154
+ /**
155
+ * Returns `true` if the body collided only with the ceiling on the last call of {@link move_and_slide}. Otherwise, returns `false`. The {@link up_direction} and {@link floor_max_angle} are used to determine whether a surface is "ceiling" or not.
156
+ */
157
+ is_on_ceiling_only(): boolean;
158
+ /**
159
+ * Returns `true` if the body collided with the floor on the last call of {@link move_and_slide}. Otherwise, returns `false`. The {@link up_direction} and {@link floor_max_angle} are used to determine whether a surface is "floor" or not.
160
+ */
161
+ is_on_floor(): boolean;
162
+ /**
163
+ * Returns `true` if the body collided only with the floor on the last call of {@link move_and_slide}. Otherwise, returns `false`. The {@link up_direction} and {@link floor_max_angle} are used to determine whether a surface is "floor" or not.
164
+ */
165
+ is_on_floor_only(): boolean;
166
+ /**
167
+ * Returns `true` if the body collided with a wall on the last call of {@link move_and_slide}. Otherwise, returns `false`. The {@link up_direction} and {@link floor_max_angle} are used to determine whether a surface is "wall" or not.
168
+ */
169
+ is_on_wall(): boolean;
170
+ /**
171
+ * Returns `true` if the body collided only with a wall on the last call of {@link move_and_slide}. Otherwise, returns `false`. The {@link up_direction} and {@link floor_max_angle} are used to determine whether a surface is "wall" or not.
172
+ */
173
+ is_on_wall_only(): boolean;
174
+ /**
175
+ * Moves the body based on {@link velocity}. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a {@link CharacterBody3D} or {@link RigidBody3D}, it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes.
176
+ * This method should be used in {@link Node._physics_process} (or in a method called by {@link Node._physics_process}), as it uses the physics step's `delta` value automatically in calculations. Otherwise, the simulation will run at an incorrect speed.
177
+ * Modifies {@link velocity} if a slide collision occurred. To get the latest collision call {@link get_last_slide_collision}, for more detailed information about collisions that occurred, use {@link get_slide_collision}.
178
+ * When the body touches a moving platform, the platform's velocity is automatically added to the body motion. If a collision occurs due to the platform's motion, it will always be first in the slide collisions.
179
+ * Returns `true` if the body collided, otherwise, returns `false`.
180
+ */
181
+ move_and_slide(): boolean;
182
+
183
+ // enum MotionMode
184
+ /**
185
+ * Apply when notions of walls, ceiling and floor are relevant. In this mode the body motion will react to slopes (acceleration/slowdown). This mode is suitable for grounded games like platformers.
186
+ */
187
+ static readonly MOTION_MODE_GROUNDED: int;
188
+ /**
189
+ * Apply when there is no notion of floor or ceiling. All collisions will be reported as `on_wall`. In this mode, when you slide, the speed will always be constant. This mode is suitable for games without ground like space games.
190
+ */
191
+ static readonly MOTION_MODE_FLOATING: int;
192
+ // enum PlatformOnLeave
193
+ /** Add the last platform velocity to the {@link velocity} when you leave a moving platform. */
194
+ static readonly PLATFORM_ON_LEAVE_ADD_VELOCITY: int;
195
+ /**
196
+ * Add the last platform velocity to the {@link velocity} when you leave a moving platform, but any downward motion is ignored. It's useful to keep full jump height even when the platform is moving down.
197
+ */
198
+ static readonly PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY: int;
199
+ /** Do nothing when leaving a platform. */
200
+ static readonly PLATFORM_ON_LEAVE_DO_NOTHING: int;
201
+ }
@@ -0,0 +1,8 @@
1
+ // AUTO-GENERATED from Godot class documentation.
2
+ // Manual overrides applied from typings-overrides/*.d.ts
3
+
4
+ /** A button that represents a binary choice. */
5
+ declare class CheckBox extends Button {
6
+ alignment: int;
7
+ toggle_mode: boolean;
8
+ }
@@ -0,0 +1,8 @@
1
+ // AUTO-GENERATED from Godot class documentation.
2
+ // Manual overrides applied from typings-overrides/*.d.ts
3
+
4
+ /** A button that represents a binary choice. */
5
+ declare class CheckButton extends Button {
6
+ alignment: int;
7
+ toggle_mode: boolean;
8
+ }
@@ -0,0 +1,10 @@
1
+ // AUTO-GENERATED from Godot class documentation.
2
+ // Manual overrides applied from typings-overrides/*.d.ts
3
+
4
+ /** A 2D circle shape used for physics collision. */
5
+ declare class CircleShape2D extends Shape2D {
6
+ /** The circle's radius. */
7
+ radius: float;
8
+ set_radius(value: float): void;
9
+ get_radius(): float;
10
+ }
@@ -0,0 +1,110 @@
1
+ // AUTO-GENERATED from Godot class documentation.
2
+ // Manual overrides applied from typings-overrides/*.d.ts
3
+
4
+ /** A class information repository. */
5
+ declare interface ClassDB extends GodotObject {
6
+ /**
7
+ * Returns `true` if objects can be instantiated from the specified `class`, otherwise returns `false`.
8
+ */
9
+ can_instantiate(class_: string): boolean;
10
+ /** Calls a static method on a class. */
11
+ class_call_static<R = unknown>(
12
+ class_: string,
13
+ method: string,
14
+ ...args: any[]
15
+ ): R;
16
+ /** Returns whether the specified `class` is available or not. */
17
+ class_exists(class_: string): boolean;
18
+ /** Returns the API type of the specified `class`. */
19
+ class_get_api_type(class_: string): int;
20
+ /** Returns an array with all the keys in `enum` of `class` or its ancestry. */
21
+ class_get_enum_constants(class_: string, enum_: string, no_inheritance?: boolean): PackedStringArray;
22
+ /** Returns an array with all the enums of `class` or its ancestry. */
23
+ class_get_enum_list(class_: string, no_inheritance?: boolean): PackedStringArray;
24
+ /**
25
+ * Returns the value of the integer constant `name` of `class` or its ancestry. Always returns 0 when the constant could not be found.
26
+ */
27
+ class_get_integer_constant(class_: string, name: string): int;
28
+ /** Returns which enum the integer constant `name` of `class` or its ancestry belongs to. */
29
+ class_get_integer_constant_enum(class_: string, name: string, no_inheritance?: boolean): string;
30
+ /** Returns an array with the names all the integer constants of `class` or its ancestry. */
31
+ class_get_integer_constant_list(class_: string, no_inheritance?: boolean): PackedStringArray;
32
+ /**
33
+ * Returns the number of arguments of the method `method` of `class` or its ancestry if `no_inheritance` is `false`.
34
+ */
35
+ class_get_method_argument_count(class_: string, method: string, no_inheritance?: boolean): int;
36
+ /**
37
+ * Returns an array with all the methods of `class` or its ancestry if `no_inheritance` is `false`. Every element of the array is a {@link Dictionary} with the following keys: `args`, `default_args`, `flags`, `id`, `name`, `return: (class_name, hint, hint_string, name, type, usage)`.
38
+ * **Note:** In exported release builds the debug info is not available, so the returned dictionaries will contain only method names.
39
+ */
40
+ class_get_method_list(class_: string, no_inheritance?: boolean): Array<Dictionary>;
41
+ /** Returns the value of `property` of `object` or its ancestry. */
42
+ class_get_property<V = unknown>(
43
+ object: GodotObject,
44
+ property: string,
45
+ ): V;
46
+ /** Returns the default value of `property` of `class` or its ancestor classes. */
47
+ class_get_property_default_value<V = unknown>(
48
+ class_: string,
49
+ property: string,
50
+ ): V;
51
+ /** Returns the getter method name of `property` of `class`. */
52
+ class_get_property_getter(class_: string, property: string): string;
53
+ /** Returns an array with all the properties of `class` or its ancestry if `no_inheritance` is `false`. */
54
+ class_get_property_list(class_: string, no_inheritance?: boolean): Array<Dictionary>;
55
+ /** Returns the setter method name of `property` of `class`. */
56
+ class_get_property_setter(class_: string, property: string): string;
57
+ /**
58
+ * Returns the `signal` data of `class` or its ancestry. The returned value is a {@link Dictionary} with the following keys: `args`, `default_args`, `flags`, `id`, `name`, `return: (class_name, hint, hint_string, name, type, usage)`.
59
+ */
60
+ class_get_signal(class_: string, signal: string): Dictionary;
61
+ /**
62
+ * Returns an array with all the signals of `class` or its ancestry if `no_inheritance` is `false`. Every element of the array is a {@link Dictionary} as described in {@link class_get_signal}.
63
+ */
64
+ class_get_signal_list(class_: string, no_inheritance?: boolean): Array<Dictionary>;
65
+ /** Returns whether `class` or its ancestry has an enum called `name` or not. */
66
+ class_has_enum(class_: string, name: string, no_inheritance?: boolean): boolean;
67
+ /** Returns whether `class` or its ancestry has an integer constant called `name` or not. */
68
+ class_has_integer_constant(class_: string, name: string): boolean;
69
+ /**
70
+ * Returns whether `class` (or its ancestry if `no_inheritance` is `false`) has a method called `method` or not.
71
+ */
72
+ class_has_method(class_: string, method: string, no_inheritance?: boolean): boolean;
73
+ /** Returns whether `class` or its ancestry has a signal called `signal` or not. */
74
+ class_has_signal(class_: string, signal: string): boolean;
75
+ /** Sets `property` value of `object` to `value`. */
76
+ class_set_property(object: GodotObject, property: string, value: unknown): int;
77
+ /**
78
+ * Returns the names of all engine classes available.
79
+ * **Note:** Script-defined classes with `class_name` are not included in this list. Use {@link ProjectSettings.get_global_class_list} to get a list of script-defined classes instead.
80
+ */
81
+ get_class_list(): PackedStringArray;
82
+ /** Returns the names of all engine classes that directly or indirectly inherit from `class`. */
83
+ get_inheriters_from_class(class_: string): PackedStringArray;
84
+ /** Returns the parent class of `class`. */
85
+ get_parent_class(class_: string): string;
86
+ /** Creates an instance of `class`. */
87
+ instantiate<T extends GodotObject = GodotObject>(class_: string): T;
88
+ /** Returns whether this `class` is enabled or not. */
89
+ is_class_enabled(class_: string): boolean;
90
+ /**
91
+ * Returns whether `class` (or its ancestor classes if `no_inheritance` is `false`) has an enum called `enum` that is a bitfield.
92
+ */
93
+ is_class_enum_bitfield(class_: string, enum_: string, no_inheritance?: boolean): boolean;
94
+ /** Returns whether `inherits` is an ancestor of `class` or not. */
95
+ is_parent_class(class_: string, inherits: string): boolean;
96
+
97
+ // enum APIType
98
+ /** Native Core class type. */
99
+ readonly API_CORE: int;
100
+ /** Native Editor class type. */
101
+ readonly API_EDITOR: int;
102
+ /** GDExtension class type. */
103
+ readonly API_EXTENSION: int;
104
+ /** GDExtension Editor class type. */
105
+ readonly API_EDITOR_EXTENSION: int;
106
+ /** Unknown class type. */
107
+ readonly API_NONE: int;
108
+ }
109
+ declare const ClassDB: ClassDB;
110
+