414 lines
8.8 KiB
TypeScript
414 lines
8.8 KiB
TypeScript
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export as namespace asdf;
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type Coordinates = {x: number, y: number};
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/**
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* TileSpriteXML class
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*/
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export class TileSpriteXML extends Sprite {
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width: number;
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height: number;
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imgPos: Coordinates;
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/**
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* Creates sprite instance from XML indexed spritesheet
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* @param texture Instance of Texture with source image
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* @param xml Instance of SpriteSheetXML with xml index
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* @param index Index of XML element
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*/
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constructor(texture: Texture, xml: SpriteSheetXML, index: number);
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}
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/**
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* TileMapXML class
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*/
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export class TileMapXML extends Container<TileSpriteXML> {
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mapW: number;
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mapH: number;
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tileW: number;
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tileH: number;
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w: number;
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h: number;
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children: TileSpriteXML[];
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/**
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* Draws array of tiles from XML indexed spritesheet
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* @param tiles Array of XML indexes
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* @param mapW Amount of tiles over the width of the map
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* @param mapH Amount of tiles over the height of the map
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* @param texture Texture instance of source image file
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* @param xml SpriteSheetXML instance of source xml file
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*/
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constructor(tiles: number[], mapW: number, mapH: number, texture: Texture, xml: SpriteSheetXML)
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}
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/**
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* TileSprite class
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*/
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export class TileSprite extends Sprite {
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tileW: number;
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tileH: number;
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frame: Coordinates;
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/**
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* Creates sprite instance from unindexed spritesheet
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* @param texture Instance of Texture with source image
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* @param w Width of sprite on source image
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* @param h Height of spirte on source image
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*/
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constructor(texture: Texture, w: number, h: number);
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}
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/**
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* Tilemap class
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*/
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export class TileMap extends Container<TileSprite> {
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mapW: number;
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mapH: number;
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tileW: number;
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tileH: number;
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w: number;
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h: number;
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children: TileSprite[];
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/**
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* Draws array of tiles from unindexed spritesheet
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* @param tiles Array of x and y values of the source tile on an unindexed Spritesheet
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* @param mapW Amount of tiles over the width of the map
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* @param mapH Amount of tiles over the height of the map
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* @param tileW Width of source tile(s) in pixels
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* @param tileH Height of source tile(s) in pixels
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* @param texture Texture instance of source image file
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*/
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constructor(tiles: Coordinates[], mapW: number, mapH: number, tileW: number, tileH: number, texture: Texture);
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}
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/**
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* Texture class
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*/
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export class Texture {
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img: HTMLImageElement;
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/**
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* Sets url of source image and creates an instance of Image()
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* @param url
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*/
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constructor(url: string);
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}
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/**
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* Text class
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*/
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export class Text {
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pos: Coordinates;
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text: string;
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visible: boolean;
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update?: (dt?: number, t?: number) => void;
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style: {
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font?: string,
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fill?: string | CanvasGradient | CanvasPattern,
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align?: CanvasTextAlign
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};
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/**
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* Prints styled text on canvas
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* @param text Text to print
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* @param style Styles to apply to text
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*/
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constructor(text: string, style: {});
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}
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/**
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* SpriteSheetXML - Reads XML files to get texture data
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*
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* **XML format must be:**
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*
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* <TextureAlias imagePath="">
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*
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* <SubTexture x="" y="" width="" height=""></SubTexture>
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* ...
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* </TextureAlias>
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*/
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export class SpriteSheetXML {
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array: {
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name: string,
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x: number,
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y: number,
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width: number,
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height: number
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}[];
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/**
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* Set url of XML file
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* @param url Url to XML file
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*/
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constructor(url: string);
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/**
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* Fetch XML file and put contents in a JS array
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* @param url Url to XML file
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*/
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fetchXMLtoArray(url: string): void;
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/**
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* Find index of XML element with attribute == value
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* @param attribute XML element attribute
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* @param value Value of XML element attribute
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* @returns Index of XML element
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*/
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findIndex(attribute: string, value: string): number;
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}
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/**
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* Sprite class
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*/
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export class Sprite {
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texture: Texture;
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pos: Coordinates;
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anchor: Coordinates;
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scale: Coordinates;
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pivot: Coordinates;
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visible: boolean;
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rotation: number;
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dead: boolean;
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update?: (dt?: number, t?: number) => void;
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/**
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* Draw sprite on canvas
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* @param texture Sprite image
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*/
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constructor(texture: Texture);
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}
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/**
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* Game class
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*/
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export class Game {
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w: number;
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h: number;
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renderer: CanvasRenderer;
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scene: Container<unknown>;
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/**
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* Set the games parameters
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* @param w Width of canvas
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* @param h Height of canvas
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* @param pixelated Turns canvas smoothening on or off
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* @param parent HTML id of element to push the canvas element too. Default is set to "#board".
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*/
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constructor(w: number, h: number, pixelated: boolean, parent?: string);
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/**
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* Start game loop
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* @param gameUpdate Function to run next to scene updates such as debug logging, etc.
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*/
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run(gameUpdate: (dt?: number, t?: number) => void): void;
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}
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/**
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* Container class
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*/
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export class Container<T> {
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pos: {x: number, y: number};
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children: T[];
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constructor();
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/**
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* Adds child to container
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* @param child Child to add
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* @returns Added child
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*/
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add(child: T): T;
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/**
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* Removes child from container
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* @param child Child to remove
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* @returns Removed child
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*/
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remove(child: T): T;
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/**
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* Preforms a function on all children
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* @param f Function to preform on children
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* @returns Function altered array
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*/
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map(f: (value: T, index: number, array: T[]) => any): any[];
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/**
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* Updates all children when called
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* @param dt Delta time
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* @param t Total time
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* @returns Returns if the child is dead or not
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*/
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update(dt: number, t: number): boolean;
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}
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/**
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* MouseControls class
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*/
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export class MouseControls {
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el: HTMLElement;
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pos: Coordinates;
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isDown: boolean;
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pressed: boolean;
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released: boolean;
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/**
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* Sets container element where handlers will listen
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* @param container Container element, defaults to document.body
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*/
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constructor(container?: HTMLElement);
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/**
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* Recalculates mouse position based on the position of the container
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* @param ClientXandY Native mouse event x and y values
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*/
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mousePosFromEvent({clientX, clientY}: {clientX: number, clientY: number}): void;
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/**
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* Calls mousePosFromEvent() on mouse move
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* @param e Event
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*/
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move(e: MouseEvent): void;
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/**
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* Handles mouseDown event and calls mousePosFromEvent() to determine the exact pixel
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* @param e Event
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*/
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down(e: MouseEvent): void;
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/**
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* Handles mouseUp event and calls mousePosFromEvent() to determine the exact pixel
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* @param e Event
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*/
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up(e: MouseEvent): void;
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/**
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* Resets pressed and released values to make sure they are only true on a press or release
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*/
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update(): void;
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}
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/**
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* KeyControls class
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*/
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export class KeyControls {
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keys: {
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[key: number]: boolean
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}
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/**
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* Listens for keypresses and prevents default actions
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*/
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constructor();
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/**
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* Returns value of action key (spacebar)
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* @returns Key value
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*/
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get action(): boolean;
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/**
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* Returns -1 on Arrow Left or A
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*
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* Returns 1 on Arrow Right or D
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* @returns Key Value
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*/
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get x(): -1 | 0 | 1
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/**
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* Returns -1 on Arrow Up or W
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*
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* Returns 1 on Arrow Down or S
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* @returns Key value
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*/
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get y(): -1 | 0 | 1
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/**
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* Read or write value of any key
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* @param key Keycode for targetted key
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* @param value Value to set to key
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* @return Value of key
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*/
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key(key: number, value: boolean): boolean;
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/**
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* Resets default value to all keys
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*/
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reset(): void;
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}
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/**
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* CanvasRenderer class
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*/
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export class CanvasRenderer {
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w: number;
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h: number;
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view: HTMLCanvasElement;
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ctx: CanvasRenderingContext2D
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/**
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* Renderer for CanvasJS, defines width and height for the canvas element
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* @param w Width for canvas element
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* @param h Height for canvas element
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*/
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constructor(w: number, h: number)
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/**
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* Turns off image smoothening on the canvas element
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*/
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setPixelated(): void
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/**
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* Render all children on the canvas element
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* @param container Containing element of the canvas element
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* @param clear Defines if the canvas element needs to be cleared for the next render. Default is set to true.
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*/
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render(container: Container<unknown>, clear?: boolean): void
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}
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export namespace math {
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/**
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* Returns random integer between min and max
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* @param min Minimum value
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* @param max Maximum value
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* @returns Random integer
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*/
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export function rand(min: number, max: number): number;
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/**
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* Returns random float between min and max
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* @param min Minimum value
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* @param max Maximum value
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* @returns Random value
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*/
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export function randf(min: number, max: number): number;
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/**
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* Returns random item from items array
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* @param items Array of anything
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* @returns Item from items array
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*/
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export function randOneFrom<T>(items: T[]): T;
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/**
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* Returns true one out of max times
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* @param max Maximum value. Default is set to 2
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* @returns Outcome
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*/
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export function randOneIn(max?: number): boolean;
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}
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