asdf-games/asdf/index.d.ts

414 lines
8.8 KiB
TypeScript

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