asdf-games/lib/index.d.ts

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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);
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/**
* Calculates in which tile a pixel is located.
* @param pos The position of the pixel.
*/
pixelToMapPos(pos: Coordinates): Coordinates
/**
* Calculates the pixel position of a tile in a map.
* @param pos The position of the tile in the map.
*/
mapToPixelPos(pos: Coordinates): Coordinates
/**
* Returns the TileSprite at a given map position.
* @param mapPos the tile of a given position.
*/
tileAtMapPos(mapPos: Coordinates): TileSprite
/**
* Returns the TileSprite at a given pixel position.
* @param pos The pixel position of the tile
*/
tileAtPixelPos(pos: Coordinates): TileSprite
/**
* Changes the frame attribute of the TileSprite at the given mapPos.
* @param mapPos the map position of the tile.
* @param frame the new value for the frame attribute.
*/
setFrameAtMapPos(mapPos: Coordinates, frame: Coordinates): TileSprite
/**
* Changes the frame attribute of the TileSprite at the given pixel position.
* @param mapPos the pixel position of the tile.
* @param frame the new value for the frame attribute.
*/
setFrameAtPixelPos(pos: Coordinates, frame: Coordinates): TileSprite
/**
* Returns the tiles at the corner of the bounds.
* @param bounds a rectangle which defines what the corner are.
* @param xo offset to the x values.
* @param yo offset to the y values.
*/
tilesAtCorners(bounds: {x: number, y: number, w: number, h: number}, xo?: number, yo?: number): TileSprite[]
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}
/**
* 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
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* @returns Returns anything
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*/
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update(dt: number, t: number): any;
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}
/**
* 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;
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/**
* Returns value of ctrl key.
* @returns Key value
*/
get ctrl(): boolean;
/**
* Returns value of shift key.
* @returns Key value
*/
get shift(): boolean;
/**
* Returns value of escape key.
* @returns Key value
*/
get escape(): boolean;
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/**
* 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;
/**
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* Resets default value (false) to all keys
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*/
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
}
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/**
* Anim represents a single animation.
*/
declare class Anim {
curTime: number;
frames: Coordinates[];
rate: number;
curFrame: number;
frame: Coordinates;
/**
* Constructor for an animation.
* @param frames A collection of coordinates for each frame in the texture file.
* @param rate The rate at which the animation plays.
*/
constructor(frames: Coordinates[], rate: number);
/**
* Resets the animation to the first frame.
*/
reset(): void;
/**
* Causes the animation to update based on dt.
* @param dt Delta time
*/
update(dt: number): void;
}
/**
* The AnimManager class
*/
export class AnimManager {
anims: {
[name: string]: Anim
}
running: boolean;
frameSource: Coordinates;
current: string | null;
constructor(e: Coordinates);
/**
* Adds an animation to the AnimManager
* @param name The name for the animation
* @param frames Where each frame is located in the texture
* @param speed The speed at which the animation plays.
*/
add(name: string, frames: Coordinates[], speed: number): Anim;
/**
* Updates the current animation.
* @param dt delta time
*/
update(dt: number): void;
/**
* Starts playing an animation.
* @param anim The name of the animation
*/
play(anim: string): void;
/**
* Stops playing any animation
*/
stop(): void;
}
/**
* The Rect class
*/
export class Rect {
pos: Coordinates
w: number;
h: number;
style: {
fill: string
}
/**
* Constructs a rectangle.
* @param w The width of the rectangle
* @param h The height of the rectangle
* @param style The styles of the rectangle
*/
constructor(w: number, h: number, style: { fill: string })
}
export class Camera extends Container<unknown> {
w: number;
h: number;
worldSize: {w: number, h: number};
offset: Coordinates;
subject: Coordinates;
/**
* Constructs a camera object. This can be fed into the main scene: `scene.add(camera);`
* @param subject The entity on which should be focused
* @param viewport the size of the viewport - how much should be visible.
* @param worldSize the size of the whole map.
*/
constructor(subject: NumericalEntity | Coordinates, viewport: {w: number, h: number}, worldSize: {w: number, h: number})
/**
* Sets the subject of the camera.
* @param e The entity that needs to be set as subject.
*/
setSubject(e: NumericalEntity | Coordinates): void;
/**
* Moves the camera to the subject
*/
focus(): void;
/**
* update function for the container.
* @param t the elapsed time
* @param dt delta time
*/
update(t: number, dt: number): void;
}
interface SoundOptions {
loop: boolean,
volume: number
}
export class Sound {
src: string;
options: SoundOptions;
/**
* Initiates HTML5 audio element for source audio file with control methods
* @param src Source audio file
* @param options Play settings
*/
constructor(src: string, options?: SoundOptions);
/**
* Starts playing the audio file
* @param overrides sets options for playing the sound using different setting as defined in `constructor()`
*/
play(overrides?: SoundOptions): void;
/**
* Stops playing the audio file
*/
stop(): void;
}
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interface NumericalEntity {pos: Coordinates, w: number, h: number}
interface NumericalEntityWithHitbox extends NumericalEntity {hitBox: NumericalEntity}
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export namespace deadInTracks {
/**
* This functions checks whether ent walks against a non-walkable object and whether it should move in the x and y position and how much.
* The difference with wallslide is that deadInTracks stops the entity entirely when it touches a non-walkable surface.
* wallslide will move the entity in x or y if possible.
* @param ent The entity that is moving.
* @param map The TileMap the entity moves on.
* @param x The maximal movement on the x. default is 0
* @param y The maximal movement on the y. default is 0
* @returns Coordinates of how much the entity walks in x and y.
*/
export function deadInTracks(ent: NumericalEntity | NumericalEntityWithHitbox, map: TileMap, x?: number, y?: number): Coordinates;
}
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export namespace wallslide {
/**
* This functions checks whether ent walks against a non-walkable object and whether it should move in the x and y position and how much.
* The difference with wallslide is that deadInTracks stops the entity entirely when it touches a non-walkable surface.
* wallslide will move the entity in x or y if possible.
* @param ent The entity that is moving.
* @param map The TileMap the entity moves on.
* @param x The maximal movement on the x. default is 0
* @param y The maximal movement on the y. default is 0
* @returns Coordinates of how much the entity walks in x and y.
*/
export function wallslide(ent: NumericalEntity | NumericalEntityWithHitbox, map: TileMap, x?: number, y?: number): Coordinates;
}
export namespace entity {
/**
* addDebug adds a red border around the hitboxes of an entity.
* @param e The entity.
*/
export function addDebug<T extends Container<unknown> | NumericalEntityWithHitbox>(e: T): T;
/**
* This function checks if an entity hits anything in a container.
* @param entity The entity.
* @param container The container.
* @param hitCallback The callback that is executed when an entity hits something in the container.
*/
export function hits(entity: NumericalEntityWithHitbox | NumericalEntity, container: Container<NumericalEntityWithHitbox | NumericalEntity>, hitCallback: (e2: NumericalEntityWithHitbox | NumericalEntity) => any): void;
/**
* This functions calculates whether two entities hit each other.
* @param e1 The first entity.
* @param e2 The second entity.
*/
export function hit(e1: NumericalEntityWithHitbox | NumericalEntity, e2: NumericalEntityWithHitbox | NumericalEntity): boolean;
/**
* This function calculates the angle relative to the x-axis between the centers of two entities.
* @param a The first entity.
* @param b The second entity.
* @returns the angle in radians.
*/
export function angle(a: NumericalEntity, b: NumericalEntity): number;
/**
* This function calculates the full hitbox of an entity.
* @param entity The enitity
*/
export function bounds(entity: NumericalEntityWithHitbox | NumericalEntity): {x: number, y: number, w: number, h: number};
/**
* This function calculates the distance between the centers of two entities.
* @param a The first entity.
* @param b The second entity.
*/
export function distance(a: NumericalEntity, b: NumericalEntity): number;
/**
* This function calculates the center of an entity.
* @param entity The entity to calculate the center of.
*/
export function center(entity: NumericalEntity): number;
}
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export namespace math {
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/**
* This function calculates the angle relative from the x-axis between two points.
* @param a The first point.
* @param b The second point.
* @returns The angle in radians.
*/
export function angle(a: Coordinates, b: Coordinates): number;
/**
* This function calculates if x is between min and max.
* @param x A numerical value
* @param min A numerical value
* @param max A numerical value
* @returns x if x is between min and max.
*/
export function clamp(x: number, min: number, max: number): number;
/**
* Calculates the distance between two points
* @param a The first point.
* @param b The second point.
*/
export function distance(a: Coordinates, b: Coordinates): number;
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/**
* 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;
}