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 { 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 { 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); /** * 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[] } /** * 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:** * * * * * ... * */ 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; /** * 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 { 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 anything */ update(dt: number, t: number): any; } /** * 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 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; /** * 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 (false) 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, clear?: boolean): void } /** * 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 { 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; } interface NumericalEntityBase {pos: Coordinates} interface NumericalSprite {w: number, h: number} interface NumericalTileSprite {tileW: number, tileH: number} type NumericalEntity = NumericalSprite | NumericalTileSprite type NumericalEntityWithHitbox = {hitBox: NumericalEntity} & NumericalEntity 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; } 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 | 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, 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; } export namespace math { /** * 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; /** * 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(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; }