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@bscotch/sprite-source

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Art pipeline scripting module for GameMaker sprites.

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import { Pathy } from '@bscotch/pathy'; import { SpritesInfo } from './SpriteCache.schemas.js'; import { SpriteDir } from './SpriteDir.js'; import type { Log } from './types.js'; export declare class SpriteCache { readonly maxDepth: number; readonly issues: Error[]; readonly logs: Log[]; readonly spritesRoot: Pathy; /** * @param spritesRoot The path to the root directory containing * sprites. For a SpriteSource, this is the root of a set * of nested folders-of-images. For a SpriteDest (a project), * this is the `{project}/sprites` folder. * @param maxDepth The maximum depth to search for sprites. For a SpriteSource this is probably Infinity. For a SpriteDest, this should be 1. */ constructor(spritesRoot: string | Pathy, maxDepth?: number); get stitchDir(): Pathy<unknown>; get cacheFile(): Pathy<{ [x: string]: unknown; version: number; info: Record<string, { [x: string]: unknown; spine: false; checksum: string; frames: Record<string, { width: number; height: number; checksum: string; changed: number; }>; } | { [x: string]: unknown; spine: true; checksum: string; changed: number; }>; $schema?: string | undefined; }>; protected getSpriteDirs(dirs: Pathy[]): Promise<SpriteDir[]>; protected loadCache(): Promise<SpritesInfo>; /** * Update the sprite-info cache. */ protected updateSpriteInfo(ignore?: string[] | null): Promise<{ [x: string]: unknown; version: number; info: Record<string, { [x: string]: unknown; spine: false; checksum: string; frames: Record<string, { width: number; height: number; checksum: string; changed: number; }>; } | { [x: string]: unknown; spine: true; checksum: string; changed: number; }>; $schema?: string | undefined; }>; } //# sourceMappingURL=SpriteCache.d.ts.map