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@drincs/nqtr

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A complete system introducing the concepts of location, time and event, producing the framework of a not-quite-point-and-click adventure game.

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import { A as ActivityInterface, C as CommitmentInterface, L as LocationInterface, M as MapInterface, R as RoomInterface } from '../RoomInterface-Dh89PtFM.js'; import { Q as QuestInterface } from '../StageInterface-C1Zfcpk3.js'; import '@drincs/nqtr'; import '@drincs/pixi-vn'; declare namespace RegisteredActivities { /** * Save an activity in the registered activities. If the activity already exists, it will be overwritten. * @param activity The activity to save. * @returns */ function add(activities: ActivityInterface | ActivityInterface[]): void; /** * Get an activity by its id. * @param id The id of the activity. * @returns The activity or undefined if not found. */ function get(id: string): ActivityInterface | undefined; /** * Get a list of all activities registered. * @returns An array of activities. */ function values(): ActivityInterface[]; /** * Check if an activity is registered. * @param id The id of the activity. * @returns True if the activity is registered, false otherwise. */ function has(id: string): boolean; } declare namespace RegisteredCommitments { /** * Save a commitment in the registered commitments. If the commitment already exists, it will be overwritten. * @param commitment The commitment to save. * @returns */ function add(commitments: CommitmentInterface | CommitmentInterface[]): void; /** * Get a commitment by its id. * @param id The id of the commitment. * @returns The commitment or undefined if not found. */ function get(id: string): CommitmentInterface | undefined; /** * Get a list of all commitments registered. * @returns An array of commitments. */ function values(): CommitmentInterface[]; /** * Check if a commitment is registered. * @param id The id of the commitment. * @returns True if the commitment is registered, false otherwise. */ function has(id: string): boolean; } declare namespace RegisteredLocations { /** * Save a location in the registered locations. If the location already exists, it will be overwritten. * @param location The location to save. * @returns */ function add(location: LocationInterface | LocationInterface[]): void; /** * Get a location by its id. * @param id The id of the location. * @returns The location or undefined if not found. */ function get(id: string): LocationInterface | undefined; /** * Get a list of all locations registered. * @returns An array of locations. */ function values(): LocationInterface[]; /** * Check if a location is registered. * @param id The id of the location. * @returns True if the location is registered, false otherwise. */ function has(id: string): boolean; } declare namespace RegisteredMaps { /** * Save a map in the registered maps. If the map already exists, it will be overwritten. * @param map The map to save. * @returns */ function add(map: MapInterface | MapInterface[]): void; /** * Get a map by its id. * @param id The id of the map. * @returns The map or undefined if not found. */ function get(id: string): MapInterface | undefined; /** * Get a list of all maps registered. * @returns An array of maps. */ function values(): MapInterface[]; /** * Check if a map is registered. * @param id The id of the map. * @returns True if the map is registered, false otherwise. */ function has(id: string): boolean; } declare namespace RegisteredQuest { /** * Save a quest in the registered quests. If the quest already exists, it will be overwritten. * @param quest The quest to save. * @returns */ function add(quests: QuestInterface | QuestInterface[]): void; /** * Get a quest by its id. * @param id The id of the quest. * @returns The quest or undefined if not found. */ function get(id: string): QuestInterface | undefined; /** * Get a list of all quests registered. * @returns An array of quests. */ function values(): QuestInterface[]; /** * Check if a quest is registered. * @param id The id of the quest. * @returns True if the quest is registered, false otherwise. */ function has(id: string): boolean; } declare namespace RegisteredRooms { /** * Save a room in the registered rooms, and their location and map if they are not already registered. * If the room already exists, it will be overwritten. * @param room The room to save. * @returns */ function add(room: RoomInterface | RoomInterface[]): void; /** * Get a room by its id. * @param id The id of the room. * @returns The room or undefined if not found. */ function get(id: string): RoomInterface | undefined; /** * Get a list of all rooms registered. * @returns An array of rooms. */ function values(): RoomInterface[]; /** * Check if a room is registered. * @param id The id of the room. * @returns True if the room is registered, false otherwise. */ function has(id: string): boolean; } export { RegisteredActivities, RegisteredCommitments, RegisteredLocations, RegisteredMaps, RegisteredQuest as RegisteredQuests, RegisteredRooms };