@knopkem/little-game-engine-ts
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LittleGameEngineTS - Tiny and Fast HTML5 Game Engine typescript port of LittleJS
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TypeScript
/**
* LittleJS Utility Classes and Functions
* <br> - General purpose math library
* <br> - Vector2 - fast, simple, easy 2D vector class
* <br> - Color - holds a rgba color with some math functions
* <br> - Timer - tracks time automatically
* @namespace Utilities
*/
/** A shortcut to get Math.PI
* @const
* @memberof Utilities */
export declare const PI: number;
/** True if running a Chromium based browser
* @const
* @memberof Utilities */
export declare const isChrome: Window;
/** Returns absoulte value of value passed in
* @param {Number} value
* @return {Number}
* @memberof Utilities */
export declare const abs: (a: number) => number;
/** Returns the sign of value passed in
* @param {Number} value
* @return {Number}
* @memberof Utilities */
export declare const sign: (a: number) => number;
/** Returns lowest of two values passed in
* @param {Number} valueA
* @param {Number} valueB
* @return {Number}
* @memberof Utilities */
export declare const min: (a: number, b: number) => number;
/** Returns highest of two values passed in
* @param {Number} valueA
* @param {Number} valueB
* @return {Number}
* @memberof Utilities */
export declare const max: (a: number, b: number) => number;
/** Returns first parm modulo the second param, but adjusted so negative numbers work as expected
* @param {Number} dividend
* @param {Number} divisor
* @return {Number}
* @memberof Utilities */
export declare const mod: (a: number, b: number) => number;
/** Clamps the value beween max and min
* @param {Number} value
* @param {Number} [max=1]
* @param {Number} [min=0]
* @return {Number}
* @memberof Utilities */
export declare const clamp: (v: number, max?: number, min?: number) => number;
/** Returns what percentage the value is between max and min
* @param {Number} value
* @param {Number} [max=1]
* @param {Number} [min=0]
* @return {Number}
* @memberof Utilities */
export declare const percent: (v: number, max?: number, min?: number) => number;
/** Linearly interpolates the percent value between max and min
* @param {Number} percent
* @param {Number} [max=1]
* @param {Number} [min=0]
* @return {Number}
* @memberof Utilities */
export declare const lerp: (p: number, max?: number, min?: number) => number;
/** Formats seconds to 00:00 style for display purposes
* @param {Number} t - time in seconds
* @return {String}
* @memberof Utilities */
export declare const formatTime: (t: number) => string;
/** Returns the nearest power of two not less then the value
* @param {Number} value
* @return {Number}
* @memberof Utilities */
export declare const nearestPowerOfTwo: (v: number) => number;
/** Applies smoothstep function to the percentage value
* @param {Number} value
* @return {Number}
* @memberof Utilities */
export declare const smoothStep: (p: number) => number;
/** Returns true if two axis aligned bounding boxes are overlapping
* @param {Vector2} pointA - Center of box A
* @param {Vector2} sizeA - Size of box A
* @param {Vector2} pointB - Center of box B
* @param {Vector2} sizeB - Size of box B
* @return {Boolean} - True if overlapping
* @memberof Utilities */
export declare const isOverlapping: (pA: any, sA: any, pB: any, sB: any) => number;
/** Returns an oscillating wave between 0 and amplitude with frequency of 1 Hz by default
* @param {Number} [frequency=1] - Frequency of the wave in Hz
* @param {Number} [amplitude=1] - Amplitude (max height) of the wave
* @param {Number} [t=time] - Value to use for time of the wave
* @return {Number} - Value waving between 0 and amplitude
* @memberof Utilities */
export declare const wave: (frequency?: number, amplitude?: number, t?: number) => number;
/** Random global functions
* @namespace Random */
/** Returns a random value between the two values passed in
* @param {Number} [valueA=1]
* @param {Number} [valueB=0]
* @return {Number}
* @memberof Random */
export declare const rand: (a?: number, b?: number) => number;
/** Returns a floored random value the two values passed in
* @param {Number} [valueA=1]
* @param {Number} [valueB=0]
* @return {Number}
* @memberof Random */
export declare const randInt: (a?: number, b?: number) => number;
/** Randomly returns either -1 or 1
* @return {Number}
* @memberof Random */
export declare const randSign: () => number;
/** Returns a random Vector2 within a circular shape
* @param {Number} [radius=1]
* @param {Number} [minRadius=0]
* @return {Vector2}
* @memberof Random */
export declare const randInCircle: (radius?: number, minRadius?: number) => Vector2;
/** Returns a random Vector2 with the passed in length
* @param {Number} [length=1]
* @return {Vector2}
* @memberof Random */
export declare const randVector: (length?: number) => Vector2;
/** Returns a random color between the two passed in colors, combine components if linear
* @param {Color} [colorA=new Color(1,1,1,1)]
* @param {Color} [colorB=new Color(0,0,0,1)]
* @param {Boolean} [linear]
* @return {Color}
* @memberof Random */
export declare const randColor: (cA?: Color, cB?: Color, linear?: boolean) => Color;
/** The seed used by the randSeeded function, should not be 0
* @memberof Random */
export declare let randSeed: number;
/** Returns a seeded random value between the two values passed in using randSeed
* @param {Number} [valueA=1]
* @param {Number} [valueB=0]
* @return {Number}
* @memberof Random */
export declare const randSeeded: (a?: number, b?: number) => number;
/** 2D Vector object with vector math library */
export declare class Vector2 {
x: any;
y: any;
/** Create a 2D vector with the x and y passed in, can also be created with vec2()
* @param {Number} [x=0] - x axis position
* @param {Number} [y=0] - y axis position */
constructor(x?: number, y?: number);
/** Returns a new vector that is a copy of this
* @return {Vector2} */
copy(): Vector2;
/** Returns a copy of this vector plus the vector passed in
* @param {Vector2} vector
* @return {Vector2} */
add(v: any): Vector2;
/** Returns a copy of this vector minus the vector passed in
* @param {Vector2} vector
* @return {Vector2} */
subtract(v: any): Vector2;
/** Returns a copy of this vector times the vector passed in
* @param {Vector2} vector
* @return {Vector2} */
multiply(v: any): Vector2;
/** Returns a copy of this vector divided by the vector passed in
* @param {Vector2} vector
* @return {Vector2} */
divide(v: any): Vector2;
/** Returns a copy of this vector scaled by the vector passed in
* @param {Number} scale
* @return {Vector2} */
scale(s: any): Vector2;
/** Returns the length of this vector
* @return {Number} */
length(): number;
/** Returns the length of this vector squared
* @return {Number} */
lengthSquared(): number;
/** Returns the distance from this vector to vector passed in
* @param {Vector2} vector
* @return {Number} */
distance(v: any): number;
/** Returns the distance squared from this vector to vector passed in
* @param {Vector2} vector
* @return {Number} */
distanceSquared(v: any): number;
/** Returns a new vector in same direction as this one with the length passed in
* @param {Number} [length=1]
* @return {Vector2} */
normalize(length?: number): Vector2;
/** Returns a new vector clamped to length passed in
* @param {Number} [length=1]
* @return {Vector2} */
clampLength(length?: number): Vector2;
/** Returns the dot product of this and the vector passed in
* @param {Vector2} vector
* @return {Number} */
dot(v: any): number;
/** Returns the cross product of this and the vector passed in
* @param {Vector2} vector
* @return {Number} */
cross(v: any): number;
/** Returns the angle of this vector, up is angle 0
* @return {Number} */
angle(): number;
/** Sets this vector with angle and length passed in
* @param {Number} [angle=0]
* @param {Number} [length=1] */
setAngle(a?: number, length?: number): this;
/** Returns copy of this vector rotated by the angle passed in
* @param {Number} angle
* @return {Vector2} */
rotate(a: any): Vector2;
/** Returns the integer direction of this vector, corrosponding to multiples of 90 degree rotation (0-3)
* @return {Number} */
direction(): 1 | 0 | 2 | 3;
/** Returns a copy of this vector that has been inverted
* @return {Vector2} */
invert(): Vector2;
/** Returns a copy of this vector with the axies flipped
* @return {Vector2} */
flip(): Vector2;
/** Returns a copy of this vector with each axis floored
* @return {Vector2} */
floor(): Vector2;
/** Returns the area this vector covers as a rectangle
* @return {Number} */
area(): number;
/** Returns a new vector that is p percent between this and the vector passed in
* @param {Vector2} vector
* @param {Number} percent
* @return {Vector2} */
lerp(v: any, p: any): Vector2;
/** Returns true if this vector is within the bounds of an array size passed in
* @param {Vector2} arraySize
* @return {Boolean} */
arrayCheck(arraySize: any): boolean;
}
/** Create a 2d vector, can take another Vector2 to copy, 2 scalars, or 1 scalar
* @param {Number} [x=0]
* @param {Number} [y=0]
* @return {Vector2}
* @memberof Utilities */
export declare function vec2(x?: any, y?: any): Vector2;
/** Color object (red, green, blue, alpha) with some helpful functions */
export declare class Color {
a: any;
b: any;
g: any;
r: any;
/** Create a color with the components passed in, white by default
* @param {Number} [r=1] - red
* @param {Number} [g=1] - green
* @param {Number} [b=1] - blue
* @param {Number} [a=1] - alpha */
constructor(r?: number, g?: number, b?: number, a?: number);
/** Returns a new color that is a copy of this
* @return {Color} */
copy(): Color;
/** Returns a copy of this color plus the color passed in
* @param {Color} color
* @return {Color} */
add(c: any): Color;
/** Returns a copy of this color minus the color passed in
* @param {Color} color
* @return {Color} */
subtract(c: any): Color;
/** Returns a copy of this color times the color passed in
* @param {Color} color
* @return {Color} */
multiply(c: any): Color;
/** Returns a copy of this color divided by the color passed in
* @param {Color} color
* @return {Color} */
divide(c: any): Color;
/** Returns a copy of this color scaled by the value passed in, alpha can be scaled separately
* @param {Number} scale
* @param {Number} [alphaScale=scale]
* @return {Color} */
scale(s: any, a?: any): Color;
/** Returns a copy of this color clamped to the valid range between 0 and 1
* @return {Color} */
clamp(): Color;
/** Returns a new color that is p percent between this and the color passed in
* @param {Color} color
* @param {Number} percent
* @return {Color} */
lerp(c: any, p: any): Color;
/** Sets this color given a hue, saturation, lightness , and alpha
* @param {Number} [hue=0]
* @param {Number} [saturation=0]
* @param {Number} [lightness=1]
* @param {Number} [alpha=1]
* @return {Color} */
setHSLA(h?: number, s?: number, l?: number, a?: number): this;
/** Returns a new color that has each component randomly adjusted
* @param {Number} [amount=.05]
* @param {Number} [alphaAmount=0]
* @return {Color} */
mutate(amount?: number, alphaAmount?: number): Color;
/** Returns this color expressed as an rgba string
* @return {String} */
rgba(): string;
/** Returns this color expressed as 32 bit integer value
* @return {Number} */
rgbaInt(): number;
}
/** Timer object tracks how long has passed since it was set */
export declare class Timer {
setTime: any;
time: any;
/** Create a timer object set time passed in
* @param {Number} [timeLeft] - How much time left before the timer elapses in seconds */
constructor(timeLeft: any);
/** Set the timer with seconds passed in
* @param {Number} [timeLeft=0] - How much time left before the timer is elapsed in seconds */
set(timeLeft?: number): void;
/** Unset the timer */
unset(): void;
/** Returns true if set
* @return {Boolean} */
isSet(): boolean;
/** Returns true if set and has not elapsed
* @return {Boolean} */
active(): boolean;
/** Returns true if set and elapsed
* @return {Boolean} */
elapsed(): boolean;
/** Get how long since elapsed, returns 0 if not set
* @return {Number} */
get(): number;
/** Get percentage elapsed based on time it was set to, returns 0 if not set
* @return {Number} */
getPercent(): number;
}