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@petkoneo/phaser3-rex-plugins

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// import * as Phaser from 'phaser'; import Base from './Base'; export default ContainerLite; declare namespace ContainerLite { interface ILocalState { parent: ContainerLite, self: Phaser.GameObjects.GameObject, layer: Phaser.GameObjects.Layer | null, x: number, y: number, rotation: number, angle: number, scaleX: number, scaleY: number, displayWidth: number, displayHeight: number, alpha: number, visible: boolean, active: boolean, } interface IAddChildConfig { syncPosition?: boolean, syncRotation?: boolean, syncScale?: boolean, syncAlpha?: boolean, syncScrollFactor?: boolean, syncCameraFilter?: boolean, syncDisplayList?: boolean, } interface IDrawBoundsConfig { drawContainer?: boolean, children?: Phaser.GameObjects.GameObject, color?: number, lineWidth?: number, padding?: number, } } declare class ContainerLite extends Base { isRexContainerLite: true; constructor( scene: Phaser.Scene, x?: number, y?: number, width?: number, height?: number, children?: Phaser.GameObjects.GameObject[] ); constructor( scene: Phaser.Scene, x?: number, y?: number, children?: Phaser.GameObjects.GameObject[] ); add( gameObject: Phaser.GameObjects.GameObject | Phaser.GameObjects.GameObject[] ): this; pin( gameObject: Phaser.GameObjects.GameObject | Phaser.GameObjects.GameObject[], config?: ContainerLite.IAddChildConfig | boolean ): this; unpin( gameObject: Phaser.GameObjects.GameObject, destroyChild?: boolean ): this; addMultiple( children: Phaser.GameObjects.GameObject[] ): this; addLocal( child: Phaser.GameObjects.GameObject | Phaser.GameObjects.GameObject[] ): this; pinLocal( child: Phaser.GameObjects.GameObject | Phaser.GameObjects.GameObject[], config?: ContainerLite.IAddChildConfig | boolean ): this; addLocalMultiple( children: Phaser.GameObjects.GameObject[] ): this; setChildPosition( child: Phaser.GameObjects.GameObject, x: number, y: number ): this; setChildLocalPosition( child: Phaser.GameObjects.GameObject, x: number, y: number ): this; getChildLocalX( child: Phaser.GameObjects.GameObject ): number; getChildLocalY( child: Phaser.GameObjects.GameObject ): number; setChildRotation( child: Phaser.GameObjects.GameObject, rotation: number ): this; setChildAngle( child: Phaser.GameObjects.GameObject, angle: number ): this; setChildLocalRotation( child: Phaser.GameObjects.GameObject, rotation: number ): this; setChildLocalAngle( child: Phaser.GameObjects.GameObject, angle: number ): this; getChildLocalRotation( child: Phaser.GameObjects.GameObject ): number; setChildScale( child: Phaser.GameObjects.GameObject, scaleX: number, scaleY: number ): this; setChildLocalScale( child: Phaser.GameObjects.GameObject, scaleX: number, scaleY: number ): this; getChildLocalScaleX( child: Phaser.GameObjects.GameObject ): number; getChildLocalScaleY( child: Phaser.GameObjects.GameObject ): number; setChildDisplaySize( child: Phaser.GameObjects.GameObject, width: number, height: number ): this; setChildVisible( child: Phaser.GameObjects.GameObject, visible: boolean ): this; setChildLocalVisible( child: Phaser.GameObjects.GameObject, visible: boolean): this; getChildLocalVisible( child: Phaser.GameObjects.GameObject ): boolean; setChildAlpha( child: Phaser.GameObjects.GameObject, alpha: number ): this; setChildLocalAlpha( child: Phaser.GameObjects.GameObject, alpha: number ): this; getChildLocalAlpha( child: Phaser.GameObjects.GameObject ): number; resetChildState( child: Phaser.GameObjects.GameObject ): this; resetChildPositionState( child: Phaser.GameObjects.GameObject ): this; resetChildRotationState( child: Phaser.GameObjects.GameObject ): this; resetChildScaleState( child: Phaser.GameObjects.GameObject ): this; resetChildAlphaState( child: Phaser.GameObjects.GameObject ): this; resetChildVisibleState( child: Phaser.GameObjects.GameObject ): this; resetChildActiveState( child: Phaser.GameObjects.GameObject ): this; setChildActive( child: Phaser.GameObjects.GameObject, active: boolean ): this; setChildLocalActive( child: Phaser.GameObjects.GameObject, active: boolean ): this; getChildLocalActive( child: Phaser.GameObjects.GameObject ): boolean; setMask( mask: Phaser.Display.Masks.BitmapMask | Phaser.Display.Masks.GeometryMask ): this; clearMask( destroyMask?: boolean ): this; tween( config: Phaser.Types.Tweens.TweenBuilderConfig | object ): Phaser.Tweens.Tween; tweenChild( config: Phaser.Types.Tweens.TweenBuilderConfig | object ): Phaser.Tweens.Tween; tweenSelf( config: Phaser.Types.Tweens.TweenBuilderConfig | object ): Phaser.Tweens.Tween; createTweenChildConfig( config: Phaser.Types.Tweens.TweenBuilderConfig | object ): Phaser.Types.Tweens.TweenBuilderConfig; getChildren( out?: Phaser.GameObjects.GameObject[] ): Phaser.GameObjects.GameObject[]; getAllChildren( out?: Phaser.GameObjects.GameObject[] ): Phaser.GameObjects.GameObject[]; getAllVisibleChildren( out?: Phaser.GameObjects.GameObject[] ): Phaser.GameObjects.GameObject[]; bfs( callback: (child: Phaser.GameObjects.GameObject) => boolean ): this; dfs( callback: (child: Phaser.GameObjects.GameObject) => boolean ): this; getByName( name: string, recursive?: boolean ): Phaser.GameObjects.GameObject; getRandom(): Phaser.GameObjects.GameObject; getFirst( property: string, value?: unknown, startIndex?: number, endIndex?: number ): Phaser.GameObjects.GameObject; getAll( property: string, value?: unknown, startIndex?: number, endIndex?: number ): Phaser.GameObjects.GameObject[]; count( property: string, value?: unknown, startIndex?: number, endIndex?: number ): this; swap( child1: Phaser.GameObjects.GameObject, child2: Phaser.GameObjects.GameObject ): number; setAll( property: string, value?: unknown, startIndex?: number, endIndex?: number ): this; setDepth( value: number, containerOnly?: boolean ): this; swapDepth( containerB: ContainerLite ): this; incDepth( inc: number ): this; bringToTop(): this; bringMeToTop(): this; sendToBack(): this; sendMeToBack(): this; moveDepthBelow( gameObject: Phaser.GameObjects.GameObject ): this; moveMyDepthBelow( gameObject: Phaser.GameObjects.GameObject ): this; moveDepthAbove( gameObject: Phaser.GameObjects.GameObject ): this; moveMyDepthAbove( gameObject: Phaser.GameObjects.GameObject ): this; bringChildToTop( gameObject: Phaser.GameObjects.GameObject ): this; sendChildToBack( gameObject: Phaser.GameObjects.GameObject ): this; getParent( name?: string ): ContainerLite; getParent( gameObject?: Phaser.GameObjects.GameObject, name?: string ): ContainerLite; getTopmostParent( gameObject?: Phaser.GameObjects.GameObject ): ContainerLite; getLocalState( child: Phaser.GameObjects.GameObject ): ContainerLite.ILocalState; addToContainer( container: Phaser.GameObjects.Container ): this; addToLayer( layer: Phaser.GameObjects.Layer ): this; removeFromContainer(): this; removeFromLayer(addToScene?: boolean): this; hasLayer(): boolean; enableLayer(): this; getLayer(): Phaser.GameObjects.Layer; snapshot( config?: { renderTexture?: Phaser.GameObjects.RenderTexture, padding?: number, } ): Phaser.GameObjects.RenderTexture; snapshot( config?: { padding?: number, saveTexture: string, } ): this; changeOrigin( originX: number, originY: number ): this; drawBounds( graphics: Phaser.GameObjects.Graphics, color?: number ): this; drawBounds( graphics: Phaser.GameObjects.Graphics, config?: ContainerLite.IDrawBoundsConfig, ): this; }