@woosh/meep-engine
Version:
Pure JavaScript game engine. Fully featured and production ready.
87 lines • 2.31 kB
TypeScript
export class Localization {
/**
*
* @type {AssetManager|null}
*/
assetManager: AssetManager | null;
json: {};
/**
* @protected
* @type {LanguageMetadata}
*/
protected language_metadata: LanguageMetadata;
/**
*
* @type {ObservedString}
*/
locale: ObservedString;
/**
* In debug mode error messages are a lot more verbose and helpful
* @type {boolean}
*/
debug: boolean;
/**
* @type {Cache<Array<string>, string>}
* @private
*/
private __failure_cache;
/**
* Measured in characters per second
* @deprecated use 'language_metadata' directly instead
* @return {number}
*/
get reading_speed(): number;
/**
* Time required to read a piece of text, in seconds
* @param {string} text
* @returns {number} time in seconds
*/
estimateReadingTime(text: string): number;
/**
*
* @param {AssetManager} am
*/
setAssetManager(am: AssetManager): void;
/**
* @returns {boolean}
* @param {function(key:string, error:*, original: string)} errorConsumer
*/
validate(errorConsumer: any): boolean;
/**
* Request locale switch
* Assumes a specific folder structure, each different locale is stored with its locale code as name, and there's also "languages.json" file expected to be in the folder
* @param {string} locale
* @param {string} path where to look for localization data
* @returns {Promise}
*/
loadLocale(locale: string, path?: string): Promise<any>;
/**
*
* @param {number} value
*/
formatIntegerByThousands(value: number): string;
/**
*
* @param {string} id
* @param {Object} seed
* @private
*/
private __debugMissingKey;
/**
* Get a localized string by a key
* @param {string} key
* @param {object} [seed]
*
* @returns {string}
*/
getString(key: string, seed?: object): string;
/**
* Does a given key exist?
* @param {string} key
* @return {boolean}
*/
hasString(key: string): boolean;
}
import { LanguageMetadata } from "./LanguageMetadata.js";
import ObservedString from "../model/ObservedString.js";
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