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@woosh/meep-engine

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Pure JavaScript game engine. Fully featured and production ready.

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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"; //# sourceMappingURL=Localization.d.ts.map