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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 ThemeEngine { /** * * @type {QuadTreeNode<AreaTheme>} */ areas: QuadTreeNode<AreaTheme>; /** * @readonly * @type {function():number} */ readonly random: () => number; /** * * @type {AssetManager} * @private */ private __assetManager; set assetManager(arg: any); /** * * @param {number} v */ set seed(arg: number); /** * * @returns {number} */ get seed(): number; /** * * @param {AreaTheme} theme */ add(theme: AreaTheme): void; /** * * @param {AreaTheme[]} result * @param {number} x * @param {number} y * @returns {number} */ getThemesByPosition(result: AreaTheme[], x: number, y: number): number; /** * * @param {number} seed * @param {EntityComponentDataset} ecd * @param {GridData} grid * @returns {Task} */ initializeThemes(seed: number, ecd: EntityComponentDataset, grid: GridData): Task; /** * * @param {GridData} grid * @param {Terrain} terrain * @returns {TaskGroup} */ applyTerrainThemes(grid: GridData, terrain: Terrain): TaskGroup; /** * * @param {GridData} grid * @param {EntityComponentDataset} ecd * @param {number} seed * @returns {Task|TaskGroup} */ applyNodes(grid: GridData, ecd: EntityComponentDataset, seed?: number): Task | TaskGroup; /** * * @param {GridData} grid * @param {EntityComponentDataset} ecd */ applyCellRules(grid: GridData, ecd: EntityComponentDataset): Task; /** * * @param {Terrain} terrain * @returns {Task} */ updateTerrain(terrain: Terrain): Task; /** * * @returns {TaskGroup} * @param {EntityComponentDataset} ecd */ optimize(ecd: EntityComponentDataset): TaskGroup; /** * * @param {GridData} grid * @param {EntityComponentDataset} ecd * @returns {TaskGroup} */ apply(grid: GridData, ecd: EntityComponentDataset): TaskGroup; } import { QuadTreeNode } from "../../core/geom/2d/quad-tree/QuadTreeNode.js"; import Task from "../../core/process/task/Task.js"; import TaskGroup from "../../core/process/task/TaskGroup.js"; //# sourceMappingURL=ThemeEngine.d.ts.map