arcade-physics
Version:
Use Arcade Physics without Phaser.
71 lines • 10.8 kB
TypeScript
export const CalculateFacesAt: (tileX: number, tileY: number, layer: Phaser.Tilemaps.LayerData) => Phaser.Tilemaps.Tile;
export const CalculateFacesWithin: (tileX: number, tileY: number, width: number, height: number, layer: Phaser.Tilemaps.LayerData) => void;
export const CheckIsoBounds: (tileX: number, tileY: number, layer: Phaser.Tilemaps.LayerData, camera?: any) => boolean;
export const Copy: (srcTileX: number, srcTileY: number, width: number, height: number, destTileX: number, destTileY: number, recalculateFaces: boolean, layer: Phaser.Tilemaps.LayerData) => void;
export const CreateFromTiles: (indexes: number | number[], replacements: number | number[] | null, spriteConfig: Phaser.Types.GameObjects.Sprite.SpriteConfig, scene: Phaser.Scene, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData) => Phaser.GameObjects.Sprite[];
export const CullBounds: (layer: Phaser.Tilemaps.LayerData, camera: Phaser.Cameras.Scene2D.Camera) => Phaser.Geom.Rectangle;
export const CullTiles: (layer: Phaser.Tilemaps.LayerData, camera: Phaser.Cameras.Scene2D.Camera, outputArray?: any[] | undefined, renderOrder?: number | undefined) => Phaser.Tilemaps.Tile[];
export const Fill: (index: number, tileX: number, tileY: number, width: number, height: number, recalculateFaces: boolean, layer: Phaser.Tilemaps.LayerData) => void;
export const FilterTiles: (callback: Function, context: any, tileX: number, tileY: number, width: number, height: number, filteringOptions: any, layer: Phaser.Tilemaps.LayerData) => Phaser.Tilemaps.Tile[];
export const FindByIndex: (findIndex: any, skip: number, reverse: boolean, layer: Phaser.Tilemaps.LayerData) => any;
export const FindTile: (callback: import("./FindTile").FindTileCallback, context: any, tileX: number, tileY: number, width: number, height: number, filteringOptions: any, layer: Phaser.Tilemaps.LayerData) => any;
export const ForEachTile: (callback: import("./ForEachTile").EachTileCallback, context: any, tileX: number, tileY: number, width: number, height: number, filteringOptions: any, layer: Phaser.Tilemaps.LayerData) => void;
export const GetCullTilesFunction: (orientation: number) => Function;
export const GetTileAt: (tileX: number, tileY: number, nonNull: boolean, layer: Phaser.Tilemaps.LayerData) => Phaser.Tilemaps.Tile;
export const GetTileAtWorldXY: (worldX: number, worldY: number, nonNull: boolean, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData) => Phaser.Tilemaps.Tile;
export const GetTileCorners: (tileX: number, tileY: number, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData) => Phaser.Math.Vector2[];
export const GetTileCornersFunction: (orientation: number) => Function;
export const GetTilesWithin: (tileX: number, tileY: number, width: number, height: number, filteringOptions: any, layer: Phaser.Tilemaps.LayerData) => Phaser.Tilemaps.Tile[];
export const GetTilesWithinShape: (shape: any, filteringOptions: any, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData) => Phaser.Tilemaps.Tile[];
export const GetTilesWithinWorldXY: (worldX: number, worldY: number, width: number, height: number, filteringOptions: any, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData) => Phaser.Tilemaps.Tile[];
export const GetTileToWorldXFunction: (orientation: number) => Function;
export const GetTileToWorldXYFunction: (orientation: number) => Function;
export const GetTileToWorldYFunction: (orientation: number) => Function;
export const GetWorldToTileXFunction: (orientation: number) => Function;
export const GetWorldToTileXYFunction: (orientation: number) => Function;
export const GetWorldToTileYFunction: (orientation: number) => Function;
export const HasTileAt: (tileX: number, tileY: number, layer: Phaser.Tilemaps.LayerData) => boolean | null;
export const HasTileAtWorldXY: (worldX: number, worldY: number, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData) => boolean | null;
export const HexagonalCullBounds: (layer: Phaser.Tilemaps.LayerData, camera: Phaser.Cameras.Scene2D.Camera) => any;
export const HexagonalCullTiles: (layer: Phaser.Tilemaps.LayerData, camera: Phaser.Cameras.Scene2D.Camera, outputArray?: any[] | undefined, renderOrder?: number | undefined) => Phaser.Tilemaps.Tile[];
export const HexagonalGetTileCorners: (tileX: number, tileY: number, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData) => Phaser.Math.Vector2[];
export const HexagonalTileToWorldXY: (tileX: number, tileY: number, point: Phaser.Math.Vector2, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData) => Phaser.Math.Vector2;
export const HexagonalWorldToTileXY: (worldX: number, worldY: number, snapToFloor: boolean, point: Phaser.Math.Vector2, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData) => Phaser.Math.Vector2;
export const IsInLayerBounds: (tileX: number, tileY: number, layer: Phaser.Tilemaps.LayerData) => boolean;
export const IsometricCullTiles: (layer: Phaser.Tilemaps.LayerData, camera: Phaser.Cameras.Scene2D.Camera, outputArray?: any[] | undefined, renderOrder?: number | undefined) => Phaser.Tilemaps.Tile[];
export const IsometricTileToWorldXY: (tileX: number, tileY: number, point: Phaser.Math.Vector2, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData) => Phaser.Math.Vector2;
export const IsometricWorldToTileXY: (worldX: number, worldY: number, snapToFloor: boolean, point: Phaser.Math.Vector2, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData, originTop?: boolean | undefined) => Phaser.Math.Vector2;
export const PutTileAt: (tile: any, tileX: number, tileY: number, recalculateFaces: boolean, layer: Phaser.Tilemaps.LayerData) => Phaser.Tilemaps.Tile;
export const PutTileAtWorldXY: (tile: any, worldX: number, worldY: number, recalculateFaces: boolean, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData) => Phaser.Tilemaps.Tile;
export const PutTilesAt: (tilesArray: any, tileX: number, tileY: number, recalculateFaces: boolean, layer: Phaser.Tilemaps.LayerData) => null | undefined;
export const Randomize: (tileX: number, tileY: number, width: number, height: number, indexes: number[], layer: Phaser.Tilemaps.LayerData) => void;
export const RemoveTileAt: (tileX: number, tileY: number, replaceWithNull: boolean, recalculateFaces: boolean, layer: Phaser.Tilemaps.LayerData) => Phaser.Tilemaps.Tile;
export const RemoveTileAtWorldXY: (worldX: number, worldY: number, replaceWithNull: boolean, recalculateFaces: boolean, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData) => Phaser.Tilemaps.Tile;
export const RenderDebug: (graphics: Phaser.GameObjects.Graphics, styleConfig: any, layer: Phaser.Tilemaps.LayerData) => void;
export const ReplaceByIndex: (findIndex: number, newIndex: number, tileX: number, tileY: number, width: number, height: number, layer: Phaser.Tilemaps.LayerData) => void;
export const RunCull: (layer: Phaser.Tilemaps.LayerData, bounds: any, renderOrder: number, outputArray: any[]) => Phaser.Tilemaps.Tile[];
export const SetCollision: (indexes: number | any[], collides: boolean, recalculateFaces: boolean, layer: Phaser.Tilemaps.LayerData, updateLayer?: boolean | undefined) => void;
export const SetCollisionBetween: (start: number, stop: number, collides: boolean, recalculateFaces: boolean, layer: Phaser.Tilemaps.LayerData, updateLayer?: boolean | undefined) => void;
export const SetCollisionByExclusion: (indexes: number[], collides: boolean, recalculateFaces: boolean, layer: Phaser.Tilemaps.LayerData) => void;
export const SetCollisionByProperty: (properties: any, collides: boolean, recalculateFaces: boolean, layer: Phaser.Tilemaps.LayerData) => void;
export const SetCollisionFromCollisionGroup: (collides: boolean, recalculateFaces: boolean, layer: Phaser.Tilemaps.LayerData) => void;
export const SetLayerCollisionIndex: (tileIndex: number, collides: boolean, layer: Phaser.Tilemaps.LayerData) => void;
export const SetTileCollision: (tile: Phaser.Tilemaps.Tile, collides?: boolean | undefined) => void;
export const SetTileIndexCallback: (indexes: number | any[], callback: Function, callbackContext: any, layer: Phaser.Tilemaps.LayerData) => void;
export const SetTileLocationCallback: (tileX: number, tileY: number, width: number, height: number, callback: Function, callbackContext: any, layer: Phaser.Tilemaps.LayerData) => void;
export const Shuffle: (tileX: number, tileY: number, width: number, height: number, layer: Phaser.Tilemaps.LayerData) => void;
export const StaggeredCullBounds: (layer: Phaser.Tilemaps.LayerData, camera: Phaser.Cameras.Scene2D.Camera) => any;
export const StaggeredCullTiles: (layer: Phaser.Tilemaps.LayerData, camera: Phaser.Cameras.Scene2D.Camera, outputArray?: any[] | undefined, renderOrder?: number | undefined) => Phaser.Tilemaps.Tile[];
export const StaggeredTileToWorldXY: (tileX: number, tileY: number, point: Phaser.Math.Vector2, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData) => Phaser.Math.Vector2;
export const StaggeredTileToWorldY: (tileY: number, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData) => number;
export const StaggeredWorldToTileXY: (worldX: number, worldY: number, snapToFloor: boolean, point: Phaser.Math.Vector2, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData) => Phaser.Math.Vector2;
export const StaggeredWorldToTileY: (worldY: number, snapToFloor: boolean, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData) => number;
export const SwapByIndex: (indexA: any, indexB: any, tileX: number, tileY: number, width: number, height: number, layer: Phaser.Tilemaps.LayerData) => void;
export const TileToWorldX: (tileX: number, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData) => number;
export const TileToWorldXY: (tileX: number, tileY: number, point: Phaser.Math.Vector2, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData) => Phaser.Math.Vector2;
export const TileToWorldY: (tileY: number, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData) => number;
export const WeightedRandomize: (tileX: number, tileY: number, width: number, height: number, weightedIndexes: any[], layer: Phaser.Tilemaps.LayerData) => void;
export const WorldToTileX: (worldX: number, snapToFloor: boolean, camera: any, layer: Phaser.Tilemaps.LayerData) => number;
export const WorldToTileXY: (worldX: number, worldY: number, snapToFloor: boolean, point: Phaser.Math.Vector2, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData) => Phaser.Math.Vector2;
export const WorldToTileY: (worldY: number, snapToFloor: boolean, camera: any, layer: Phaser.Tilemaps.LayerData) => number;
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