arcade-physics
Version:
Use Arcade Physics without Phaser.
120 lines • 12.7 kB
TypeScript
export const Components: {
CalculateFacesAt: (tileX: number, tileY: number, layer: Phaser.Tilemaps.LayerData) => Phaser.Tilemaps.Tile;
CalculateFacesWithin: (tileX: number, tileY: number, width: number, height: number, layer: Phaser.Tilemaps.LayerData) => void;
CheckIsoBounds: (tileX: number, tileY: number, layer: Phaser.Tilemaps.LayerData, camera?: any) => boolean;
Copy: (srcTileX: number, srcTileY: number, width: number, height: number, destTileX: number, destTileY: number, recalculateFaces: boolean, layer: Phaser.Tilemaps.LayerData) => void;
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[];
CullBounds: (layer: Phaser.Tilemaps.LayerData, camera: Phaser.Cameras.Scene2D.Camera) => Phaser.Geom.Rectangle;
CullTiles: (layer: Phaser.Tilemaps.LayerData, camera: Phaser.Cameras.Scene2D.Camera, outputArray?: any[] | undefined, renderOrder?: number | undefined) => Phaser.Tilemaps.Tile[];
Fill: (index: number, tileX: number, tileY: number, width: number, height: number, recalculateFaces: boolean, layer: Phaser.Tilemaps.LayerData) => void;
FilterTiles: (callback: Function, context: any, tileX: number, tileY: number, width: number, height: number, filteringOptions: any, layer: Phaser.Tilemaps.LayerData) => Phaser.Tilemaps.Tile[];
FindByIndex: (findIndex: any, skip: number, reverse: boolean, layer: Phaser.Tilemaps.LayerData) => any;
FindTile: (callback: import("./components/FindTile").FindTileCallback, context: any, tileX: number, tileY: number, width: number, height: number, filteringOptions: any, layer: Phaser.Tilemaps.LayerData) => any;
ForEachTile: (callback: import("./components/ForEachTile").EachTileCallback, context: any, tileX: number, tileY: number, width: number, height: number, filteringOptions: any, layer: Phaser.Tilemaps.LayerData) => void;
GetCullTilesFunction: (orientation: number) => Function;
GetTileAt: (tileX: number, tileY: number, nonNull: boolean, layer: Phaser.Tilemaps.LayerData) => Phaser.Tilemaps.Tile;
GetTileAtWorldXY: (worldX: number, worldY: number, nonNull: boolean, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData) => Phaser.Tilemaps.Tile;
GetTileCorners: (tileX: number, tileY: number, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData) => Phaser.Math.Vector2[];
GetTileCornersFunction: (orientation: number) => Function;
GetTilesWithin: (tileX: number, tileY: number, width: number, height: number, filteringOptions: any, layer: Phaser.Tilemaps.LayerData) => Phaser.Tilemaps.Tile[];
GetTilesWithinShape: (shape: any, filteringOptions: any, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData) => Phaser.Tilemaps.Tile[];
GetTilesWithinWorldXY: (worldX: number, worldY: number, width: number, height: number, filteringOptions: any, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData) => Phaser.Tilemaps.Tile[];
GetTileToWorldXFunction: (orientation: number) => Function;
GetTileToWorldXYFunction: (orientation: number) => Function;
GetTileToWorldYFunction: (orientation: number) => Function;
GetWorldToTileXFunction: (orientation: number) => Function;
GetWorldToTileXYFunction: (orientation: number) => Function;
GetWorldToTileYFunction: (orientation: number) => Function;
HasTileAt: (tileX: number, tileY: number, layer: Phaser.Tilemaps.LayerData) => boolean | null;
HasTileAtWorldXY: (worldX: number, worldY: number, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData) => boolean | null;
HexagonalCullBounds: (layer: Phaser.Tilemaps.LayerData, camera: Phaser.Cameras.Scene2D.Camera) => any;
HexagonalCullTiles: (layer: Phaser.Tilemaps.LayerData, camera: Phaser.Cameras.Scene2D.Camera, outputArray?: any[] | undefined, renderOrder?: number | undefined) => Phaser.Tilemaps.Tile[];
HexagonalGetTileCorners: (tileX: number, tileY: number, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData) => Phaser.Math.Vector2[];
HexagonalTileToWorldXY: (tileX: number, tileY: number, point: Phaser.Math.Vector2, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData) => Phaser.Math.Vector2;
HexagonalWorldToTileXY: (worldX: number, worldY: number, snapToFloor: boolean, point: Phaser.Math.Vector2, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData) => Phaser.Math.Vector2;
IsInLayerBounds: (tileX: number, tileY: number, layer: Phaser.Tilemaps.LayerData) => boolean;
IsometricCullTiles: (layer: Phaser.Tilemaps.LayerData, camera: Phaser.Cameras.Scene2D.Camera, outputArray?: any[] | undefined, renderOrder?: number | undefined) => Phaser.Tilemaps.Tile[];
IsometricTileToWorldXY: (tileX: number, tileY: number, point: Phaser.Math.Vector2, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData) => Phaser.Math.Vector2;
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;
PutTileAt: (tile: any, tileX: number, tileY: number, recalculateFaces: boolean, layer: Phaser.Tilemaps.LayerData) => Phaser.Tilemaps.Tile;
PutTileAtWorldXY: (tile: any, worldX: number, worldY: number, recalculateFaces: boolean, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData) => Phaser.Tilemaps.Tile;
PutTilesAt: (tilesArray: any, tileX: number, tileY: number, recalculateFaces: boolean, layer: Phaser.Tilemaps.LayerData) => null | undefined;
Randomize: (tileX: number, tileY: number, width: number, height: number, indexes: number[], layer: Phaser.Tilemaps.LayerData) => void;
RemoveTileAt: (tileX: number, tileY: number, replaceWithNull: boolean, recalculateFaces: boolean, layer: Phaser.Tilemaps.LayerData) => Phaser.Tilemaps.Tile;
RemoveTileAtWorldXY: (worldX: number, worldY: number, replaceWithNull: boolean, recalculateFaces: boolean, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData) => Phaser.Tilemaps.Tile;
RenderDebug: (graphics: Phaser.GameObjects.Graphics, styleConfig: any, layer: Phaser.Tilemaps.LayerData) => void;
ReplaceByIndex: (findIndex: number, newIndex: number, tileX: number, tileY: number, width: number, height: number, layer: Phaser.Tilemaps.LayerData) => void;
RunCull: (layer: Phaser.Tilemaps.LayerData, bounds: any, renderOrder: number, outputArray: any[]) => Phaser.Tilemaps.Tile[];
SetCollision: (indexes: number | any[], collides: boolean, recalculateFaces: boolean, layer: Phaser.Tilemaps.LayerData, updateLayer?: boolean | undefined) => void;
SetCollisionBetween: (start: number, stop: number, collides: boolean, recalculateFaces: boolean, layer: Phaser.Tilemaps.LayerData, updateLayer?: boolean | undefined) => void;
SetCollisionByExclusion: (indexes: number[], collides: boolean, recalculateFaces: boolean, layer: Phaser.Tilemaps.LayerData) => void;
SetCollisionByProperty: (properties: any, collides: boolean, recalculateFaces: boolean, layer: Phaser.Tilemaps.LayerData) => void;
SetCollisionFromCollisionGroup: (collides: boolean, recalculateFaces: boolean, layer: Phaser.Tilemaps.LayerData) => void;
SetLayerCollisionIndex: (tileIndex: number, collides: boolean, layer: Phaser.Tilemaps.LayerData) => void;
SetTileCollision: (tile: Phaser.Tilemaps.Tile, collides?: boolean | undefined) => void;
SetTileIndexCallback: (indexes: number | any[], callback: Function, callbackContext: any, layer: Phaser.Tilemaps.LayerData) => void;
SetTileLocationCallback: (tileX: number, tileY: number, width: number, height: number, callback: Function, callbackContext: any, layer: Phaser.Tilemaps.LayerData) => void;
Shuffle: (tileX: number, tileY: number, width: number, height: number, layer: Phaser.Tilemaps.LayerData) => void;
StaggeredCullBounds: (layer: Phaser.Tilemaps.LayerData, camera: Phaser.Cameras.Scene2D.Camera) => any;
StaggeredCullTiles: (layer: Phaser.Tilemaps.LayerData, camera: Phaser.Cameras.Scene2D.Camera, outputArray?: any[] | undefined, renderOrder?: number | undefined) => Phaser.Tilemaps.Tile[];
StaggeredTileToWorldXY: (tileX: number, tileY: number, point: Phaser.Math.Vector2, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData) => Phaser.Math.Vector2;
StaggeredTileToWorldY: (tileY: number, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData) => number;
StaggeredWorldToTileXY: (worldX: number, worldY: number, snapToFloor: boolean, point: Phaser.Math.Vector2, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData) => Phaser.Math.Vector2;
StaggeredWorldToTileY: (worldY: number, snapToFloor: boolean, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData) => number;
SwapByIndex: (indexA: any, indexB: any, tileX: number, tileY: number, width: number, height: number, layer: Phaser.Tilemaps.LayerData) => void;
TileToWorldX: (tileX: number, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData) => number;
TileToWorldXY: (tileX: number, tileY: number, point: Phaser.Math.Vector2, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData) => Phaser.Math.Vector2;
TileToWorldY: (tileY: number, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData) => number;
WeightedRandomize: (tileX: number, tileY: number, width: number, height: number, weightedIndexes: any[], layer: Phaser.Tilemaps.LayerData) => void;
WorldToTileX: (worldX: number, snapToFloor: boolean, camera: any, layer: Phaser.Tilemaps.LayerData) => number;
WorldToTileXY: (worldX: number, worldY: number, snapToFloor: boolean, point: Phaser.Math.Vector2, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData) => Phaser.Math.Vector2;
WorldToTileY: (worldY: number, snapToFloor: boolean, camera: any, layer: Phaser.Tilemaps.LayerData) => number;
};
export const Parsers: {
FromOrientationString: (orientation?: string | undefined) => Phaser.Tilemaps.OrientationType;
Parse: (name: string, mapFormat: number, data: any, tileWidth: number, tileHeight: number, insertNull: boolean) => Phaser.Tilemaps.MapData;
Parse2DArray: (name: string, data: number[][], tileWidth: number, tileHeight: number, insertNull: boolean) => Phaser.Tilemaps.MapData;
ParseCSV: (name: string, data: string, tileWidth: number, tileHeight: number, insertNull: boolean) => Phaser.Tilemaps.MapData;
Impact: {
ParseTileLayers: (json: any, insertNull: boolean) => Phaser.Tilemaps.LayerData[];
ParseTilesets: (json: any) => any[];
ParseWeltmeister: (name: string, json: any, insertNull: boolean) => any;
};
Tiled: {
AssignTileProperties: (mapData: Phaser.Tilemaps.MapData) => void;
Base64Decode: (data: any) => any[];
BuildTilesetIndex: (mapData: Phaser.Tilemaps.MapData) => any[];
CreateGroupLayer: (json: any, group?: any, parentState?: any) => any;
ParseGID: (gid: number) => any;
ParseImageLayers: (json: any) => any[];
ParseJSONTiled: (name: string, source: any, insertNull: boolean) => any;
ParseObject: (tiledObject: any, offsetX?: number | undefined, offsetY?: number | undefined) => any;
ParseObjectLayers: (json: any) => any[];
ParseTileLayers: (json: any, insertNull: boolean) => Phaser.Tilemaps.LayerData[];
ParseTilesets: (json: any) => any;
};
};
export const Formats: {
CSV: number;
TILED_JSON: number;
ARRAY_2D: number;
WELTMEISTER: number;
};
export const ImageCollection: any;
export const ParseToTilemap: (scene: Phaser.Scene, key?: string | undefined, tileWidth?: number | undefined, tileHeight?: number | undefined, width?: number | undefined, height?: number | undefined, data?: number[][] | undefined, insertNull?: boolean | undefined) => Phaser.Tilemaps.Tilemap;
export const Tile: any;
export const Tilemap: any;
export const TilemapCreator: typeof import("./TilemapCreator");
export const TilemapFactory: typeof import("./TilemapFactory");
export const Tileset: any;
export const TilemapLayer: any;
export const Orientation: {
ORTHOGONAL: number;
ISOMETRIC: number;
STAGGERED: number;
HEXAGONAL: number;
};
export const LayerData: any;
export const MapData: any;
export const ObjectLayer: any;
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