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canvas2djs

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HTML5 canvas based game engine

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import { Sprite } from './sprite/Sprite'; import { EventEmitter } from './EventEmitter'; export declare enum ScaleMode { SHOW_ALL = 0, NO_BORDER = 1, FIX_WIDTH = 2, FIX_HEIGHT = 3, EXACTFIT = 4, } export declare enum Orientation { LANDSCAPE = 0, PORTRAIT = 1, LANDSCAPE2 = 2, } export declare type VisibleRect = { left: number; right: number; top: number; bottom: number; }; export declare class Stage extends EventEmitter { private _elapsedTime; private _frameCount; private _computeCostTime; private _renderCostTime; private _currFPS; private _fps; private _frameRate; private _isRunning; private _width; private _height; private _sprite; private _visibleRect; private _scaleX; private _scaleY; private _isPortrait; private _scaleMode; private _autoAdjustCanvasSize; private _orientation; private _canvas; private _renderContext; private _bufferCanvas; private _bufferContext; private _useExternalTimer; private _lastUpdateTime; private _timerId; private _uiEvent; touchEnabled: boolean; mouseEnabled: boolean; readonly currFPS: number; readonly computeCostTime: number; readonly renderCostTime: number; fps: number; readonly isRunning: boolean; readonly width: number; readonly height: number; readonly canvas: HTMLCanvasElement; readonly context: CanvasRenderingContext2D; readonly sprite: Sprite<{}>; readonly visibleRect: VisibleRect; readonly scaleX: number; readonly scaleY: number; readonly isPortrait: boolean; scaleMode: ScaleMode; autoAdjustCanvasSize: boolean; orientation: Orientation; /** * @param canvas Canvas element * @param width Resolution design width * @param height Resolution design height * @param scaleMode Adjust resolution design scale mode */ constructor(canvas: HTMLCanvasElement, width: number, height: number, scaleMode: ScaleMode, autoAdjustCanvasSize?: boolean, orientation?: Orientation); setSize(width: number, height: number): void; adjustCanvasSize: () => void; start(useExternalTimer?: boolean): void; step(deltaTime: number): void; stop(unregisterUIEvent?: boolean): void; render(): void; /** * Add sprite to the stage */ addChild(child: Sprite<{}>, position?: number): void; /** * Remove sprite from the stage */ removeChild(child: Sprite<{}>): void; /** * Remove all sprites from the stage * @param recusive Recusize remove all the children */ removeAllChildren(recusive?: boolean): void; release(): void; private _startTimer(); private _getDeltaTime(); }