grid-engine
Version:
Phaser3 plugin for grid based movement on a 2D game board.
50 lines (49 loc) • 2.01 kB
TypeScript
import { CharacterData, GridEngineHeadless, WalkingAnimationMapping } from "../../GridEngine.js";
import { CharacterAnimation } from "../../GridCharacter/CharacterAnimation/CharacterAnimation.js";
import { Direction } from "../../Direction/Direction.js";
import { GridTilemapPhaser } from "../GridTilemapPhaser/GridTilemapPhaser.js";
export declare class GridCharacterPhaser {
private charData;
private scene;
private tilemap;
private geHeadless;
private customOffset;
private depthOffset;
private sprite?;
private layerOverlaySprite?;
private container?;
private cachedContainerBounds?;
private newSpriteSet$;
private destroy$;
private walkingAnimationMapping?;
private animation?;
constructor(charData: CharacterData, scene: Phaser.Scene, tilemap: GridTilemapPhaser, layerOverlay: boolean, geHeadless: GridEngineHeadless);
destroy(): void;
setSprite(sprite?: Phaser.GameObjects.Sprite): void;
getSprite(): Phaser.GameObjects.Sprite | undefined;
getLayerOverlaySprite(): Phaser.GameObjects.Sprite | undefined;
setContainer(container?: Phaser.GameObjects.Container): void;
getContainer(): Phaser.GameObjects.Container | undefined;
getOffsetX(): number;
setOffsetX(offsetX: number): void;
getOffsetY(): number;
setOffsetY(offsetY: number): void;
getWalkingAnimationMapping(): WalkingAnimationMapping | number | undefined;
turnTowards(direction: Direction): void;
getAnimation(): CharacterAnimation | undefined;
setAnimation(animation: CharacterAnimation): void;
update(_delta: number): void;
getDepthOffset(): number;
private getEngineOffset;
private updatePixelPos;
private getGameObj;
private updateGridChar;
private resetAnimation;
private updateOverlaySprite;
private updateDepth;
private setSpriteDepth;
private setContainerDepth;
private getPaddedPixelDepthContainer;
private getPaddedPixelDepthSprite;
private getTransitionLayer;
}