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grid-engine

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Phaser3 plugin for grid based movement on a 2D game board.

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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; }