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shaku

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A simple and effective JavaScript game development framework that knows its place!

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export = Camera; /** * Implements a Camera object. */ declare class Camera { /** * Create the camera. * @param {Gfx} gfx The gfx manager instance. */ constructor(gfx: Gfx); __region: Rectangle; __gfx: Gfx; __viewport: Rectangle; /** * Set camera's viewport. * @param {Rectangle} viewport New viewport to set or null to not use any viewport when using this camera. */ set viewport(arg: Rectangle); /** * Get camera's viewport (drawing region to set when using this camera). * @returns {Rectangle} Camera's viewport as rectangle. */ get viewport(): Rectangle; /** * Get the region this camera covers. * @returns {Rectangle} region this camera covers. */ getRegion(): Rectangle; /** * Make this camera an orthographic camera with offset. * @param {Vector2} offset Camera offset (top-left corner). * @param {Boolean} ignoreViewportSize If true, will take the entire canvas size for calculation and ignore the viewport size, if set. * @param {Number} near Near clipping plane. * @param {Number} far Far clipping plane. */ orthographicOffset(offset: Vector2, ignoreViewportSize: boolean, near: number, far: number): void; /** * Make this camera an orthographic camera. * @param {Rectangle} region Camera left, top, bottom and right. If not set, will take entire canvas. * @param {Number} near Near clipping plane. * @param {Number} far Far clipping plane. */ orthographic(region: Rectangle, near: number, far: number): void; projection: Matrix; } import Rectangle = require("../utils/rectangle"); import Vector2 = require("../utils/vector2"); import Matrix = require("../utils/matrix.js"); //# sourceMappingURL=camera.d.ts.map