shaku
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A simple and effective JavaScript game development framework that knows its place!
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TypeScript
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");
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