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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 = LinesBatch; /** * Colored lines renderer. * Responsible to drawing a batch of line segments or strips. */ declare class LinesBatch extends DrawBatch { /** * Create the sprites batch. * @param {Number=} lineSegmentsCount Internal buffers size, in line segments count (line segment = 3 vertices). Bigger value = faster rendering but more RAM. */ constructor(lineSegmentsCount?: number | undefined); /** * How many line segments this batch can hold. * @private */ private __maxLinesCount; /** * How many line segments we currently have. * @private */ private __linesCount; /** * Indicate there were changes in buffers. * @private */ private __dirty; /** * Optional method to trigger when shapes batch overflows and can't contain any more polygons. * @type {Function} * @name ShapesBatch#onOverflow */ onOverflow: Function; /** * If true, will floor vertices positions before pushing them to batch. * @type {Boolean} * @name ShapesBatch#snapPixels */ snapPixels: boolean; /** * If true, will draw lines as a single lines strip. * @type {Boolean} * @name ShapesBatch#linesStrip */ linesStrip: boolean; _buffers: { positionBuffer: any; positionArray: Float32Array; colorsBuffer: any; colorsArray: Float32Array; indexBuffer: any; }; __indicesType: any; /** * Push vertices to drawing batch. * @param {Array<Vertex>} vertices Vertices to push. Vertices count must be dividable by 3 to keep the batch consistent of polygons. */ drawVertices(vertices: Array<Vertex>): void; /** * Add a rectangle to draw. * @param {Vector2|Vector3} position Drawing position (at origin). If vector3 is provided, will pass z value to the shader code position attribute. * @param {Vector2|Vector3|Number} size Drawing size. If vector3 is provided, will pass z value to the shader code position attribute for the bottom vertices, as position.z + size.z. * @param {Color|Array<Color>|undefined=} color Rectangle color, or undefined to not change color. If array is set, will assign each color to different vertex, starting from top-left. * @param {Number=} rotation Rotate rectangle. * @param {Vector2=} origin Drawing origin. This will be the point at 'position' and rotation origin. * @param {Vector2=} skew Skew the drawing corners on X and Y axis, around the origin point. */ drawQuad(position: Vector2 | Vector3, size: Vector2 | Vector3 | number, color?: (Color | Array<Color> | undefined) | undefined, rotation?: number | undefined, origin?: Vector2 | undefined, skew?: Vector2 | undefined): void; /** * Add a rectangle that covers a given destination rectangle. * @param {Rectangle|Vector2} destRect Destination rectangle to draw on. If vector is provided, will draw from 0,0 with vector as size. * @param {Rectangle=} sourceRect Source rectangle, or undefined to use the entire texture. * @param {Color|Array<Color>|undefined=} color Rectangle color, or undefined to not change color. If array is set, will assign each color to different vertex, starting from top-left. * @param {Number=} rotation Rotate rectangle. * @param {Vector2=} origin Drawing origin. This will be the point at 'position' and rotation origin. */ drawRectangle(destRect: typeof import("../../utils/rectangle") | Vector2, sourceRect?: typeof import("../../utils/rectangle") | undefined, color?: (Color | Array<Color> | undefined) | undefined, rotation?: number | undefined, origin?: Vector2 | undefined): void; /** * Draw a colored circle. * @param {Circle} circle Circle to draw. * @param {Color} color Circle fill color. * @param {Number=} segmentsCount How many segments to build the circle from (more segments = smoother circle). * @param {Number|Vector2=} ratio If procided, will scale the circle on X and Y axis to turn it into an oval. If a number is provided, will use this number to scale Y axis. * @param {Number=} rotation If provided will rotate the oval / circle. */ drawCircle(circle: Circle, color: Color, segmentsCount?: number | undefined, ratio?: (number | Vector2) | undefined, rotation?: number | undefined): void; /** * Get how many line segments are currently in batch. * @returns {Number} Line segments in batch count. */ get linesInBatch(): number; /** * Get how many line segments this batch can contain. * @returns {Number} Max line segments count. */ get maxLinesCount(): number; /** * Check if this batch is full. * @returns {Boolean} True if batch is full. */ get isFull(): boolean; /** * Called when the batch becomes full while drawing and there's no handler. * @private */ private _handleFullBuffer; #private; } import DrawBatch = require("./draw_batch"); import Vertex = require("../vertex"); import Vector2 = require("../../utils/vector2"); import Vector3 = require("../../utils/vector3"); //# sourceMappingURL=lines_batch.d.ts.map