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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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declare const _exports: { builtinEffects: Dictionary; defaultTextureFilter: { Nearest: string; Linear: string; NearestMipmapNearest: string; LinearMipmapNearest: string; NearestMipmapLinear: string; LinearMipmapLinear: string; }; defaultTextureWrapMode: { Clamp: string; Repeat: string; RepeatMirrored: string; }; whiteTexture: import("../assets/texture_asset"); _internal: { _gfx: any; readonly gl: any; drawQuadsCount: number; drawCallsCount: number; drawShapePolygonsCount: number; useEffect(effect: any, overrideFlags: any): void; getRenderingRegionInternal(includeOffset: any): any; setTextureFilter(filter: any): void; setTextureWrapMode(wrapX: any, wrapY: any): void; setActiveTexture(texture: any): void; setBlendMode(blendMode: any): void; }; readonly webglVersion: number; readonly maxLineSegments: number; setContextAttributes(flags: Dictionary): void; setCanvas(element: HTMLCanvasElement): void; readonly canvas: HTMLCanvasElement; readonly DrawBatch: typeof import("./draw_batches/draw_batch"); readonly SpriteBatch: typeof import("./draw_batches/sprite_batch"); readonly SpriteBatch3D: typeof import("./draw_batches/sprite_batch_3d"); readonly TextSpriteBatch: typeof import("./draw_batches/text_batch"); readonly ShapesBatch: typeof import("./draw_batches/shapes_batch"); readonly LinesBatch: typeof import("./draw_batches/lines_batch"); readonly Effect: typeof import("./effects/effect"); readonly SpritesEffect: typeof import("./effects/sprites"); readonly SpritesEffectNoVertexColor: typeof import("./effects/sprites_no_vertex_color"); readonly ShapesEffect: typeof import("./effects/shapes"); readonly Sprites3dEffect: typeof import("./effects/sprites_3d"); readonly MsdfFontEffect: typeof import("./effects/msdf_font"); readonly Sprite: typeof import("./sprite"); readonly SpritesGroup: typeof import("./sprites_group"); readonly Matrix: typeof import("../utils/matrix"); readonly Vertex: typeof import("./vertex"); readonly TextAlignments: { Left: string; Right: string; Center: string; }; createCamera(withViewport: boolean): import("./camera"); createCamera3D(withViewport: boolean): import("./camera3d"); setCameraOrthographic(offset: import("../utils/vector2")): import("./camera"); maximizeCanvasSize(limitToParent?: boolean, allowOddNumbers?: boolean): void; setRenderTarget(texture: import("../assets/texture_asset") | import("../assets/texture_asset")[], keepCamera?: boolean): void; setResolution(width: number, height: number, updateCanvasStyle: boolean): void; resetCamera(): void; applyCamera(camera: import("./camera")): void; _viewport: import("../utils/rectangle"); "__#11@#_getRenderingRegionInternal"(includeOffset: boolean): import("../utils/rectangle"); "__#11@#_resetCachedRenderingRegion"(): void; getRenderingRegion(includeOffset: boolean): import("../utils/rectangle"); getRenderingSize(): import("../utils/vector2"); getCanvasSize(): import("../utils/vector2"); setup(): any; buildText(fontTexture: import("../assets/font_texture_asset"), text: string, fontSize?: number, color?: import("../utils/color") | import("../utils/color")[], alignment?: string, offset?: import("../utils/vector2"), marginFactor?: import("../utils/vector2")): import("./sprites_group"); centerCanvas(): void; inScreen(shape: any): boolean; centerCamera(position: import("../utils/vector2"), useCanvasSize: boolean): void; readonly BlendModes: { AlphaBlend: string; Opaque: string; Additive: string; Multiply: string; Subtract: string; Screen: string; Overlay: string; Invert: string; Darken: string; DestIn: string; DestOut: string; }; readonly TextureWrapModes: { Clamp: string; Repeat: string; RepeatMirrored: string; }; readonly TextureFilterModes: { Nearest: string; Linear: string; NearestMipmapNearest: string; LinearMipmapNearest: string; NearestMipmapLinear: string; LinearMipmapLinear: string; }; readonly drawCallsCount: number; readonly quadsDrawCount: number; readonly shapePolygonsDrawCount: number; clear(color?: import("../utils/color")): void; clearDepth(value?: number): void; startFrame(): void; endFrame(): void; destroy(): void; }; export = _exports; //# sourceMappingURL=index.d.ts.map