shaku
Version:
A simple and effective JavaScript game development framework that knows its place!
111 lines • 4.73 kB
TypeScript
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;
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