6505 lines
222 KiB
TypeScript
6505 lines
222 KiB
TypeScript
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declare module es {
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/**
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* 全局核心类
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*/
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class Core {
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/**
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* 核心发射器。只发出核心级别的事件
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*/
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static emitter: Emitter<CoreEvents>;
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static paused: boolean;
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/**
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* 是否启用调试渲染
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*/
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static debugRenderEndabled: boolean;
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/**
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* 简化对内部类的全局内容实例的访问
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*/
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private static _instance;
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/**
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* 用于确定是否应该使用EntitySystems
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*/
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static entitySystemsEnabled: boolean;
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/**
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* 是否正在debug模式
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* 仅允许在create时进行更改
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*/
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readonly debug: boolean;
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_nextScene: Scene;
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/**
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* 用于凝聚GraphicsDeviceReset事件
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*/
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_graphicsDeviceChangeTimer: ITimer;
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/**
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* 全局访问系统
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*/
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_globalManagers: GlobalManager[];
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_coroutineManager: CoroutineManager;
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_timerManager: TimerManager;
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private constructor();
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/**
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* 提供对单例/游戏实例的访问
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* @constructor
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*/
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static readonly Instance: Core;
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_frameCounterElapsedTime: number;
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_frameCounter: number;
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_totalMemory: number;
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_titleMemory: (totalMemory: number, frameCounter: number) => void;
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_scene: Scene;
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/**
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* 当前活动的场景。注意,如果设置了该设置,在更新结束之前场景实际上不会改变
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*/
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/**
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* 当前活动的场景。注意,如果设置了该设置,在更新结束之前场景实际上不会改变
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* @param value
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*/
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static scene: Scene;
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/**
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* 默认实现创建核心
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*/
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static create(debug?: boolean): Core;
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/**
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* 添加一个全局管理器对象,它的更新方法将调用场景前的每一帧。
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* @param manager
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*/
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static registerGlobalManager(manager: es.GlobalManager): void;
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/**
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* 删除全局管理器对象
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* @param manager
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*/
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static unregisterGlobalManager(manager: es.GlobalManager): void;
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/**
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* 获取类型为T的全局管理器
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* @param type
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*/
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static getGlobalManager<T extends es.GlobalManager>(type: new (...args: any[]) => T): T;
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/**
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* 启动一个coroutine。Coroutine可以将number延时几秒或延时到其他startCoroutine.Yielding
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* null将使coroutine在下一帧被执行。
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* @param enumerator
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*/
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static startCoroutine(enumerator: any): ICoroutine;
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/**
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* 调度一个一次性或重复的计时器,该计时器将调用已传递的动作
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* @param timeInSeconds
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* @param repeats
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* @param context
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* @param onTime
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*/
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static schedule(timeInSeconds: number, repeats: boolean, context: any, onTime: (timer: ITimer) => void): Timer;
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startDebugDraw(): void;
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/**
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* 在一个场景结束后,下一个场景开始之前调用
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*/
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onSceneChanged(): void;
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protected initialize(): void;
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protected update(currentTime?: number): Promise<void>;
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}
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}
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declare module es {
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enum LogType {
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error = 0,
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warn = 1,
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log = 2,
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info = 3,
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trace = 4
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}
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class Debug {
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static warnIf(condition: boolean, format: string, ...args: any[]): void;
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static warn(format: string, ...args: any[]): void;
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static error(format: string, ...args: any[]): void;
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static log(type: LogType, format: string, ...args: any[]): void;
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}
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}
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declare module es {
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/**
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* 我们在这里存储了各种系统的默认颜色,如对撞机调试渲染、Debug.drawText等。
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* 命名方式尽可能采用CLASS-THING,以明确它的使用位置
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*/
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class DebugDefault {
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static debugText: number;
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static colliderBounds: number;
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static colliderEdge: number;
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static colliderPosition: number;
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static colliderCenter: number;
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static renderableBounds: number;
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static renderableCenter: number;
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static verletParticle: number;
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static verletConstraintEdge: number;
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}
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}
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declare module es {
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class Insist {
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static fail(message?: string, ...args: any[]): void;
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static isTrue(condition: boolean, message?: string, ...args: any[]): void;
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static isFalse(condition: boolean, message?: string, ...args: any[]): void;
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static isNull(obj: any, message?: string, ...args: any[]): void;
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static isNotNull(obj: any, message?: string, ...args: any[]): void;
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static areEqual(first: any, second: any, message: string, ...args: any[]): void;
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static areNotEqual(first: any, second: any, message: string, ...args: any[]): void;
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}
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}
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declare module es {
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/**
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* 执行顺序
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* - onAddedToEntity
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* - OnEnabled
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*
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* 删除执行顺序
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* - onRemovedFromEntity
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*/
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abstract class Component {
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static _idGenerator: number;
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/**
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* 此组件的唯一标识
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*/
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readonly id: number;
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/**
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* 此组件附加的实体
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*/
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entity: Entity;
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constructor();
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/**
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* 快速访问 this.entity.transform
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*/
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readonly transform: Transform;
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private _enabled;
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/**
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* 如果组件和实体都已启用,则为。当启用该组件时,将调用该组件的生命周期方法。状态的改变会导致调用onEnabled/onDisable。
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*/
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/**
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* 如果组件和实体都已启用,则为。当启用该组件时,将调用该组件的生命周期方法。状态的改变会导致调用onEnabled/onDisable。
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* @param value
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*/
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enabled: boolean;
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private _updateOrder;
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/** 更新此实体上组件的顺序 */
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/** 更新此实体上组件的顺序 */
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updateOrder: number;
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/**
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* 当此组件已分配其实体,但尚未添加到实体的活动组件列表时调用。有用的东西,如物理组件,需要访问转换来修改碰撞体的属性。
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*/
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initialize(): void;
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/**
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* 在提交所有挂起的组件更改后,将该组件添加到场景时调用。此时,设置了实体字段和实体。场景也设定好了。
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*/
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onAddedToEntity(): void;
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/**
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* 当此组件从其实体中移除时调用。在这里做所有的清理工作。
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*/
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onRemovedFromEntity(): void;
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/**
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* 当实体的位置改变时调用。这允许组件知道它们由于父实体的移动而移动了。
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* @param comp
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*/
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onEntityTransformChanged(comp: ComponentTransform): void;
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debugRender(batcher: IBatcher): void;
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/**
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*当父实体或此组件启用时调用
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*/
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onEnabled(): void;
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/**
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* 禁用父实体或此组件时调用
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*/
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onDisabled(): void;
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setEnabled(isEnabled: boolean): this;
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setUpdateOrder(updateOrder: number): this;
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}
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}
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declare module es {
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class ComponentType {
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static INDEX: number;
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private index_;
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private type_;
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constructor(type: Class, index?: number);
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getName(): string;
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getIndex(): number;
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toString(): string;
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}
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}
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declare module es {
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enum CoreEvents {
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/**
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* 当场景发生变化时触发
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*/
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sceneChanged = 0,
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/**
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* 每帧更新事件
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*/
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frameUpdated = 1,
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/**
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* 当渲染发生时触发
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*/
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renderChanged = 2
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}
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}
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declare module es {
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class EntityComparer implements IComparer<Entity> {
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compare(self: Entity, other: Entity): number;
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}
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class Entity implements IEqualityComparable {
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static entityComparer: IComparer<Entity>;
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/**
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* 当前实体所属的场景
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*/
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scene: Scene;
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/**
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* 实体名称。用于在场景范围内搜索实体
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*/
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name: string;
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/**
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* 此实体的唯一标识
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*/
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readonly id: number;
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/**
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* 封装实体的位置/旋转/缩放,并允许设置一个高层结构
|
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*/
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readonly transform: Transform;
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/**
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* 当前附加到此实体的所有组件的列表
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*/
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readonly components: ComponentList;
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/**
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|||
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* 指定应该调用这个entity update方法的频率。1表示每一帧,2表示每一帧,以此类推
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*/
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updateInterval: number;
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componentBits: Bits;
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constructor(name: string, id: number);
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_isDestroyed: boolean;
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/**
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|||
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* 如果调用了destroy,那么在下一次处理实体之前这将一直为true
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*/
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readonly isDestroyed: boolean;
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private _tag;
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/**
|
|||
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* 你可以随意使用。稍后可以使用它来查询场景中具有特定标记的所有实体
|
|||
|
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*/
|
|||
|
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/**
|
|||
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* 你可以随意使用。稍后可以使用它来查询场景中具有特定标记的所有实体
|
|||
|
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* @param value
|
|||
|
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*/
|
|||
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tag: number;
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private _enabled;
|
|||
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/**
|
|||
|
|
* 启用/禁用实体。当禁用碰撞器从物理系统和组件中移除时,方法将不会被调用
|
|||
|
|
*/
|
|||
|
|
/**
|
|||
|
|
* 启用/禁用实体。当禁用碰撞器从物理系统和组件中移除时,方法将不会被调用
|
|||
|
|
* @param value
|
|||
|
|
*/
|
|||
|
|
enabled: boolean;
|
|||
|
|
private _updateOrder;
|
|||
|
|
/**
|
|||
|
|
* 更新此实体的顺序。updateOrder还用于对scene.entities上的标签列表进行排序
|
|||
|
|
*/
|
|||
|
|
/**
|
|||
|
|
* 更新此实体的顺序。updateOrder还用于对scene.entities上的标签列表进行排序
|
|||
|
|
* @param value
|
|||
|
|
*/
|
|||
|
|
updateOrder: number;
|
|||
|
|
parent: Transform;
|
|||
|
|
readonly childCount: number;
|
|||
|
|
position: Vector2;
|
|||
|
|
localPosition: Vector2;
|
|||
|
|
rotation: number;
|
|||
|
|
rotationDegrees: number;
|
|||
|
|
localRotation: number;
|
|||
|
|
localRotationDegrees: number;
|
|||
|
|
scale: Vector2;
|
|||
|
|
localScale: Vector2;
|
|||
|
|
readonly worldInverseTransform: Matrix2D;
|
|||
|
|
readonly localToWorldTransform: Matrix2D;
|
|||
|
|
readonly worldToLocalTransform: Matrix2D;
|
|||
|
|
onTransformChanged(comp: ComponentTransform): void;
|
|||
|
|
setParent(parent: Entity): any;
|
|||
|
|
setParent(parent: Transform): any;
|
|||
|
|
setPosition(x: number, y: number): this;
|
|||
|
|
setLocalPosition(localPosition: Vector2): this;
|
|||
|
|
setRotation(radians: number): this;
|
|||
|
|
setRotationDegrees(degrees: number): this;
|
|||
|
|
setLocalRotation(radians: number): this;
|
|||
|
|
setLocalRotationDegrees(degrees: number): this;
|
|||
|
|
setScale(scale: number): any;
|
|||
|
|
setScale(scale: Vector2): any;
|
|||
|
|
setLocalScale(scale: number): any;
|
|||
|
|
setLocalScale(scale: Vector2): any;
|
|||
|
|
/**
|
|||
|
|
* 设置实体的标记
|
|||
|
|
* @param tag
|
|||
|
|
*/
|
|||
|
|
setTag(tag: number): Entity;
|
|||
|
|
/**
|
|||
|
|
* 设置实体的启用状态。当禁用碰撞器从物理系统和组件中移除时,方法将不会被调用
|
|||
|
|
* @param isEnabled
|
|||
|
|
*/
|
|||
|
|
setEnabled(isEnabled: boolean): this;
|
|||
|
|
/**
|
|||
|
|
* 设置此实体的更新顺序。updateOrder还用于对scene.entities上的标签列表进行排序
|
|||
|
|
* @param updateOrder
|
|||
|
|
*/
|
|||
|
|
setUpdateOrder(updateOrder: number): this;
|
|||
|
|
/**
|
|||
|
|
* 从场景中删除实体并销毁所有子元素
|
|||
|
|
*/
|
|||
|
|
destroy(): void;
|
|||
|
|
/**
|
|||
|
|
* 将实体从场景中分离。下面的生命周期方法将被调用在组件上:OnRemovedFromEntity
|
|||
|
|
*/
|
|||
|
|
detachFromScene(): void;
|
|||
|
|
/**
|
|||
|
|
* 将一个先前分离的实体附加到一个新的场景
|
|||
|
|
* @param newScene
|
|||
|
|
*/
|
|||
|
|
attachToScene(newScene: Scene): void;
|
|||
|
|
/**
|
|||
|
|
* 在提交了所有挂起的实体更改后,将此实体添加到场景时调用
|
|||
|
|
*/
|
|||
|
|
onAddedToScene(): void;
|
|||
|
|
/**
|
|||
|
|
* 当此实体从场景中删除时调用
|
|||
|
|
*/
|
|||
|
|
onRemovedFromScene(): void;
|
|||
|
|
/**
|
|||
|
|
* 每帧进行调用进行更新组件
|
|||
|
|
*/
|
|||
|
|
update(): void;
|
|||
|
|
debugRender(batcher: IBatcher): void;
|
|||
|
|
/**
|
|||
|
|
* 创建组件的新实例。返回实例组件
|
|||
|
|
* @param componentType
|
|||
|
|
*/
|
|||
|
|
createComponent<T extends Component>(componentType: new (...args: any[]) => T): T;
|
|||
|
|
/**
|
|||
|
|
* 将组件添加到组件列表中。返回组件。
|
|||
|
|
* @param component
|
|||
|
|
*/
|
|||
|
|
addComponent<T extends Component>(component: T): T;
|
|||
|
|
/**
|
|||
|
|
* 获取类型T的第一个组件并返回它。如果没有找到组件,则返回null。
|
|||
|
|
* @param type
|
|||
|
|
*/
|
|||
|
|
getComponent<T extends Component>(type: new (...args: any[]) => T): T;
|
|||
|
|
/**
|
|||
|
|
* 获取类型T的第一个并已加入场景的组件并返回它。如果没有找到组件,则返回null。
|
|||
|
|
* @param type
|
|||
|
|
* @returns
|
|||
|
|
*/
|
|||
|
|
getComponentInScene<T extends Component>(type: new (...args: any[]) => T): T;
|
|||
|
|
/**
|
|||
|
|
* 尝试获取T类型的组件。如果未找到任何组件,则返回false
|
|||
|
|
* @param type
|
|||
|
|
* @param outComponent
|
|||
|
|
* @returns
|
|||
|
|
*/
|
|||
|
|
tryGetComponent<T extends Component>(type: new (...args: any[]) => T, outComponent: Ref<T>): boolean;
|
|||
|
|
/**
|
|||
|
|
* 检查实体是否具有该组件
|
|||
|
|
* @param type
|
|||
|
|
*/
|
|||
|
|
hasComponent<T extends Component>(type: new (...args: any[]) => T): boolean;
|
|||
|
|
/**
|
|||
|
|
* 获取类型T的第一个组件并返回它。如果没有找到组件,将创建组件。
|
|||
|
|
* @param type
|
|||
|
|
*/
|
|||
|
|
getOrCreateComponent<T extends Component>(type: new (...args: any[]) => T): T;
|
|||
|
|
/**
|
|||
|
|
* 获取typeName类型的所有组件,但不使用列表分配
|
|||
|
|
* @param typeName
|
|||
|
|
* @param componentList
|
|||
|
|
*/
|
|||
|
|
getComponents(typeName: any, componentList?: any): any[];
|
|||
|
|
/**
|
|||
|
|
* 从组件列表中删除组件
|
|||
|
|
* @param component
|
|||
|
|
*/
|
|||
|
|
removeComponent(component: Component): void;
|
|||
|
|
/**
|
|||
|
|
* 从组件列表中删除类型为T的第一个组件
|
|||
|
|
* @param type
|
|||
|
|
*/
|
|||
|
|
removeComponentForType<T extends Component>(type: any): boolean;
|
|||
|
|
/**
|
|||
|
|
* 从实体中删除所有组件
|
|||
|
|
*/
|
|||
|
|
removeAllComponents(): void;
|
|||
|
|
tweenPositionTo(to: Vector2, duration?: number): ITween<Vector2>;
|
|||
|
|
tweenLocalPositionTo(to: Vector2, duration?: number): ITween<Vector2>;
|
|||
|
|
tweenScaleTo(to: Vector2, duration?: number): any;
|
|||
|
|
tweenScaleTo(to: number, duration?: number): any;
|
|||
|
|
tweenLocalScaleTo(to: Vector2, duration?: any): any;
|
|||
|
|
tweenLocalScaleTo(to: number, duration?: any): any;
|
|||
|
|
tweenRotationDegreesTo(to: number, duration?: number): TransformVector2Tween;
|
|||
|
|
tweenLocalRotationDegreesTo(to: number, duration?: number): TransformVector2Tween;
|
|||
|
|
compareTo(other: Entity): number;
|
|||
|
|
equals(other: Entity): boolean;
|
|||
|
|
getHashCode(): number;
|
|||
|
|
toString(): string;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
/** 2d 向量 */
|
|||
|
|
class Vector2 implements IEquatable<Vector2> {
|
|||
|
|
x: number;
|
|||
|
|
y: number;
|
|||
|
|
/**
|
|||
|
|
* 从两个值构造一个带有X和Y的二维向量。
|
|||
|
|
* @param x 二维空间中的x坐标
|
|||
|
|
* @param y 二维空间的y坐标
|
|||
|
|
*/
|
|||
|
|
constructor(x?: number, y?: number);
|
|||
|
|
static readonly zero: Vector2;
|
|||
|
|
static readonly one: Vector2;
|
|||
|
|
static readonly unitX: Vector2;
|
|||
|
|
static readonly unitY: Vector2;
|
|||
|
|
static readonly up: Vector2;
|
|||
|
|
static readonly down: Vector2;
|
|||
|
|
static readonly left: Vector2;
|
|||
|
|
static readonly right: Vector2;
|
|||
|
|
/**
|
|||
|
|
*
|
|||
|
|
* @param value1
|
|||
|
|
* @param value2
|
|||
|
|
*/
|
|||
|
|
static add(value1: Vector2, value2: Vector2): Vector2;
|
|||
|
|
/**
|
|||
|
|
*
|
|||
|
|
* @param value1
|
|||
|
|
* @param value2
|
|||
|
|
*/
|
|||
|
|
static divide(value1: Vector2, value2: Vector2): Vector2;
|
|||
|
|
static divideScaler(value1: Vector2, value2: number): Vector2;
|
|||
|
|
/**
|
|||
|
|
* 返回两个向量之间距离的平方
|
|||
|
|
* @param value1
|
|||
|
|
* @param value2
|
|||
|
|
*/
|
|||
|
|
static sqrDistance(value1: Vector2, value2: Vector2): number;
|
|||
|
|
/**
|
|||
|
|
* 将指定的值限制在一个范围内
|
|||
|
|
* @param value1
|
|||
|
|
* @param min
|
|||
|
|
* @param max
|
|||
|
|
*/
|
|||
|
|
static clamp(value1: Vector2, min: Vector2, max: Vector2): Vector2;
|
|||
|
|
/**
|
|||
|
|
* 创建一个新的Vector2,其中包含指定向量的线性插值
|
|||
|
|
* @param value1 第一个向量
|
|||
|
|
* @param value2 第二个向量
|
|||
|
|
* @param amount 加权值(0.0-1.0之间)
|
|||
|
|
* @returns 指定向量的线性插值结果
|
|||
|
|
*/
|
|||
|
|
static lerp(value1: Vector2, value2: Vector2, amount: number): Vector2;
|
|||
|
|
/**
|
|||
|
|
* 创建一个新的Vector2,其中包含指定矢量的线性插值
|
|||
|
|
* @param value1
|
|||
|
|
* @param value2
|
|||
|
|
* @param amount
|
|||
|
|
* @returns
|
|||
|
|
*/
|
|||
|
|
static lerpPrecise(value1: Vector2, value2: Vector2, amount: number): Vector2;
|
|||
|
|
/**
|
|||
|
|
* 创建一个新的Vector2,该Vector2包含了通过指定的Matrix进行的二维向量变换。
|
|||
|
|
* @param position
|
|||
|
|
* @param matrix
|
|||
|
|
*/
|
|||
|
|
static transform(position: Vector2, matrix: Matrix2D): Vector2;
|
|||
|
|
/**
|
|||
|
|
* 创建一个新的Vector2,其中包含由指定的Matrix转换的指定法线
|
|||
|
|
* @param normal
|
|||
|
|
* @param matrix
|
|||
|
|
*/
|
|||
|
|
static transformNormal(normal: Vector2, matrix: Matrix): Vector2;
|
|||
|
|
/**
|
|||
|
|
* 返回两个向量之间的距离
|
|||
|
|
* @param value1
|
|||
|
|
* @param value2
|
|||
|
|
* @returns 两个向量之间的距离
|
|||
|
|
*/
|
|||
|
|
static distance(vec1: Vector2, vec2: Vector2): number;
|
|||
|
|
/**
|
|||
|
|
* 返回两个向量之间的角度,单位是度数
|
|||
|
|
* @param from
|
|||
|
|
* @param to
|
|||
|
|
*/
|
|||
|
|
static angle(from: Vector2, to: Vector2): number;
|
|||
|
|
/**
|
|||
|
|
* 创建一个包含指定向量反转的新Vector2
|
|||
|
|
* @param value
|
|||
|
|
* @returns 矢量反演的结果
|
|||
|
|
*/
|
|||
|
|
static negate(value: Vector2): Vector2;
|
|||
|
|
/**
|
|||
|
|
* 创建一个新的Vector2,其中包含给定矢量和法线的反射矢量
|
|||
|
|
* @param vector
|
|||
|
|
* @param normal
|
|||
|
|
* @returns
|
|||
|
|
*/
|
|||
|
|
static reflect(vector: Vector2, normal: Vector2): Vector2;
|
|||
|
|
/**
|
|||
|
|
* 创建一个新的Vector2,其中包含指定矢量的三次插值
|
|||
|
|
* @param value1
|
|||
|
|
* @param value2
|
|||
|
|
* @param amount
|
|||
|
|
* @returns
|
|||
|
|
*/
|
|||
|
|
static smoothStep(value1: Vector2, value2: Vector2, amount: number): Vector2;
|
|||
|
|
setTo(x: number, y: number): void;
|
|||
|
|
negate(): Vector2;
|
|||
|
|
/**
|
|||
|
|
*
|
|||
|
|
* @param value
|
|||
|
|
*/
|
|||
|
|
add(v: Vector2): Vector2;
|
|||
|
|
addEqual(v: Vector2): Vector2;
|
|||
|
|
/**
|
|||
|
|
*
|
|||
|
|
* @param value
|
|||
|
|
*/
|
|||
|
|
divide(value: Vector2): Vector2;
|
|||
|
|
divideScaler(value: number): Vector2;
|
|||
|
|
/**
|
|||
|
|
*
|
|||
|
|
* @param value
|
|||
|
|
*/
|
|||
|
|
multiply(value: Vector2): Vector2;
|
|||
|
|
/**
|
|||
|
|
*
|
|||
|
|
* @param value
|
|||
|
|
* @returns
|
|||
|
|
*/
|
|||
|
|
multiplyScaler(value: number): Vector2;
|
|||
|
|
/**
|
|||
|
|
* 从当前Vector2减去一个Vector2
|
|||
|
|
* @param value 要减去的Vector2
|
|||
|
|
* @returns 当前Vector2
|
|||
|
|
*/
|
|||
|
|
sub(value: Vector2): Vector2;
|
|||
|
|
subEqual(v: Vector2): Vector2;
|
|||
|
|
dot(v: Vector2): number;
|
|||
|
|
/**
|
|||
|
|
*
|
|||
|
|
* @param size
|
|||
|
|
* @returns
|
|||
|
|
*/
|
|||
|
|
scale(size: number): Vector2;
|
|||
|
|
scaleEqual(size: number): Vector2;
|
|||
|
|
transform(matrix: Matrix2D): Vector2;
|
|||
|
|
normalize(): Vector2;
|
|||
|
|
/**
|
|||
|
|
* 将这个Vector2变成一个方向相同的单位向量
|
|||
|
|
*/
|
|||
|
|
normalizeEqual(): Vector2;
|
|||
|
|
magnitude(): number;
|
|||
|
|
distance(v?: Vector2): number;
|
|||
|
|
/**
|
|||
|
|
* 返回该Vector2的平方长度
|
|||
|
|
* @returns 这个Vector2的平方长度
|
|||
|
|
*/
|
|||
|
|
lengthSquared(): number;
|
|||
|
|
/**
|
|||
|
|
* 四舍五入X和Y值
|
|||
|
|
*/
|
|||
|
|
round(): Vector2;
|
|||
|
|
/**
|
|||
|
|
* 返回以自己为中心点的左右角,单位为度
|
|||
|
|
* @param left
|
|||
|
|
* @param right
|
|||
|
|
*/
|
|||
|
|
angleBetween(left: Vector2, right: Vector2): number;
|
|||
|
|
/**
|
|||
|
|
* 比较当前实例是否等于指定的对象
|
|||
|
|
* @param other 要比较的对象
|
|||
|
|
* @returns 如果实例相同true 否则false
|
|||
|
|
*/
|
|||
|
|
equals(other: Vector2, tolerance?: number): boolean;
|
|||
|
|
isValid(): boolean;
|
|||
|
|
/**
|
|||
|
|
* 创建一个新的Vector2,其中包含来自两个向量的最小值
|
|||
|
|
* @param value1
|
|||
|
|
* @param value2
|
|||
|
|
* @returns
|
|||
|
|
*/
|
|||
|
|
static min(value1: Vector2, value2: Vector2): Vector2;
|
|||
|
|
/**
|
|||
|
|
* 创建一个新的Vector2,其中包含两个向量的最大值
|
|||
|
|
* @param value1
|
|||
|
|
* @param value2
|
|||
|
|
* @returns
|
|||
|
|
*/
|
|||
|
|
static max(value1: Vector2, value2: Vector2): Vector2;
|
|||
|
|
/**
|
|||
|
|
* 创建一个新的Vector2,其中包含Hermite样条插值
|
|||
|
|
* @param value1
|
|||
|
|
* @param tangent1
|
|||
|
|
* @param value2
|
|||
|
|
* @param tangent2
|
|||
|
|
* @param amount
|
|||
|
|
* @returns
|
|||
|
|
*/
|
|||
|
|
static hermite(value1: Vector2, tangent1: Vector2, value2: Vector2, tangent2: Vector2, amount: number): Vector2;
|
|||
|
|
static unsignedAngle(from: Vector2, to: Vector2, round?: boolean): number;
|
|||
|
|
clone(): Vector2;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
/** 场景 */
|
|||
|
|
class Scene {
|
|||
|
|
camera: ICamera;
|
|||
|
|
/** 这个场景中的实体列表 */
|
|||
|
|
readonly entities: EntityList;
|
|||
|
|
readonly renderableComponents: RenderableComponentList;
|
|||
|
|
/** 管理所有实体处理器 */
|
|||
|
|
readonly entityProcessors: EntityProcessorList;
|
|||
|
|
readonly _sceneComponents: SceneComponent[];
|
|||
|
|
_renderers: Renderer[];
|
|||
|
|
readonly identifierPool: IdentifierPool;
|
|||
|
|
private _didSceneBegin;
|
|||
|
|
constructor();
|
|||
|
|
/**
|
|||
|
|
* 在场景子类中重写这个,然后在这里进行加载。
|
|||
|
|
* 在场景设置好之后,但在调用begin之前,从contructor中调用这个函数
|
|||
|
|
*/
|
|||
|
|
initialize(): void;
|
|||
|
|
/**
|
|||
|
|
* 当Core将这个场景设置为活动场景时,这个将被调用
|
|||
|
|
*/
|
|||
|
|
onStart(): void;
|
|||
|
|
/**
|
|||
|
|
* 在场景子类中重写这个,并在这里做任何必要的卸载。
|
|||
|
|
* 当Core把这个场景从活动槽中移除时,这个被调用。
|
|||
|
|
*/
|
|||
|
|
unload(): void;
|
|||
|
|
begin(): void;
|
|||
|
|
end(): void;
|
|||
|
|
update(): void;
|
|||
|
|
render(): void;
|
|||
|
|
addRenderer<T extends Renderer>(renderer: T): T;
|
|||
|
|
getRenderer<T extends Renderer>(type: new (...args: any[]) => T): T;
|
|||
|
|
removeRenderer(renderer: Renderer): void;
|
|||
|
|
/**
|
|||
|
|
* 向组件列表添加并返回SceneComponent
|
|||
|
|
* @param component
|
|||
|
|
*/
|
|||
|
|
addSceneComponent<T extends SceneComponent>(component: T): T;
|
|||
|
|
/**
|
|||
|
|
* 获取类型为T的第一个SceneComponent并返回它。如果没有找到组件,则返回null。
|
|||
|
|
* @param type
|
|||
|
|
*/
|
|||
|
|
getSceneComponent<T extends SceneComponent>(type: any): T;
|
|||
|
|
/**
|
|||
|
|
* 获取类型为T的第一个SceneComponent并返回它。如果没有找到SceneComponent,则将创建SceneComponent。
|
|||
|
|
* @param type
|
|||
|
|
*/
|
|||
|
|
getOrCreateSceneComponent<T extends SceneComponent>(type: any): T;
|
|||
|
|
/**
|
|||
|
|
* 从SceneComponents列表中删除一个SceneComponent
|
|||
|
|
* @param component
|
|||
|
|
*/
|
|||
|
|
removeSceneComponent(component: SceneComponent): void;
|
|||
|
|
/**
|
|||
|
|
* 将实体添加到此场景,并返回它
|
|||
|
|
* @param name
|
|||
|
|
*/
|
|||
|
|
createEntity(name: string): Entity;
|
|||
|
|
/**
|
|||
|
|
* 在场景的实体列表中添加一个实体
|
|||
|
|
* @param entity
|
|||
|
|
*/
|
|||
|
|
addEntity(entity: Entity): Entity;
|
|||
|
|
/**
|
|||
|
|
* 从场景中删除所有实体
|
|||
|
|
*/
|
|||
|
|
destroyAllEntities(): void;
|
|||
|
|
/**
|
|||
|
|
* 搜索并返回第一个具有名称的实体
|
|||
|
|
* @param name
|
|||
|
|
*/
|
|||
|
|
findEntity(name: string): Entity;
|
|||
|
|
findEntityById(id: number): Entity;
|
|||
|
|
/**
|
|||
|
|
* 返回具有给定标记的所有实体
|
|||
|
|
* @param tag
|
|||
|
|
*/
|
|||
|
|
findEntitiesWithTag(tag: number): Entity[];
|
|||
|
|
/**
|
|||
|
|
* 返回提一个具有该标记的实体
|
|||
|
|
* @param tag
|
|||
|
|
* @returns
|
|||
|
|
*/
|
|||
|
|
findEntityWithTag(tag: number): Entity;
|
|||
|
|
/**
|
|||
|
|
* 返回第一个启用加载的类型为T的组件
|
|||
|
|
* @param type
|
|||
|
|
*/
|
|||
|
|
findComponentOfType<T extends Component>(type: new (...args: any[]) => T): T;
|
|||
|
|
/**
|
|||
|
|
* 返回类型为T的所有已启用已加载组件的列表
|
|||
|
|
* @param type
|
|||
|
|
*/
|
|||
|
|
findComponentsOfType<T extends Component>(type: new (...args: any[]) => T): T[];
|
|||
|
|
/**
|
|||
|
|
* 返回场景中包含特定组件的实体列表
|
|||
|
|
* @param type
|
|||
|
|
* @returns
|
|||
|
|
*/
|
|||
|
|
findEntitiesOfComponent(...types: any[]): Entity[];
|
|||
|
|
/**
|
|||
|
|
* 在场景中添加一个EntitySystem处理器
|
|||
|
|
* @param processor 处理器
|
|||
|
|
*/
|
|||
|
|
addEntityProcessor(processor: EntitySystem): EntitySystem;
|
|||
|
|
/**
|
|||
|
|
* 从场景中删除EntitySystem处理器
|
|||
|
|
* @param processor
|
|||
|
|
*/
|
|||
|
|
removeEntityProcessor(processor: EntitySystem): void;
|
|||
|
|
/**
|
|||
|
|
* 获取EntitySystem处理器
|
|||
|
|
*/
|
|||
|
|
getEntityProcessor<T extends EntitySystem>(type: new (...args: any[]) => T): T;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
enum ComponentTransform {
|
|||
|
|
position = 0,
|
|||
|
|
scale = 1,
|
|||
|
|
rotation = 2
|
|||
|
|
}
|
|||
|
|
enum DirtyType {
|
|||
|
|
clean = 0,
|
|||
|
|
positionDirty = 1,
|
|||
|
|
scaleDirty = 2,
|
|||
|
|
rotationDirty = 4
|
|||
|
|
}
|
|||
|
|
class Transform {
|
|||
|
|
/** 与此转换关联的实体 */
|
|||
|
|
readonly entity: Entity;
|
|||
|
|
hierarchyDirty: DirtyType;
|
|||
|
|
_localDirty: boolean;
|
|||
|
|
_localPositionDirty: boolean;
|
|||
|
|
_localScaleDirty: boolean;
|
|||
|
|
_localRotationDirty: boolean;
|
|||
|
|
_positionDirty: boolean;
|
|||
|
|
_worldToLocalDirty: boolean;
|
|||
|
|
_worldInverseDirty: boolean;
|
|||
|
|
/**
|
|||
|
|
* 值会根据位置、旋转和比例自动重新计算
|
|||
|
|
*/
|
|||
|
|
_localTransform: Matrix2D;
|
|||
|
|
/**
|
|||
|
|
* 值将自动从本地和父矩阵重新计算。
|
|||
|
|
*/
|
|||
|
|
_worldTransform: Matrix2D;
|
|||
|
|
_rotationMatrix: Matrix2D;
|
|||
|
|
_translationMatrix: Matrix2D;
|
|||
|
|
_scaleMatrix: Matrix2D;
|
|||
|
|
_children: Transform[];
|
|||
|
|
constructor(entity: Entity);
|
|||
|
|
/**
|
|||
|
|
* 这个转换的所有子元素
|
|||
|
|
*/
|
|||
|
|
readonly childCount: number;
|
|||
|
|
/**
|
|||
|
|
* 变换在世界空间的旋转度
|
|||
|
|
*/
|
|||
|
|
/**
|
|||
|
|
* 变换在世界空间的旋转度
|
|||
|
|
* @param value
|
|||
|
|
*/
|
|||
|
|
rotationDegrees: number;
|
|||
|
|
/**
|
|||
|
|
* 旋转相对于父变换旋转的角度
|
|||
|
|
*/
|
|||
|
|
/**
|
|||
|
|
* 旋转相对于父变换旋转的角度
|
|||
|
|
* @param value
|
|||
|
|
*/
|
|||
|
|
localRotationDegrees: number;
|
|||
|
|
readonly localToWorldTransform: Matrix2D;
|
|||
|
|
_parent: Transform;
|
|||
|
|
/**
|
|||
|
|
* 获取此转换的父转换
|
|||
|
|
*/
|
|||
|
|
/**
|
|||
|
|
* 设置此转换的父转换
|
|||
|
|
* @param value
|
|||
|
|
*/
|
|||
|
|
parent: Transform;
|
|||
|
|
_worldToLocalTransform: Matrix2D;
|
|||
|
|
readonly worldToLocalTransform: Matrix2D;
|
|||
|
|
_worldInverseTransform: Matrix2D;
|
|||
|
|
readonly worldInverseTransform: Matrix2D;
|
|||
|
|
_position: Vector2;
|
|||
|
|
/**
|
|||
|
|
* 变换在世界空间中的位置
|
|||
|
|
*/
|
|||
|
|
/**
|
|||
|
|
* 变换在世界空间中的位置
|
|||
|
|
* @param value
|
|||
|
|
*/
|
|||
|
|
position: Vector2;
|
|||
|
|
_scale: Vector2;
|
|||
|
|
/**
|
|||
|
|
* 变换在世界空间的缩放
|
|||
|
|
*/
|
|||
|
|
/**
|
|||
|
|
* 变换在世界空间的缩放
|
|||
|
|
* @param value
|
|||
|
|
*/
|
|||
|
|
scale: Vector2;
|
|||
|
|
_rotation: number;
|
|||
|
|
/**
|
|||
|
|
* 在世界空间中以弧度旋转的变换
|
|||
|
|
*/
|
|||
|
|
/**
|
|||
|
|
* 变换在世界空间的旋转度
|
|||
|
|
* @param value
|
|||
|
|
*/
|
|||
|
|
rotation: number;
|
|||
|
|
_localPosition: Vector2;
|
|||
|
|
/**
|
|||
|
|
* 转换相对于父转换的位置。如果转换没有父元素,则与transform.position相同
|
|||
|
|
*/
|
|||
|
|
/**
|
|||
|
|
* 转换相对于父转换的位置。如果转换没有父元素,则与transform.position相同
|
|||
|
|
* @param value
|
|||
|
|
*/
|
|||
|
|
localPosition: Vector2;
|
|||
|
|
_localScale: Vector2;
|
|||
|
|
/**
|
|||
|
|
* 转换相对于父元素的比例。如果转换没有父元素,则与transform.scale相同
|
|||
|
|
*/
|
|||
|
|
/**
|
|||
|
|
* 转换相对于父元素的比例。如果转换没有父元素,则与transform.scale相同
|
|||
|
|
* @param value
|
|||
|
|
*/
|
|||
|
|
localScale: Vector2;
|
|||
|
|
_localRotation: number;
|
|||
|
|
/**
|
|||
|
|
* 相对于父变换的旋转,变换的旋转。如果转换没有父元素,则与transform.rotation相同
|
|||
|
|
*/
|
|||
|
|
/**
|
|||
|
|
* 相对于父变换的旋转,变换的旋转。如果转换没有父元素,则与transform.rotation相同
|
|||
|
|
* @param value
|
|||
|
|
*/
|
|||
|
|
localRotation: number;
|
|||
|
|
/**
|
|||
|
|
* 返回在索引处的转换子元素
|
|||
|
|
* @param index
|
|||
|
|
*/
|
|||
|
|
getChild(index: number): Transform;
|
|||
|
|
/**
|
|||
|
|
* 设置此转换的父转换
|
|||
|
|
* @param parent
|
|||
|
|
*/
|
|||
|
|
setParent(parent: Transform): Transform;
|
|||
|
|
/**
|
|||
|
|
* 设置转换在世界空间中的位置
|
|||
|
|
* @param x
|
|||
|
|
* @param y
|
|||
|
|
*/
|
|||
|
|
setPosition(x: number, y: number): Transform;
|
|||
|
|
/**
|
|||
|
|
* 设置转换相对于父转换的位置。如果转换没有父元素,则与transform.position相同
|
|||
|
|
* @param localPosition
|
|||
|
|
*/
|
|||
|
|
setLocalPosition(localPosition: Vector2): Transform;
|
|||
|
|
/**
|
|||
|
|
* 设置变换在世界空间的旋转度
|
|||
|
|
* @param radians
|
|||
|
|
*/
|
|||
|
|
setRotation(radians: number): Transform;
|
|||
|
|
/**
|
|||
|
|
* 设置变换在世界空间的旋转度
|
|||
|
|
* @param degrees
|
|||
|
|
*/
|
|||
|
|
setRotationDegrees(degrees: number): Transform;
|
|||
|
|
/**
|
|||
|
|
* 旋转精灵的顶部,使其朝向位置
|
|||
|
|
* @param pos
|
|||
|
|
*/
|
|||
|
|
lookAt(pos: Vector2): void;
|
|||
|
|
/**
|
|||
|
|
* 相对于父变换的旋转设置变换的旋转。如果转换没有父元素,则与transform.rotation相同
|
|||
|
|
* @param radians
|
|||
|
|
*/
|
|||
|
|
setLocalRotation(radians: number): this;
|
|||
|
|
/**
|
|||
|
|
* 相对于父变换的旋转设置变换的旋转。如果转换没有父元素,则与transform.rotation相同
|
|||
|
|
* @param degrees
|
|||
|
|
*/
|
|||
|
|
setLocalRotationDegrees(degrees: number): Transform;
|
|||
|
|
/**
|
|||
|
|
* 设置变换在世界空间中的缩放
|
|||
|
|
* @param scale
|
|||
|
|
*/
|
|||
|
|
setScale(scale: Vector2): Transform;
|
|||
|
|
/**
|
|||
|
|
* 设置转换相对于父对象的比例。如果转换没有父元素,则与transform.scale相同
|
|||
|
|
* @param scale
|
|||
|
|
*/
|
|||
|
|
setLocalScale(scale: Vector2): Transform;
|
|||
|
|
/**
|
|||
|
|
* 对精灵坐标进行四舍五入
|
|||
|
|
*/
|
|||
|
|
roundPosition(): void;
|
|||
|
|
updateTransform(): void;
|
|||
|
|
setDirty(dirtyFlagType: DirtyType): void;
|
|||
|
|
/**
|
|||
|
|
* 从另一个transform属性进行拷贝
|
|||
|
|
* @param transform
|
|||
|
|
*/
|
|||
|
|
copyFrom(transform: Transform): void;
|
|||
|
|
toString(): string;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
/**
|
|||
|
|
* 接口,当添加到一个Component时,只要Component和实体被启用,它就会在每个框架中调用更新方法。
|
|||
|
|
*/
|
|||
|
|
interface IUpdatable {
|
|||
|
|
enabled: boolean;
|
|||
|
|
updateOrder: number;
|
|||
|
|
update(): any;
|
|||
|
|
}
|
|||
|
|
/**
|
|||
|
|
* 用于比较组件更新排序
|
|||
|
|
*/
|
|||
|
|
class IUpdatableComparer implements IComparer<IUpdatable> {
|
|||
|
|
compare(a: IUpdatable, b: IUpdatable): number;
|
|||
|
|
}
|
|||
|
|
var isIUpdatable: (props: any) => props is IUpdatable;
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class SceneComponent implements IComparer<SceneComponent> {
|
|||
|
|
/**
|
|||
|
|
* 这个场景组件被附加到的场景
|
|||
|
|
*/
|
|||
|
|
scene: Scene;
|
|||
|
|
/**
|
|||
|
|
* 如果启用了SceneComponent,则为true。状态的改变会导致调用onEnabled/onDisable。
|
|||
|
|
*/
|
|||
|
|
/**
|
|||
|
|
* 如果启用了SceneComponent,则为true。状态的改变会导致调用onEnabled/onDisable。
|
|||
|
|
* @param value
|
|||
|
|
*/
|
|||
|
|
enabled: boolean;
|
|||
|
|
/**
|
|||
|
|
* 更新此场景中SceneComponents的顺序
|
|||
|
|
*/
|
|||
|
|
updateOrder: number;
|
|||
|
|
_enabled: boolean;
|
|||
|
|
/**
|
|||
|
|
* 在启用此SceneComponent时调用
|
|||
|
|
*/
|
|||
|
|
onEnabled(): void;
|
|||
|
|
/**
|
|||
|
|
* 当禁用此SceneComponent时调用
|
|||
|
|
*/
|
|||
|
|
onDisabled(): void;
|
|||
|
|
/**
|
|||
|
|
* 当该SceneComponent从场景中移除时调用
|
|||
|
|
*/
|
|||
|
|
onRemovedFromScene(): void;
|
|||
|
|
/**
|
|||
|
|
* 在实体更新之前每一帧调用
|
|||
|
|
*/
|
|||
|
|
update(): void;
|
|||
|
|
/**
|
|||
|
|
* 启用/禁用这个SceneComponent
|
|||
|
|
* @param isEnabled
|
|||
|
|
*/
|
|||
|
|
setEnabled(isEnabled: boolean): SceneComponent;
|
|||
|
|
/**
|
|||
|
|
* 设置SceneComponent的updateOrder并触发某种SceneComponent
|
|||
|
|
* @param updateOrder
|
|||
|
|
*/
|
|||
|
|
setUpdateOrder(updateOrder: number): this;
|
|||
|
|
compare(other: SceneComponent): number;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
/**
|
|||
|
|
* 请注意,这不是一个完整的、多迭代的物理系统!它可以用于简单的、街机风格的物理。
|
|||
|
|
* 这可以用于简单的,街机风格的物理学
|
|||
|
|
*/
|
|||
|
|
class ArcadeRigidbody extends Component implements IUpdatable {
|
|||
|
|
/** 这个刚体的质量。质量为0,则是一个不可移动的物体 */
|
|||
|
|
mass: number;
|
|||
|
|
/**
|
|||
|
|
* 0-1范围,其中0为无反弹,1为完全反射。
|
|||
|
|
*/
|
|||
|
|
readonly elasticity: number;
|
|||
|
|
elasticiy: number;
|
|||
|
|
/**
|
|||
|
|
* 0 - 1范围。0表示没有摩擦力,1表示物体会停止在原地
|
|||
|
|
*/
|
|||
|
|
friction: number;
|
|||
|
|
/**
|
|||
|
|
* 0-9的范围。当发生碰撞时,沿碰撞面做直线运动时,如果其平方幅度小于glue摩擦力,则将碰撞设置为上限
|
|||
|
|
*/
|
|||
|
|
glue: number;
|
|||
|
|
/**
|
|||
|
|
* 如果为真,则每一帧都会考虑到Physics.gravity
|
|||
|
|
*/
|
|||
|
|
shouldUseGravity: boolean;
|
|||
|
|
/**
|
|||
|
|
* 该刚体的速度
|
|||
|
|
*/
|
|||
|
|
velocity: Vector2;
|
|||
|
|
/**
|
|||
|
|
* 质量为0的刚体被认为是不可移动的。改变速度和碰撞对它们没有影响
|
|||
|
|
*/
|
|||
|
|
readonly isImmovable: boolean;
|
|||
|
|
_mass: number;
|
|||
|
|
_elasticity: number;
|
|||
|
|
_friction: number;
|
|||
|
|
_glue: number;
|
|||
|
|
_inverseMass: number;
|
|||
|
|
_collider: Collider;
|
|||
|
|
constructor();
|
|||
|
|
/**
|
|||
|
|
* 这个刚体的质量。质量为0,则是一个不可移动的物体
|
|||
|
|
* @param mass
|
|||
|
|
*/
|
|||
|
|
setMass(mass: number): ArcadeRigidbody;
|
|||
|
|
/**
|
|||
|
|
* 0-1范围,其中0为无反弹,1为完全反射。
|
|||
|
|
* @param value
|
|||
|
|
*/
|
|||
|
|
setElasticity(value: number): ArcadeRigidbody;
|
|||
|
|
/**
|
|||
|
|
* 0 - 1范围。0表示没有摩擦力,1表示物体会停止在原地
|
|||
|
|
* @param value
|
|||
|
|
*/
|
|||
|
|
setFriction(value: number): ArcadeRigidbody;
|
|||
|
|
/**
|
|||
|
|
* 0-9的范围。当发生碰撞时,沿碰撞面做直线运动时,如果其平方幅度小于glue摩擦力,则将碰撞设置为上限
|
|||
|
|
* @param value
|
|||
|
|
*/
|
|||
|
|
setGlue(value: number): ArcadeRigidbody;
|
|||
|
|
setVelocity(velocity: Vector2): ArcadeRigidbody;
|
|||
|
|
/**
|
|||
|
|
* 用刚体的质量给刚体加上一个瞬间的力脉冲。力是一个加速度,单位是每秒像素每秒。将力乘以100000,使数值使用更合理
|
|||
|
|
* @param force
|
|||
|
|
*/
|
|||
|
|
addImpulse(force: Vector2): void;
|
|||
|
|
onAddedToEntity(): void;
|
|||
|
|
update(): void;
|
|||
|
|
/**
|
|||
|
|
* 将两个重叠的刚体分开。也处理其中一个不可移动的情况
|
|||
|
|
* @param other
|
|||
|
|
* @param minimumTranslationVector
|
|||
|
|
*/
|
|||
|
|
processOverlap(other: ArcadeRigidbody, minimumTranslationVector: Vector2): void;
|
|||
|
|
/**
|
|||
|
|
* 处理两个非重叠的刚体的碰撞。新的速度将根据情况分配给每个刚体
|
|||
|
|
* @param other
|
|||
|
|
* @param minimumTranslationVector
|
|||
|
|
*/
|
|||
|
|
processCollision(other: ArcadeRigidbody, minimumTranslationVector: Vector2): void;
|
|||
|
|
/**
|
|||
|
|
* 给定两个物体和MTV之间的相对速度,本方法修改相对速度,使其成为碰撞响应
|
|||
|
|
* @param relativeVelocity
|
|||
|
|
* @param minimumTranslationVector
|
|||
|
|
* @param responseVelocity
|
|||
|
|
*/
|
|||
|
|
calculateResponseVelocity(relativeVelocity: Vector2, minimumTranslationVector: Vector2): Vector2;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class CharacterCollisionState2D {
|
|||
|
|
right: boolean;
|
|||
|
|
left: boolean;
|
|||
|
|
above: boolean;
|
|||
|
|
below: boolean;
|
|||
|
|
becameGroundedThisFrame: boolean;
|
|||
|
|
wasGroundedLastFrame: boolean;
|
|||
|
|
movingDownSlope: boolean;
|
|||
|
|
slopeAngle: number;
|
|||
|
|
hasCollision(): boolean;
|
|||
|
|
reset(): void;
|
|||
|
|
toString(): string;
|
|||
|
|
}
|
|||
|
|
class CharacterController implements ITriggerListener {
|
|||
|
|
onControllerCollidedEvent: ObservableT<RaycastHit>;
|
|||
|
|
onTriggerEnterEvent: ObservableT<Collider>;
|
|||
|
|
onTriggerExitEvent: ObservableT<Collider>;
|
|||
|
|
/**
|
|||
|
|
* 如果为 true,则在垂直移动单帧时将忽略平台的一种方式
|
|||
|
|
*/
|
|||
|
|
ignoreOneWayPlatformsTime: number;
|
|||
|
|
supportSlopedOneWayPlatforms: boolean;
|
|||
|
|
ignoredColliders: Set<Collider>;
|
|||
|
|
/**
|
|||
|
|
* 定义距离碰撞射线的边缘有多远。
|
|||
|
|
* 如果使用 0 范围进行投射,则通常会导致不需要的光线击中(例如,直接从表面水平投射的足部碰撞器可能会导致击中)
|
|||
|
|
*/
|
|||
|
|
skinWidth: number;
|
|||
|
|
/**
|
|||
|
|
* CC2D 可以爬升的最大坡度角
|
|||
|
|
*/
|
|||
|
|
slopeLimit: number;
|
|||
|
|
/**
|
|||
|
|
* 构成跳跃的帧之间垂直运动变化的阈值
|
|||
|
|
*/
|
|||
|
|
jumpingThreshold: number;
|
|||
|
|
/**
|
|||
|
|
* 基于斜率乘以速度的曲线(负 = 下坡和正 = 上坡)
|
|||
|
|
*/
|
|||
|
|
slopeSpeedMultiplier: AnimCurve;
|
|||
|
|
totalHorizontalRays: number;
|
|||
|
|
totalVerticalRays: number;
|
|||
|
|
collisionState: CharacterCollisionState2D;
|
|||
|
|
velocity: Vector2;
|
|||
|
|
readonly isGrounded: boolean;
|
|||
|
|
readonly raycastHitsThisFrame: RaycastHit[];
|
|||
|
|
constructor(player: Entity, skinWidth?: number, platformMask?: number, onewayPlatformMask?: number, triggerMask?: number);
|
|||
|
|
onTriggerEnter(other: Collider, local: Collider): void;
|
|||
|
|
onTriggerExit(other: Collider, local: Collider): void;
|
|||
|
|
/**
|
|||
|
|
* 尝试将角色移动到位置 + deltaMovement。 任何挡路的碰撞器都会在遇到时导致运动停止
|
|||
|
|
* @param deltaMovement
|
|||
|
|
* @param deltaTime
|
|||
|
|
*/
|
|||
|
|
move(deltaMovement: Vector2, deltaTime: number): void;
|
|||
|
|
/**
|
|||
|
|
* 直接向下移动直到接地
|
|||
|
|
* @param maxDistance
|
|||
|
|
*/
|
|||
|
|
warpToGrounded(maxDistance?: number): void;
|
|||
|
|
/**
|
|||
|
|
* 这应该在您必须在运行时修改 BoxCollider2D 的任何时候调用。
|
|||
|
|
* 它将重新计算用于碰撞检测的光线之间的距离。
|
|||
|
|
* 它也用于 skinWidth setter,以防在运行时更改。
|
|||
|
|
*/
|
|||
|
|
recalculateDistanceBetweenRays(): void;
|
|||
|
|
/**
|
|||
|
|
* 将 raycastOrigins 重置为由 skinWidth 插入的框碰撞器的当前范围。
|
|||
|
|
* 插入它是为了避免从直接接触另一个碰撞器的位置投射光线,从而导致不稳定的法线数据。
|
|||
|
|
*/
|
|||
|
|
private primeRaycastOrigins;
|
|||
|
|
/**
|
|||
|
|
* 我们必须在这方面使用一些技巧。
|
|||
|
|
* 光线必须从我们的碰撞器(skinWidth)内部的一小段距离投射,以避免零距离光线会得到错误的法线。
|
|||
|
|
* 由于这个小偏移,我们必须增加光线距离 skinWidth 然后记住在实际移动玩家之前从 deltaMovement 中删除 skinWidth
|
|||
|
|
* @param deltaMovement
|
|||
|
|
* @returns
|
|||
|
|
*/
|
|||
|
|
private moveHorizontally;
|
|||
|
|
private moveVertically;
|
|||
|
|
/**
|
|||
|
|
* 检查 BoxCollider2D 下的中心点是否存在坡度。
|
|||
|
|
* 如果找到一个,则调整 deltaMovement 以便玩家保持接地,并考虑slopeSpeedModifier 以加快移动速度。
|
|||
|
|
* @param deltaMovement
|
|||
|
|
* @returns
|
|||
|
|
*/
|
|||
|
|
private handleVerticalSlope;
|
|||
|
|
/**
|
|||
|
|
* 如果我们要上坡,则处理调整 deltaMovement
|
|||
|
|
* @param deltaMovement
|
|||
|
|
* @param angle
|
|||
|
|
* @returns
|
|||
|
|
*/
|
|||
|
|
private handleHorizontalSlope;
|
|||
|
|
private _player;
|
|||
|
|
private _collider;
|
|||
|
|
private _skinWidth;
|
|||
|
|
private _triggerHelper;
|
|||
|
|
/**
|
|||
|
|
* 这用于计算为检查坡度而投射的向下光线。
|
|||
|
|
* 我们使用有点随意的值 75 度来计算检查斜率的射线的长度。
|
|||
|
|
*/
|
|||
|
|
private _slopeLimitTangent;
|
|||
|
|
private readonly kSkinWidthFloatFudgeFactor;
|
|||
|
|
/**
|
|||
|
|
* 我们的光线投射原点角的支架(TR、TL、BR、BL)
|
|||
|
|
*/
|
|||
|
|
private _raycastOrigins;
|
|||
|
|
/**
|
|||
|
|
* 存储我们在移动过程中命中的光线投射
|
|||
|
|
*/
|
|||
|
|
private _raycastHit;
|
|||
|
|
/**
|
|||
|
|
* 存储此帧发生的任何光线投射命中。
|
|||
|
|
* 我们必须存储它们,以防我们遇到水平和垂直移动的碰撞,以便我们可以在设置所有碰撞状态后发送事件
|
|||
|
|
*/
|
|||
|
|
private _raycastHitsThisFrame;
|
|||
|
|
private _verticalDistanceBetweenRays;
|
|||
|
|
private _horizontalDistanceBetweenRays;
|
|||
|
|
/**
|
|||
|
|
* 我们使用这个标志来标记我们正在爬坡的情况,我们修改了 delta.y 以允许爬升。
|
|||
|
|
* 原因是,如果我们到达斜坡的尽头,我们可以进行调整以保持接地
|
|||
|
|
*/
|
|||
|
|
private _isGoingUpSlope;
|
|||
|
|
private _isWarpingToGround;
|
|||
|
|
private platformMask;
|
|||
|
|
private triggerMask;
|
|||
|
|
private oneWayPlatformMask;
|
|||
|
|
private readonly rayOriginSkinMutiplier;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
/**
|
|||
|
|
* 当添加到组件时,每当实体上的冲突器与另一个组件重叠/退出时,将调用这些方法。
|
|||
|
|
* ITriggerListener方法将在实现接口的触发器实体上的任何组件上调用。
|
|||
|
|
* 注意,这个接口只与Mover类一起工作
|
|||
|
|
*/
|
|||
|
|
interface ITriggerListener {
|
|||
|
|
/**
|
|||
|
|
* 当碰撞器与触发碰撞器相交时调用。这是在触发碰撞器和触发碰撞器上调用的。
|
|||
|
|
* 移动必须由Mover/ProjectileMover方法处理,以使其自动工作。
|
|||
|
|
* @param other
|
|||
|
|
* @param local
|
|||
|
|
*/
|
|||
|
|
onTriggerEnter(other: Collider, local: Collider): any;
|
|||
|
|
/**
|
|||
|
|
* 当另一个碰撞器离开触发碰撞器时调用
|
|||
|
|
* @param other
|
|||
|
|
* @param local
|
|||
|
|
*/
|
|||
|
|
onTriggerExit(other: Collider, local: Collider): any;
|
|||
|
|
}
|
|||
|
|
class TriggerListenerHelper {
|
|||
|
|
static getITriggerListener(entity: Entity, components: ITriggerListener[]): ITriggerListener[];
|
|||
|
|
}
|
|||
|
|
var isITriggerListener: (props: any) => props is ITriggerListener;
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
/**
|
|||
|
|
* 辅助类说明了一种处理移动的方法,它考虑了包括触发器在内的所有冲突。
|
|||
|
|
* ITriggerListener接口用于管理对移动过程中违反的任何触发器的回调。
|
|||
|
|
* 一个物体只能通过移动器移动。要正确报告触发器的move方法。
|
|||
|
|
*
|
|||
|
|
* 请注意,多个移动者相互交互将多次调用ITriggerListener。
|
|||
|
|
*/
|
|||
|
|
class Mover extends Component {
|
|||
|
|
private _triggerHelper;
|
|||
|
|
onAddedToEntity(): void;
|
|||
|
|
/**
|
|||
|
|
* 计算修改运动矢量的运动,以考虑移动时可能发生的碰撞
|
|||
|
|
* @param motion
|
|||
|
|
* @param collisionResult
|
|||
|
|
*/
|
|||
|
|
calculateMovement(motion: Vector2, collisionResult: CollisionResult): boolean;
|
|||
|
|
/**
|
|||
|
|
* 将calculatemomovement应用到实体并更新triggerHelper
|
|||
|
|
* @param motion
|
|||
|
|
*/
|
|||
|
|
applyMovement(motion: Vector2): void;
|
|||
|
|
/**
|
|||
|
|
* 通过调用calculateMovement和applyMovement来移动考虑碰撞的实体;
|
|||
|
|
* @param motion
|
|||
|
|
* @param collisionResult
|
|||
|
|
*/
|
|||
|
|
move(motion: Vector2, collisionResult: CollisionResult): boolean;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
/**
|
|||
|
|
* 移动时考虑到碰撞,只用于向任何ITriggerListeners报告。
|
|||
|
|
* 物体总是会全量移动,所以如果需要的话,由调用者在撞击时销毁它。
|
|||
|
|
*/
|
|||
|
|
class ProjectileMover extends Component {
|
|||
|
|
private _tempTriggerList;
|
|||
|
|
private _collider;
|
|||
|
|
onAddedToEntity(): void;
|
|||
|
|
/**
|
|||
|
|
* 在考虑到碰撞的情况下移动实体
|
|||
|
|
* @param motion
|
|||
|
|
*/
|
|||
|
|
move(motion: Vector2): boolean;
|
|||
|
|
private notifyTriggerListeners;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
abstract class Collider extends Component {
|
|||
|
|
static readonly lateSortOrder: number;
|
|||
|
|
castSortOrder: number;
|
|||
|
|
/**
|
|||
|
|
* 对撞机的基本形状
|
|||
|
|
*/
|
|||
|
|
shape: Shape;
|
|||
|
|
/**
|
|||
|
|
* 如果这个碰撞器是一个触发器,它将不会引起碰撞,但它仍然会触发事件
|
|||
|
|
*/
|
|||
|
|
isTrigger: boolean;
|
|||
|
|
/**
|
|||
|
|
* 在处理冲突时,physicsLayer可以用作过滤器。Flags类有帮助位掩码的方法
|
|||
|
|
*/
|
|||
|
|
physicsLayer: Ref<number>;
|
|||
|
|
/**
|
|||
|
|
* 碰撞器在使用移动器移动时应该碰撞的层
|
|||
|
|
* 默认为所有层
|
|||
|
|
*/
|
|||
|
|
collidesWithLayers: Ref<number>;
|
|||
|
|
/**
|
|||
|
|
* 如果为true,碰撞器将根据附加的变换缩放和旋转
|
|||
|
|
*/
|
|||
|
|
shouldColliderScaleAndRotateWithTransform: boolean;
|
|||
|
|
/**
|
|||
|
|
* 这个对撞机在物理系统注册时的边界。
|
|||
|
|
* 存储这个允许我们始终能够安全地从物理系统中移除对撞机,即使它在试图移除它之前已经被移动了。
|
|||
|
|
*/
|
|||
|
|
registeredPhysicsBounds: Rectangle;
|
|||
|
|
protected _colliderRequiresAutoSizing: boolean;
|
|||
|
|
_localOffsetLength: number;
|
|||
|
|
_isPositionDirty: boolean;
|
|||
|
|
_isRotationDirty: boolean;
|
|||
|
|
/**
|
|||
|
|
* 标记来跟踪我们的实体是否被添加到场景中
|
|||
|
|
*/
|
|||
|
|
protected _isParentEntityAddedToScene: any;
|
|||
|
|
/**
|
|||
|
|
* 标记来记录我们是否注册了物理系统
|
|||
|
|
*/
|
|||
|
|
protected _isColliderRegistered: any;
|
|||
|
|
/**
|
|||
|
|
* 镖师碰撞器的绝对位置
|
|||
|
|
*/
|
|||
|
|
readonly absolutePosition: Vector2;
|
|||
|
|
/**
|
|||
|
|
* 封装变换。如果碰撞器没和实体一起旋转 则返回transform.rotation
|
|||
|
|
*/
|
|||
|
|
readonly rotation: number;
|
|||
|
|
readonly bounds: Rectangle;
|
|||
|
|
protected _localOffset: Vector2;
|
|||
|
|
/**
|
|||
|
|
* 将localOffset添加到实体。获取碰撞器几何图形的最终位置。
|
|||
|
|
* 允许向一个实体添加多个碰撞器并分别定位,还允许你设置缩放/旋转
|
|||
|
|
*/
|
|||
|
|
/**
|
|||
|
|
* 将localOffset添加到实体。获取碰撞器几何图形的最终位置。
|
|||
|
|
* 允许向一个实体添加多个碰撞器并分别定位,还允许你设置缩放/旋转
|
|||
|
|
* @param value
|
|||
|
|
*/
|
|||
|
|
localOffset: Vector2;
|
|||
|
|
/**
|
|||
|
|
* 将localOffset添加到实体。获取碰撞器的最终位置。
|
|||
|
|
* 这允许您向一个实体添加多个碰撞器并分别定位它们。
|
|||
|
|
* @param offset
|
|||
|
|
*/
|
|||
|
|
setLocalOffset(offset: Vector2): Collider;
|
|||
|
|
/**
|
|||
|
|
* 如果为true,碰撞器将根据附加的变换缩放和旋转
|
|||
|
|
* @param shouldColliderScaleAndRotationWithTransform
|
|||
|
|
*/
|
|||
|
|
setShouldColliderScaleAndRotateWithTransform(shouldColliderScaleAndRotationWithTransform: boolean): Collider;
|
|||
|
|
onAddedToEntity(): void;
|
|||
|
|
onRemovedFromEntity(): void;
|
|||
|
|
onEntityTransformChanged(comp: ComponentTransform): void;
|
|||
|
|
onEnabled(): void;
|
|||
|
|
onDisabled(): void;
|
|||
|
|
/**
|
|||
|
|
* 父实体会在不同的时间调用它(当添加到场景,启用,等等)
|
|||
|
|
*/
|
|||
|
|
registerColliderWithPhysicsSystem(): void;
|
|||
|
|
/**
|
|||
|
|
* 父实体会在不同的时候调用它(从场景中移除,禁用,等等)
|
|||
|
|
*/
|
|||
|
|
unregisterColliderWithPhysicsSystem(): void;
|
|||
|
|
/**
|
|||
|
|
* 检查这个形状是否与物理系统中的其他对撞机重叠
|
|||
|
|
* @param other
|
|||
|
|
*/
|
|||
|
|
overlaps(other: Collider): boolean;
|
|||
|
|
/**
|
|||
|
|
* 检查这个与运动应用的碰撞器(移动向量)是否与碰撞器碰撞。如果是这样,将返回true,并且结果将填充碰撞数据。
|
|||
|
|
* @param collider
|
|||
|
|
* @param motion
|
|||
|
|
* @param result
|
|||
|
|
*/
|
|||
|
|
collidesWith(collider: Collider, motion: Vector2, result?: CollisionResult): boolean;
|
|||
|
|
/**
|
|||
|
|
* 检查这个对撞机是否与对撞机发生碰撞。如果碰撞,则返回true,结果将被填充
|
|||
|
|
* @param collider
|
|||
|
|
* @param result
|
|||
|
|
*/
|
|||
|
|
collidesWithNonMotion(collider: Collider, result?: CollisionResult): boolean;
|
|||
|
|
/**
|
|||
|
|
* 检查此碰撞器是否已应用运动(增量运动矢量)与任何碰撞器发生碰撞。
|
|||
|
|
* 如果是这样,则将返回true,并且将使用碰撞数据填充结果。 运动将设置为碰撞器在碰撞之前可以行进的最大距离。
|
|||
|
|
* @param motion
|
|||
|
|
* @param result
|
|||
|
|
*/
|
|||
|
|
collidesWithAny(motion: Vector2, result: CollisionResult): boolean;
|
|||
|
|
/**
|
|||
|
|
* 检查此碰撞器是否与场景中的其他碰撞器碰撞。它相交的第一个碰撞器将在碰撞结果中返回碰撞数据。
|
|||
|
|
* @param result
|
|||
|
|
*/
|
|||
|
|
collidesWithAnyNonMotion(result?: CollisionResult): boolean;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class BoxCollider extends Collider {
|
|||
|
|
/**
|
|||
|
|
* 创建一个BoxCollider,并使用x/y组件作为局部Offset
|
|||
|
|
* @param x
|
|||
|
|
* @param y
|
|||
|
|
* @param width
|
|||
|
|
* @param height
|
|||
|
|
*/
|
|||
|
|
constructor(x?: number, y?: number, width?: number, height?: number);
|
|||
|
|
width: number;
|
|||
|
|
height: number;
|
|||
|
|
/**
|
|||
|
|
* 设置BoxCollider的大小
|
|||
|
|
* @param width
|
|||
|
|
* @param height
|
|||
|
|
*/
|
|||
|
|
setSize(width: number, height: number): this;
|
|||
|
|
/**
|
|||
|
|
* 设置BoxCollider的宽度
|
|||
|
|
* @param width
|
|||
|
|
*/
|
|||
|
|
setWidth(width: number): BoxCollider;
|
|||
|
|
/**
|
|||
|
|
* 设置BoxCollider的高度
|
|||
|
|
* @param height
|
|||
|
|
*/
|
|||
|
|
setHeight(height: number): void;
|
|||
|
|
debugRender(batcher: IBatcher): void;
|
|||
|
|
toString(): string;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class CircleCollider extends Collider {
|
|||
|
|
/**
|
|||
|
|
* 创建一个具有半径的CircleCollider。
|
|||
|
|
* 请注意,当指定半径时,如果在实体上使用RenderableComponent,您将需要设置原点来对齐CircleCollider。
|
|||
|
|
* 例如,如果RenderableComponent有一个0,0的原点,并且创建了一个半径为1.5f * renderable.width的CircleCollider,你可以通过设置originNormalied为中心除以缩放尺寸来偏移原点
|
|||
|
|
*
|
|||
|
|
* @param radius
|
|||
|
|
*/
|
|||
|
|
constructor(radius?: number);
|
|||
|
|
radius: number;
|
|||
|
|
/**
|
|||
|
|
* 设置圆的半径
|
|||
|
|
* @param radius
|
|||
|
|
*/
|
|||
|
|
setRadius(radius: number): CircleCollider;
|
|||
|
|
debugRender(batcher: IBatcher): void;
|
|||
|
|
toString(): string;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
/**
|
|||
|
|
* 多边形应该以顺时针方式定义
|
|||
|
|
*/
|
|||
|
|
class PolygonCollider extends Collider {
|
|||
|
|
/**
|
|||
|
|
* 如果这些点没有居中,它们将以localOffset的差异为居中。
|
|||
|
|
* @param points
|
|||
|
|
*/
|
|||
|
|
constructor(points: Vector2[]);
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
interface IRenderable {
|
|||
|
|
enabled: boolean;
|
|||
|
|
renderLayer: number;
|
|||
|
|
isVisibleFromCamera(camera: ICamera): boolean;
|
|||
|
|
render(batcher: IBatcher, camera: ICamera): void;
|
|||
|
|
debugRender(batcher: IBatcher): void;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
abstract class RenderableComponent extends es.Component implements IRenderable {
|
|||
|
|
getwidth(): number;
|
|||
|
|
getheight(): number;
|
|||
|
|
protected _bounds: es.Rectangle;
|
|||
|
|
getbounds(): es.Rectangle;
|
|||
|
|
readonly bounds: Rectangle;
|
|||
|
|
protected _areBoundsDirty: boolean;
|
|||
|
|
color: Color;
|
|||
|
|
renderLayer: number;
|
|||
|
|
protected _renderLayer: number;
|
|||
|
|
onEntityTransformChanged(comp: ComponentTransform): void;
|
|||
|
|
localOffset: es.Vector2;
|
|||
|
|
setLocalOffset(offset: es.Vector2): this;
|
|||
|
|
isVisible: boolean;
|
|||
|
|
debugRenderEnabled: boolean;
|
|||
|
|
protected _isVisible: boolean;
|
|||
|
|
protected _localOffset: es.Vector2;
|
|||
|
|
abstract render(batcher: IBatcher, camera: ICamera): void;
|
|||
|
|
protected onBecameVisible(): void;
|
|||
|
|
protected onBecameInvisible(): void;
|
|||
|
|
setRenderLayer(renderLayer: number): RenderableComponent;
|
|||
|
|
isVisibleFromCamera(cam: ICamera): boolean;
|
|||
|
|
debugRender(batcher: IBatcher): void;
|
|||
|
|
tweenColorTo(to: Color, duration: number): RenderableColorTween;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
interface Map<K, V> {
|
|||
|
|
clear(): void;
|
|||
|
|
containsKey(key: any): boolean;
|
|||
|
|
containsValue(value: any): boolean;
|
|||
|
|
get(key: any): V;
|
|||
|
|
isEmpty(): boolean;
|
|||
|
|
put(key: any, value: any): void;
|
|||
|
|
remove(key: any): V;
|
|||
|
|
size(): number;
|
|||
|
|
values(): V[];
|
|||
|
|
}
|
|||
|
|
class HashMap<K, V> implements Map<K, V> {
|
|||
|
|
private map_;
|
|||
|
|
private keys_;
|
|||
|
|
constructor();
|
|||
|
|
clear(): void;
|
|||
|
|
values(): V[];
|
|||
|
|
contains(value: any): boolean;
|
|||
|
|
containsKey(key: any): boolean;
|
|||
|
|
containsValue(value: any): boolean;
|
|||
|
|
get(key: K): V;
|
|||
|
|
isEmpty(): boolean;
|
|||
|
|
keys(): K[];
|
|||
|
|
/**
|
|||
|
|
* if key is a string, use as is, else use key.id_ or key.name
|
|||
|
|
*/
|
|||
|
|
put(key: any, value: any): void;
|
|||
|
|
remove(key: any): V;
|
|||
|
|
size(): number;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
/**
|
|||
|
|
* 追踪实体的子集,但不实现任何排序或迭代。
|
|||
|
|
*/
|
|||
|
|
abstract class EntitySystem {
|
|||
|
|
private _entities;
|
|||
|
|
constructor(matcher?: Matcher);
|
|||
|
|
private _scene;
|
|||
|
|
/**
|
|||
|
|
* 这个系统所属的场景
|
|||
|
|
*/
|
|||
|
|
scene: Scene;
|
|||
|
|
private _matcher;
|
|||
|
|
readonly matcher: Matcher;
|
|||
|
|
private _startTime;
|
|||
|
|
private _endTime;
|
|||
|
|
private _useTime;
|
|||
|
|
/** 获取系统在当前帧所消耗的时间 仅在debug模式下生效 */
|
|||
|
|
readonly useTime: number;
|
|||
|
|
initialize(): void;
|
|||
|
|
onChanged(entity: Entity): void;
|
|||
|
|
add(entity: Entity): void;
|
|||
|
|
onAdded(entity: Entity): void;
|
|||
|
|
remove(entity: Entity): void;
|
|||
|
|
onRemoved(entity: Entity): void;
|
|||
|
|
update(): void;
|
|||
|
|
lateUpdate(): void;
|
|||
|
|
/**
|
|||
|
|
* 在系统处理开始前调用
|
|||
|
|
* 在下一个系统开始处理或新的处理回合开始之前(以先到者为准),使用此方法创建的任何实体都不会激活
|
|||
|
|
*/
|
|||
|
|
protected begin(): void;
|
|||
|
|
protected process(entities: Entity[]): void;
|
|||
|
|
protected lateProcess(entities: Entity[]): void;
|
|||
|
|
/**
|
|||
|
|
* 系统处理完毕后调用
|
|||
|
|
*/
|
|||
|
|
protected end(): void;
|
|||
|
|
/**
|
|||
|
|
* 系统是否需要处理
|
|||
|
|
*
|
|||
|
|
* 在启用系统时有用,但仅偶尔需要处理
|
|||
|
|
* 这只影响处理,不影响事件或订阅列表
|
|||
|
|
* @returns 如果系统应该处理,则为true,如果不处理则为false。
|
|||
|
|
*/
|
|||
|
|
protected checkProcessing(): boolean;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
/**
|
|||
|
|
* 追踪每个实体的冷却时间,当实体的计时器耗尽时进行处理
|
|||
|
|
*
|
|||
|
|
* 一个示例系统将是ExpirationSystem,该系统将在特定生存期后删除实体。
|
|||
|
|
* 你不必运行会为每个实体递减timeLeft值的系统
|
|||
|
|
* 而只需使用此系统在寿命最短的实体时在将来执行
|
|||
|
|
* 然后重置系统在未来的某一个最短命实体的时间运行
|
|||
|
|
*
|
|||
|
|
* 另一个例子是一个动画系统
|
|||
|
|
* 你知道什么时候你必须对某个实体进行动画制作,比如300毫秒内。
|
|||
|
|
* 所以你可以设置系统以300毫秒为单位运行来执行动画
|
|||
|
|
*
|
|||
|
|
* 这将在某些情况下节省CPU周期
|
|||
|
|
*/
|
|||
|
|
abstract class DelayedIteratingSystem extends EntitySystem {
|
|||
|
|
/**
|
|||
|
|
* 一个实体应被处理的时间
|
|||
|
|
*/
|
|||
|
|
private delay;
|
|||
|
|
/**
|
|||
|
|
* 如果系统正在运行,并倒计时延迟
|
|||
|
|
*/
|
|||
|
|
private running;
|
|||
|
|
/**
|
|||
|
|
* 倒计时
|
|||
|
|
*/
|
|||
|
|
private acc;
|
|||
|
|
constructor(matcher: Matcher);
|
|||
|
|
protected process(entities: Entity[]): void;
|
|||
|
|
protected checkProcessing(): boolean;
|
|||
|
|
/**
|
|||
|
|
* 只有当提供的延迟比系统当前计划执行的时间短时,才会重新启动系统。
|
|||
|
|
* 如果系统已经停止(不运行),那么提供的延迟将被用来重新启动系统,无论其值如何
|
|||
|
|
* 如果系统已经在倒计时,并且提供的延迟大于剩余时间,系统将忽略它。
|
|||
|
|
* 如果提供的延迟时间短于剩余时间,系统将重新启动,以提供的延迟时间运行。
|
|||
|
|
* @param offeredDelay
|
|||
|
|
*/
|
|||
|
|
offerDelay(offeredDelay: number): void;
|
|||
|
|
/**
|
|||
|
|
* 处理本系统感兴趣的实体
|
|||
|
|
* 从实体定义的延迟中抽象出accumulativeDelta
|
|||
|
|
* @param entity
|
|||
|
|
* @param accumulatedDelta 本系统最后一次执行后的delta时间
|
|||
|
|
*/
|
|||
|
|
protected abstract processDelta(entity: Entity, accumulatedDelta: number): any;
|
|||
|
|
protected abstract processExpired(entity: Entity): any;
|
|||
|
|
/**
|
|||
|
|
* 返回该实体处理前的延迟时间
|
|||
|
|
* @param entity
|
|||
|
|
*/
|
|||
|
|
protected abstract getRemainingDelay(entity: Entity): number;
|
|||
|
|
/**
|
|||
|
|
* 获取系统被命令处理实体后的初始延迟
|
|||
|
|
*/
|
|||
|
|
getInitialTimeDelay(): number;
|
|||
|
|
/**
|
|||
|
|
* 获取系统计划运行前的时间
|
|||
|
|
* 如果系统没有运行,则返回零
|
|||
|
|
*/
|
|||
|
|
getRemainingTimeUntilProcessing(): number;
|
|||
|
|
/**
|
|||
|
|
* 检查系统是否正在倒计时处理
|
|||
|
|
*/
|
|||
|
|
isRunning(): boolean;
|
|||
|
|
/**
|
|||
|
|
* 停止系统运行,中止当前倒计时
|
|||
|
|
*/
|
|||
|
|
stop(): void;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
/**
|
|||
|
|
* 基本实体处理系统。将其用作处理具有特定组件的许多实体的基础
|
|||
|
|
*
|
|||
|
|
* 按实体引用遍历实体订阅成员实体的系统
|
|||
|
|
* 当你需要处理与Matcher相匹配的实体,并且你更喜欢使用Entity的时候,可以使用这个功能。
|
|||
|
|
*/
|
|||
|
|
abstract class EntityProcessingSystem extends EntitySystem {
|
|||
|
|
constructor(matcher: Matcher);
|
|||
|
|
/**
|
|||
|
|
* 处理特定的实体
|
|||
|
|
* @param entity
|
|||
|
|
*/
|
|||
|
|
abstract processEntity(entity: Entity): any;
|
|||
|
|
lateProcessEntity(entity: Entity): void;
|
|||
|
|
/**
|
|||
|
|
* 遍历这个系统的所有实体并逐个处理它们
|
|||
|
|
* @param entities
|
|||
|
|
*/
|
|||
|
|
protected process(entities: Entity[]): void;
|
|||
|
|
protected lateProcess(entities: Entity[]): void;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
/**
|
|||
|
|
* 实体系统以一定的时间间隔进行处理
|
|||
|
|
*/
|
|||
|
|
abstract class IntervalSystem extends EntitySystem {
|
|||
|
|
/**
|
|||
|
|
* 累积增量以跟踪间隔
|
|||
|
|
*/
|
|||
|
|
protected acc: number;
|
|||
|
|
/**
|
|||
|
|
* 更新之间需要等待多长时间
|
|||
|
|
*/
|
|||
|
|
private readonly interval;
|
|||
|
|
private intervalDelta;
|
|||
|
|
constructor(matcher: Matcher, interval: number);
|
|||
|
|
protected checkProcessing(): boolean;
|
|||
|
|
/**
|
|||
|
|
* 获取本系统上次处理后的实际delta值
|
|||
|
|
*/
|
|||
|
|
protected getIntervalDelta(): number;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
/**
|
|||
|
|
* 每x个ticks处理一个实体的子集
|
|||
|
|
*
|
|||
|
|
* 典型的用法是每隔一定的时间间隔重新生成弹药或生命值
|
|||
|
|
* 而无需在每个游戏循环中都进行
|
|||
|
|
* 而是每100毫秒一次或每秒
|
|||
|
|
*/
|
|||
|
|
abstract class IntervalIteratingSystem extends IntervalSystem {
|
|||
|
|
constructor(matcher: Matcher, interval: number);
|
|||
|
|
/**
|
|||
|
|
* 处理本系统感兴趣的实体
|
|||
|
|
* @param entity
|
|||
|
|
*/
|
|||
|
|
abstract processEntity(entity: Entity): any;
|
|||
|
|
protected process(entities: Entity[]): void;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
/**
|
|||
|
|
* JobSystem使用实体的子集调用Execute(entities),并在指定数量的线程上分配工作负载。
|
|||
|
|
*/
|
|||
|
|
abstract class JobSystem extends EntitySystem {
|
|||
|
|
readonly _threads: number;
|
|||
|
|
readonly _jobs: Job[];
|
|||
|
|
readonly _executeStr: string;
|
|||
|
|
constructor(matcher: Matcher, threads: number);
|
|||
|
|
protected process(entities: Entity[]): void;
|
|||
|
|
private queueOnThread;
|
|||
|
|
/**
|
|||
|
|
* 当操作完成时,改变的值需要用户进行手动传递
|
|||
|
|
* 由于worker数据无法共享,所以这块需要特殊处理
|
|||
|
|
* @example this.test = job[0].context.test;
|
|||
|
|
* @param job
|
|||
|
|
*/
|
|||
|
|
protected abstract resetJob(job: Job): any;
|
|||
|
|
/**
|
|||
|
|
* 对指定实体进行多线程操作
|
|||
|
|
* @param entity
|
|||
|
|
*/
|
|||
|
|
protected abstract execute(entity: Entity): any;
|
|||
|
|
}
|
|||
|
|
class Job {
|
|||
|
|
entities: Entity[];
|
|||
|
|
from: number;
|
|||
|
|
to: number;
|
|||
|
|
worker: Worker;
|
|||
|
|
execute: string;
|
|||
|
|
err: string;
|
|||
|
|
context: any;
|
|||
|
|
set(entities: Entity[], from: number, to: number, execute: string, context: any): void;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
abstract class PassiveSystem extends EntitySystem {
|
|||
|
|
onChanged(entity: Entity): void;
|
|||
|
|
protected process(entities: Entity[]): void;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
/** 用于协调其他系统的通用系统基类 */
|
|||
|
|
declare module es {
|
|||
|
|
abstract class ProcessingSystem extends EntitySystem {
|
|||
|
|
onChanged(entity: Entity): void;
|
|||
|
|
/** 处理我们的系统 每帧调用 */
|
|||
|
|
abstract processSystem(): any;
|
|||
|
|
protected process(entities: Entity[]): void;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class Bits {
|
|||
|
|
private _bit;
|
|||
|
|
set(index: number, value: number): void;
|
|||
|
|
get(index: number): number;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class ComponentList {
|
|||
|
|
/**
|
|||
|
|
* 组件列表的全局updateOrder排序
|
|||
|
|
*/
|
|||
|
|
static compareUpdatableOrder: IUpdatableComparer;
|
|||
|
|
_entity: Entity;
|
|||
|
|
/**
|
|||
|
|
* 添加到实体的组件列表
|
|||
|
|
*/
|
|||
|
|
_components: Component[];
|
|||
|
|
/**
|
|||
|
|
* 所有需要更新的组件列表
|
|||
|
|
*/
|
|||
|
|
_updatableComponents: IUpdatable[];
|
|||
|
|
/**
|
|||
|
|
* 添加到此框架的组件列表。用来对组件进行分组,这样我们就可以同时进行加工
|
|||
|
|
*/
|
|||
|
|
_componentsToAdd: {
|
|||
|
|
[index: number]: Component;
|
|||
|
|
};
|
|||
|
|
/**
|
|||
|
|
* 标记要删除此框架的组件列表。用来对组件进行分组,这样我们就可以同时进行加工
|
|||
|
|
*/
|
|||
|
|
_componentsToRemove: {
|
|||
|
|
[index: number]: Component;
|
|||
|
|
};
|
|||
|
|
_componentsToAddList: Component[];
|
|||
|
|
_componentsToRemoveList: Component[];
|
|||
|
|
_tempBufferList: Component[];
|
|||
|
|
/**
|
|||
|
|
* 用于确定是否需要对该框架中的组件进行排序的标志
|
|||
|
|
*/
|
|||
|
|
_isComponentListUnsorted: boolean;
|
|||
|
|
private componentsByType;
|
|||
|
|
private componentsToAddByType;
|
|||
|
|
constructor(entity: Entity);
|
|||
|
|
readonly count: number;
|
|||
|
|
readonly buffer: Component[];
|
|||
|
|
markEntityListUnsorted(): void;
|
|||
|
|
add(component: Component): void;
|
|||
|
|
remove(component: Component): void;
|
|||
|
|
/**
|
|||
|
|
* 立即从组件列表中删除所有组件
|
|||
|
|
*/
|
|||
|
|
removeAllComponents(): void;
|
|||
|
|
deregisterAllComponents(): void;
|
|||
|
|
registerAllComponents(): void;
|
|||
|
|
private decreaseBits;
|
|||
|
|
private addBits;
|
|||
|
|
/**
|
|||
|
|
* 处理任何需要删除或添加的组件
|
|||
|
|
*/
|
|||
|
|
updateLists(): void;
|
|||
|
|
handleRemove(component: Component): void;
|
|||
|
|
private removeComponentsByType;
|
|||
|
|
private addComponentsByType;
|
|||
|
|
private removeComponentsToAddByType;
|
|||
|
|
private addComponentsToAddByType;
|
|||
|
|
/**
|
|||
|
|
* 获取类型T的第一个组件并返回它
|
|||
|
|
* 可以选择跳过检查未初始化的组件(尚未调用onAddedToEntity方法的组件)
|
|||
|
|
* 如果没有找到组件,则返回null。
|
|||
|
|
* @param type
|
|||
|
|
* @param onlyReturnInitializedComponents
|
|||
|
|
*/
|
|||
|
|
getComponent<T extends Component>(type: any, onlyReturnInitializedComponents: boolean): T;
|
|||
|
|
/**
|
|||
|
|
* 获取T类型的所有组件,但不使用列表分配
|
|||
|
|
* @param typeName
|
|||
|
|
* @param components
|
|||
|
|
*/
|
|||
|
|
getComponents(typeName: any, components?: any[]): any[];
|
|||
|
|
update(): void;
|
|||
|
|
onEntityTransformChanged(comp: ComponentTransform): void;
|
|||
|
|
onEntityEnabled(): void;
|
|||
|
|
onEntityDisabled(): void;
|
|||
|
|
debugRender(batcher: IBatcher): void;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class ComponentTypeFactory {
|
|||
|
|
private componentTypes_;
|
|||
|
|
private componentTypeCount_;
|
|||
|
|
types: Bag<ComponentType>;
|
|||
|
|
constructor();
|
|||
|
|
getTypeFor(c: any): ComponentType;
|
|||
|
|
getIndexFor(c: any): number;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class ComponentTypeManager {
|
|||
|
|
private static _componentTypesMask;
|
|||
|
|
static add(type: any): void;
|
|||
|
|
static getIndexFor(type: any): number;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class EntityList {
|
|||
|
|
scene: Scene;
|
|||
|
|
/**
|
|||
|
|
* 场景中添加的实体列表
|
|||
|
|
*/
|
|||
|
|
_entities: Entity[];
|
|||
|
|
/**
|
|||
|
|
* 本帧添加的实体列表。用于对实体进行分组,以便我们可以同时处理它们
|
|||
|
|
*/
|
|||
|
|
_entitiesToAdded: {
|
|||
|
|
[index: number]: Entity;
|
|||
|
|
};
|
|||
|
|
/**
|
|||
|
|
* 本帧被标记为删除的实体列表。用于对实体进行分组,以便我们可以同时处理它们
|
|||
|
|
*/
|
|||
|
|
_entitiesToRemove: {
|
|||
|
|
[index: number]: Entity;
|
|||
|
|
};
|
|||
|
|
_entitiesToAddedList: Entity[];
|
|||
|
|
_entitiesToRemoveList: Entity[];
|
|||
|
|
/**
|
|||
|
|
* 标志,用于确定我们是否需要在这一帧中对实体进行排序
|
|||
|
|
*/
|
|||
|
|
_isEntityListUnsorted: boolean;
|
|||
|
|
/**
|
|||
|
|
* 通过标签跟踪实体,便于检索
|
|||
|
|
*/
|
|||
|
|
_entityDict: Map<number, Set<Entity>>;
|
|||
|
|
_unsortedTags: Set<number>;
|
|||
|
|
constructor(scene: Scene);
|
|||
|
|
readonly count: number;
|
|||
|
|
readonly buffer: Entity[];
|
|||
|
|
markEntityListUnsorted(): void;
|
|||
|
|
markTagUnsorted(tag: number): void;
|
|||
|
|
/**
|
|||
|
|
* 将一个实体添加到列表中。所有的生命周期方法将在下一帧中被调用
|
|||
|
|
* @param entity
|
|||
|
|
*/
|
|||
|
|
add(entity: Entity): void;
|
|||
|
|
/**
|
|||
|
|
* 从列表中删除一个实体。所有的生命周期方法将在下一帧中被调用
|
|||
|
|
* @param entity
|
|||
|
|
*/
|
|||
|
|
remove(entity: Entity): void;
|
|||
|
|
/**
|
|||
|
|
* 从实体列表中删除所有实体
|
|||
|
|
*/
|
|||
|
|
removeAllEntities(): void;
|
|||
|
|
/**
|
|||
|
|
* 检查实体目前是否由这个EntityList管理
|
|||
|
|
* @param entity
|
|||
|
|
*/
|
|||
|
|
contains(entity: Entity): boolean;
|
|||
|
|
getTagList(tag: number): Set<Entity>;
|
|||
|
|
addToTagList(entity: Entity): void;
|
|||
|
|
removeFromTagList(entity: Entity): void;
|
|||
|
|
update(): void;
|
|||
|
|
updateLists(): void;
|
|||
|
|
/**
|
|||
|
|
* 返回第一个找到的名字为name的实体。如果没有找到则返回null
|
|||
|
|
* @param name
|
|||
|
|
*/
|
|||
|
|
findEntity(name: string): Entity;
|
|||
|
|
/**
|
|||
|
|
*
|
|||
|
|
* @param id
|
|||
|
|
* @returns
|
|||
|
|
*/
|
|||
|
|
findEntityById(id: number): Entity;
|
|||
|
|
/**
|
|||
|
|
* 返回带有标签的所有实体的列表。如果没有实体有标签,则返回一个空列表。
|
|||
|
|
* 返回的List可以通过ListPool.free放回池中
|
|||
|
|
* @param tag
|
|||
|
|
*/
|
|||
|
|
entitiesWithTag(tag: number): Entity[];
|
|||
|
|
/**
|
|||
|
|
* 返回第一个找到该tag的实体
|
|||
|
|
* @param tag
|
|||
|
|
* @returns
|
|||
|
|
*/
|
|||
|
|
entityWithTag(tag: number): Entity;
|
|||
|
|
/**
|
|||
|
|
* 返回在场景中找到的第一个T类型的组件。
|
|||
|
|
* @param type
|
|||
|
|
*/
|
|||
|
|
findComponentOfType<T extends Component>(type: any): T;
|
|||
|
|
/**
|
|||
|
|
* 返回在场景中找到的所有T类型的组件。
|
|||
|
|
* 返回的List可以通过ListPool.free放回池中。
|
|||
|
|
* @param type
|
|||
|
|
*/
|
|||
|
|
findComponentsOfType<T extends Component>(type: any): T[];
|
|||
|
|
/**
|
|||
|
|
* 返回场景中包含特定组件的实体列表
|
|||
|
|
* @param types
|
|||
|
|
* @returns
|
|||
|
|
*/
|
|||
|
|
findEntitesOfComponent(...types: any[]): Entity[];
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class EntityProcessorList {
|
|||
|
|
_processors: EntitySystem[];
|
|||
|
|
add(processor: EntitySystem): void;
|
|||
|
|
remove(processor: EntitySystem): void;
|
|||
|
|
onComponentAdded(entity: Entity): void;
|
|||
|
|
onComponentRemoved(entity: Entity): void;
|
|||
|
|
onEntityAdded(entity: Entity): void;
|
|||
|
|
onEntityRemoved(entity: Entity): void;
|
|||
|
|
begin(): void;
|
|||
|
|
update(): void;
|
|||
|
|
lateUpdate(): void;
|
|||
|
|
end(): void;
|
|||
|
|
getProcessor<T extends EntitySystem>(type: new (...args: any[]) => T): T;
|
|||
|
|
protected notifyEntityChanged(entity: Entity): void;
|
|||
|
|
protected removeFromProcessors(entity: Entity): void;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class HashHelpers {
|
|||
|
|
static readonly hashCollisionThreshold: number;
|
|||
|
|
static readonly hashPrime: number;
|
|||
|
|
/**
|
|||
|
|
* 用来作为哈希表大小的质数表。
|
|||
|
|
* 一个典型的调整大小的算法会在这个数组中选取比之前容量大两倍的最小质数。
|
|||
|
|
* 假设我们的Hashtable当前的容量为x,并且添加了足够多的元素,因此需要进行大小调整。
|
|||
|
|
* 调整大小首先计算2x,然后在表中找到第一个大于2x的质数,即如果质数的顺序是p_1,p_2,...,p_i,...,则找到p_n,使p_n-1 < 2x < p_n。
|
|||
|
|
* 双倍对于保持哈希特操作的渐近复杂度是很重要的,比如添加。
|
|||
|
|
* 拥有一个质数可以保证双倍哈希不会导致无限循环。 IE,你的哈希函数将是h1(key)+i*h2(key),0 <= i < size.h2和size必须是相对质数。
|
|||
|
|
*/
|
|||
|
|
static readonly primes: number[];
|
|||
|
|
/**
|
|||
|
|
* 这是比Array.MaxArrayLength小的最大质数
|
|||
|
|
*/
|
|||
|
|
static readonly maxPrimeArrayLength: number;
|
|||
|
|
static isPrime(candidate: number): boolean;
|
|||
|
|
static getPrime(min: number): number;
|
|||
|
|
/**
|
|||
|
|
*
|
|||
|
|
* @param oldSize
|
|||
|
|
* @returns 返回要增长的哈希特表的大小
|
|||
|
|
*/
|
|||
|
|
static expandPrime(oldSize: number): number;
|
|||
|
|
static getHashCode(str: any): number;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class IdentifierPool {
|
|||
|
|
private ids;
|
|||
|
|
private nextAvailableId_;
|
|||
|
|
constructor();
|
|||
|
|
checkOut(): number;
|
|||
|
|
checkIn(id: number): void;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class Matcher {
|
|||
|
|
protected allSet: (new (...args: any[]) => Component)[];
|
|||
|
|
protected exclusionSet: (new (...args: any[]) => Component)[];
|
|||
|
|
protected oneSet: (new (...args: any[]) => Component)[];
|
|||
|
|
static empty(): Matcher;
|
|||
|
|
getAllSet(): (new (...args: any[]) => Component)[];
|
|||
|
|
getExclusionSet(): (new (...args: any[]) => Component)[];
|
|||
|
|
getOneSet(): (new (...args: any[]) => Component)[];
|
|||
|
|
isInterestedEntity(e: Entity): boolean;
|
|||
|
|
isInterested(components: Bits): boolean;
|
|||
|
|
all(...types: any[]): Matcher;
|
|||
|
|
exclude(...types: any[]): this;
|
|||
|
|
one(...types: any[]): this;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class RenderableComponentList {
|
|||
|
|
private _components;
|
|||
|
|
private _componentsByRenderLayer;
|
|||
|
|
private _unsortedRenderLayers;
|
|||
|
|
private _componentsNeedSort;
|
|||
|
|
readonly count: number;
|
|||
|
|
get(index: number): IRenderable;
|
|||
|
|
add(component: IRenderable): void;
|
|||
|
|
remove(component: IRenderable): void;
|
|||
|
|
updateRenderableRenderLayer(component: IRenderable, oldRenderLayer: number, newRenderLayer: number): void;
|
|||
|
|
setRenderLayerNeedsComponentSort(renderLayer: number): void;
|
|||
|
|
setNeedsComponentSort(): void;
|
|||
|
|
private addToRenderLayerList;
|
|||
|
|
componentsWithRenderLayer(renderLayer: number): IRenderable[];
|
|||
|
|
updateLists(): void;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare class StringUtils {
|
|||
|
|
/**
|
|||
|
|
* 特殊符号字符串
|
|||
|
|
*/
|
|||
|
|
private static specialSigns;
|
|||
|
|
/**
|
|||
|
|
* 匹配中文字符
|
|||
|
|
* @param str 需要匹配的字符串
|
|||
|
|
* @return
|
|||
|
|
*/
|
|||
|
|
static matchChineseWord(str: string): string[];
|
|||
|
|
/**
|
|||
|
|
* 去除字符串左端的空白字符
|
|||
|
|
* @param target 目标字符串
|
|||
|
|
* @return
|
|||
|
|
*/
|
|||
|
|
static lTrim(target: string): string;
|
|||
|
|
/**
|
|||
|
|
* 去除字符串右端的空白字符
|
|||
|
|
* @param target 目标字符串
|
|||
|
|
* @return
|
|||
|
|
*/
|
|||
|
|
static rTrim(target: string): string;
|
|||
|
|
/**
|
|||
|
|
* 返回一个去除2段空白字符的字符串
|
|||
|
|
* @param target
|
|||
|
|
* @return 返回一个去除2段空白字符的字符串
|
|||
|
|
*/
|
|||
|
|
static trim(target: string): string;
|
|||
|
|
/**
|
|||
|
|
* 返回该字符是否为空白字符
|
|||
|
|
* @param str
|
|||
|
|
* @return 返回该字符是否为空白字符
|
|||
|
|
*/
|
|||
|
|
static isWhiteSpace(str: string): boolean;
|
|||
|
|
/**
|
|||
|
|
* 返回执行替换后的字符串
|
|||
|
|
* @param mainStr 待查找字符串
|
|||
|
|
* @param targetStr 目标字符串
|
|||
|
|
* @param replaceStr 替换字符串
|
|||
|
|
* @param caseMark 是否忽略大小写
|
|||
|
|
* @return 返回执行替换后的字符串
|
|||
|
|
*/
|
|||
|
|
static replaceMatch(mainStr: string, targetStr: string, replaceStr: string, caseMark?: boolean): string;
|
|||
|
|
/**
|
|||
|
|
* 用html实体换掉字符窜中的特殊字符
|
|||
|
|
* @param str 需要替换的字符串
|
|||
|
|
* @param reversion 是否翻转替换:将转义符号替换为正常的符号
|
|||
|
|
* @return 换掉特殊字符后的字符串
|
|||
|
|
*/
|
|||
|
|
static htmlSpecialChars(str: string, reversion?: boolean): string;
|
|||
|
|
/**
|
|||
|
|
* 给数字字符前面添 "0"
|
|||
|
|
*
|
|||
|
|
* @param str 要进行处理的字符串
|
|||
|
|
* @param width 处理后字符串的长度,
|
|||
|
|
* 如果str.length >= width,将不做任何处理直接返回原始的str。
|
|||
|
|
* @return
|
|||
|
|
*
|
|||
|
|
*/
|
|||
|
|
static zfill(str: string, width?: number): string;
|
|||
|
|
/**
|
|||
|
|
* 翻转字符串
|
|||
|
|
* @param str 字符串
|
|||
|
|
* @return 翻转后的字符串
|
|||
|
|
*/
|
|||
|
|
static reverse(str: string): string;
|
|||
|
|
/**
|
|||
|
|
* 截断某段字符串
|
|||
|
|
* @param str 目标字符串
|
|||
|
|
* @param start 需要截断的起始索引
|
|||
|
|
* @param en 截断长度
|
|||
|
|
* @param order 顺序,true从字符串头部开始计算,false从字符串尾巴开始结算。
|
|||
|
|
* @return 截断后的字符串
|
|||
|
|
*/
|
|||
|
|
static cutOff(str: string, start: number, len: number, order?: boolean): string;
|
|||
|
|
/**
|
|||
|
|
* {0} 字符替换
|
|||
|
|
*/
|
|||
|
|
static strReplace(str: string, rStr: string[]): string;
|
|||
|
|
static format(str: string, ...args: any[]): string;
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
/** 提供帧定时信息 */
|
|||
|
|
class Time {
|
|||
|
|
/** 游戏运行的总时间 */
|
|||
|
|
static totalTime: number;
|
|||
|
|
/** deltaTime的未缩放版本。不受时间尺度的影响 */
|
|||
|
|
static unscaledDeltaTime: number;
|
|||
|
|
/** 前一帧到当前帧的时间增量,按时间刻度进行缩放 */
|
|||
|
|
static deltaTime: number;
|
|||
|
|
/** 时间刻度缩放 */
|
|||
|
|
static timeScale: number;
|
|||
|
|
/** DeltaTime可以为的最大值 */
|
|||
|
|
static maxDeltaTime: number;
|
|||
|
|
/** 已传递的帧总数 */
|
|||
|
|
static frameCount: number;
|
|||
|
|
/** 自场景加载以来的总时间 */
|
|||
|
|
static timeSinceSceneLoad: number;
|
|||
|
|
private static _lastTime;
|
|||
|
|
static update(currentTime: number): void;
|
|||
|
|
static sceneChanged(): void;
|
|||
|
|
/**
|
|||
|
|
* 允许在间隔检查。只应该使用高于delta的间隔值,否则它将始终返回true。
|
|||
|
|
* @param interval
|
|||
|
|
*/
|
|||
|
|
static checkEvery(interval: number): boolean;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare class TimeUtils {
|
|||
|
|
/**
|
|||
|
|
* 计算月份ID
|
|||
|
|
* @param d 指定计算日期
|
|||
|
|
* @returns 月ID
|
|||
|
|
*/
|
|||
|
|
static monthId(d?: Date): number;
|
|||
|
|
/**
|
|||
|
|
* 计算日期ID
|
|||
|
|
* @param d 指定计算日期
|
|||
|
|
* @returns 日期ID
|
|||
|
|
*/
|
|||
|
|
static dateId(t?: Date): number;
|
|||
|
|
/**
|
|||
|
|
* 计算周ID
|
|||
|
|
* @param d 指定计算日期
|
|||
|
|
* @returns 周ID
|
|||
|
|
*/
|
|||
|
|
static weekId(d?: Date, first?: boolean): number;
|
|||
|
|
/**
|
|||
|
|
* 计算俩日期时间差,如果a比b小,返回负数
|
|||
|
|
*/
|
|||
|
|
static diffDay(a: Date, b: Date, fixOne?: boolean): number;
|
|||
|
|
/**
|
|||
|
|
* 获取本周一 凌晨时间
|
|||
|
|
*/
|
|||
|
|
static getFirstDayOfWeek(d?: Date): Date;
|
|||
|
|
/**
|
|||
|
|
* 获取当日凌晨时间
|
|||
|
|
*/
|
|||
|
|
static getFirstOfDay(d?: Date): Date;
|
|||
|
|
/**
|
|||
|
|
* 获取次日凌晨时间
|
|||
|
|
*/
|
|||
|
|
static getNextFirstOfDay(d?: Date): Date;
|
|||
|
|
/**
|
|||
|
|
* @returns 2018-12-12
|
|||
|
|
*/
|
|||
|
|
static formatDate(date: Date): string;
|
|||
|
|
/**
|
|||
|
|
* @returns 2018-12-12 12:12:12
|
|||
|
|
*/
|
|||
|
|
static formatDateTime(date: Date): string;
|
|||
|
|
/**
|
|||
|
|
* @returns s 2018-12-12 或者 2018-12-12 12:12:12
|
|||
|
|
*/
|
|||
|
|
static parseDate(s: string): Date;
|
|||
|
|
/**
|
|||
|
|
* 秒数转换为时间形式。
|
|||
|
|
* @param time 秒数
|
|||
|
|
* @param partition 分隔符
|
|||
|
|
* @param showHour 是否显示小时
|
|||
|
|
* @return 返回一个以分隔符分割的时, 分, 秒
|
|||
|
|
*
|
|||
|
|
* 比如: time = 4351; secondToTime(time)返回字符串01:12:31;
|
|||
|
|
*/
|
|||
|
|
static secondToTime(time?: number, partition?: string, showHour?: boolean): string;
|
|||
|
|
/**
|
|||
|
|
* 时间形式转换为毫秒数。
|
|||
|
|
* @param time 以指定分隔符分割的时间字符串
|
|||
|
|
* @param partition 分隔符
|
|||
|
|
* @return 毫秒数显示的字符串
|
|||
|
|
* @throws Error Exception
|
|||
|
|
*
|
|||
|
|
* 用法1 trace(MillisecondTransform.timeToMillisecond("00:60:00"))
|
|||
|
|
* 输出 3600000
|
|||
|
|
*
|
|||
|
|
*
|
|||
|
|
* 用法2 trace(MillisecondTransform.timeToMillisecond("00.60.00","."))
|
|||
|
|
* 输出 3600000
|
|||
|
|
*/
|
|||
|
|
static timeToMillisecond(time: string, partition?: string): string;
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
/**
|
|||
|
|
* 开辟一个新线程
|
|||
|
|
* 注意:它无法获得主线程中的上下文
|
|||
|
|
*/
|
|||
|
|
class WorkerUtils {
|
|||
|
|
/** 正在执行的队列 */
|
|||
|
|
private static readonly pendingJobs;
|
|||
|
|
private static jobIdGen;
|
|||
|
|
/**
|
|||
|
|
* 创建一个worker
|
|||
|
|
* @param doFunc worker所能做的事情
|
|||
|
|
*/
|
|||
|
|
static makeWorker(doFunc: Function): Worker;
|
|||
|
|
static workerMessage(worker: Worker): (...message: any[]) => Promise<{}>;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class Graphics {
|
|||
|
|
static instance: Graphics;
|
|||
|
|
batcher: IBatcher;
|
|||
|
|
constructor(batcher: IBatcher);
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class Color {
|
|||
|
|
/**
|
|||
|
|
* 红色通道
|
|||
|
|
*/
|
|||
|
|
r: number;
|
|||
|
|
/**
|
|||
|
|
* 绿色通道
|
|||
|
|
*/
|
|||
|
|
g: number;
|
|||
|
|
/**
|
|||
|
|
* 蓝色通道
|
|||
|
|
*/
|
|||
|
|
b: number;
|
|||
|
|
/**
|
|||
|
|
* 透明度通道 (仅0-1之间)
|
|||
|
|
*/
|
|||
|
|
a: number;
|
|||
|
|
/**
|
|||
|
|
* 色调
|
|||
|
|
*/
|
|||
|
|
h: number;
|
|||
|
|
/**
|
|||
|
|
* 饱和
|
|||
|
|
*/
|
|||
|
|
s: number;
|
|||
|
|
/**
|
|||
|
|
* 亮度
|
|||
|
|
*/
|
|||
|
|
l: number;
|
|||
|
|
/**
|
|||
|
|
* 从 r, g, b, a 创建一个新的 Color 实例
|
|||
|
|
*
|
|||
|
|
* @param r 颜色的红色分量 (0-255)
|
|||
|
|
* @param g 颜色的绿色成分 (0-255)
|
|||
|
|
* @param b 颜色的蓝色分量 (0-255)
|
|||
|
|
* @param a 颜色的 alpha 分量 (0-1.0)
|
|||
|
|
*/
|
|||
|
|
constructor(r: number, g: number, b: number, a?: number);
|
|||
|
|
/**
|
|||
|
|
* 从 r, g, b, a 创建一个新的 Color 实例
|
|||
|
|
*
|
|||
|
|
* @param r 颜色的红色分量 (0-255)
|
|||
|
|
* @param g 颜色的绿色成分 (0-255)
|
|||
|
|
* @param b 颜色的蓝色分量 (0-255)
|
|||
|
|
* @param a 颜色的 alpha 分量 (0-1.0)
|
|||
|
|
*/
|
|||
|
|
static fromRGB(r: number, g: number, b: number, a?: number): Color;
|
|||
|
|
/**
|
|||
|
|
* 从十六进制字符串创建一个新的 Color 实例
|
|||
|
|
*
|
|||
|
|
* @param hex #ffffff 形式的 CSS 颜色字符串,alpha 组件是可选的
|
|||
|
|
*/
|
|||
|
|
static createFromHex(hex: string): Color;
|
|||
|
|
/**
|
|||
|
|
* 从 hsl 值创建一个新的 Color 实例
|
|||
|
|
*
|
|||
|
|
* @param h 色调表示 [0-1]
|
|||
|
|
* @param s 饱和度表示为 [0-1]
|
|||
|
|
* @param l 亮度表示 [0-1]
|
|||
|
|
* @param a 透明度表示 [0-1]
|
|||
|
|
*/
|
|||
|
|
static fromHSL(h: number, s: number, l: number, a?: number): Color;
|
|||
|
|
/**
|
|||
|
|
* 将当前颜色调亮指定的量
|
|||
|
|
*
|
|||
|
|
* @param factor
|
|||
|
|
*/
|
|||
|
|
lighten(factor?: number): Color;
|
|||
|
|
/**
|
|||
|
|
* 将当前颜色变暗指定的量
|
|||
|
|
*
|
|||
|
|
* @param factor
|
|||
|
|
*/
|
|||
|
|
darken(factor?: number): Color;
|
|||
|
|
/**
|
|||
|
|
* 使当前颜色饱和指定的量
|
|||
|
|
*
|
|||
|
|
* @param factor
|
|||
|
|
*/
|
|||
|
|
saturate(factor?: number): Color;
|
|||
|
|
/**
|
|||
|
|
* 按指定量降低当前颜色的饱和度
|
|||
|
|
*
|
|||
|
|
* @param factor
|
|||
|
|
*/
|
|||
|
|
desaturate(factor?: number): Color;
|
|||
|
|
/**
|
|||
|
|
* 将一种颜色乘以另一种颜色,得到更深的颜色
|
|||
|
|
*
|
|||
|
|
* @param color
|
|||
|
|
*/
|
|||
|
|
mulitiply(color: Color): Color;
|
|||
|
|
/**
|
|||
|
|
* 筛选另一种颜色,导致颜色较浅
|
|||
|
|
*
|
|||
|
|
* @param color
|
|||
|
|
*/
|
|||
|
|
screen(color: Color): Color;
|
|||
|
|
/**
|
|||
|
|
* 反转当前颜色
|
|||
|
|
*/
|
|||
|
|
invert(): Color;
|
|||
|
|
/**
|
|||
|
|
* 将当前颜色与另一个颜色平均
|
|||
|
|
*
|
|||
|
|
* @param color
|
|||
|
|
*/
|
|||
|
|
average(color: Color): Color;
|
|||
|
|
/**
|
|||
|
|
* 返回颜色的 CSS 字符串表示形式。
|
|||
|
|
*
|
|||
|
|
* @param format
|
|||
|
|
*/
|
|||
|
|
toString(format?: 'rgb' | 'hsl' | 'hex'): string;
|
|||
|
|
/**
|
|||
|
|
* 返回颜色分量的十六进制值
|
|||
|
|
* @param c
|
|||
|
|
* @see https://stackoverflow.com/questions/5623838/rgb-to-hex-and-hex-to-rgb
|
|||
|
|
*/
|
|||
|
|
private _componentToHex;
|
|||
|
|
/**
|
|||
|
|
*返回颜色的十六进制表示
|
|||
|
|
*/
|
|||
|
|
toHex(): string;
|
|||
|
|
/**
|
|||
|
|
* 从十六进制字符串设置颜色
|
|||
|
|
*
|
|||
|
|
* @param hex #ffffff 形式的 CSS 颜色字符串,alpha 组件是可选的
|
|||
|
|
*/
|
|||
|
|
fromHex(hex: string): void;
|
|||
|
|
/**
|
|||
|
|
* 返回颜色的 RGBA 表示
|
|||
|
|
*/
|
|||
|
|
toRGBA(): string;
|
|||
|
|
/**
|
|||
|
|
* 返回颜色的 HSLA 表示
|
|||
|
|
*/
|
|||
|
|
toHSLA(): string;
|
|||
|
|
/**
|
|||
|
|
* 返回颜色的 CSS 字符串表示形式
|
|||
|
|
*/
|
|||
|
|
fillStyle(): string;
|
|||
|
|
/**
|
|||
|
|
* 返回当前颜色的克隆
|
|||
|
|
*/
|
|||
|
|
clone(): Color;
|
|||
|
|
/**
|
|||
|
|
* Black (#000000)
|
|||
|
|
*/
|
|||
|
|
static Black: Color;
|
|||
|
|
/**
|
|||
|
|
* White (#FFFFFF)
|
|||
|
|
*/
|
|||
|
|
static White: Color;
|
|||
|
|
/**
|
|||
|
|
* Gray (#808080)
|
|||
|
|
*/
|
|||
|
|
static Gray: Color;
|
|||
|
|
/**
|
|||
|
|
* Light gray (#D3D3D3)
|
|||
|
|
*/
|
|||
|
|
static LightGray: Color;
|
|||
|
|
/**
|
|||
|
|
* Dark gray (#A9A9A9)
|
|||
|
|
*/
|
|||
|
|
static DarkGray: Color;
|
|||
|
|
/**
|
|||
|
|
* Yellow (#FFFF00)
|
|||
|
|
*/
|
|||
|
|
static Yellow: Color;
|
|||
|
|
/**
|
|||
|
|
* Orange (#FFA500)
|
|||
|
|
*/
|
|||
|
|
static Orange: Color;
|
|||
|
|
/**
|
|||
|
|
* Red (#FF0000)
|
|||
|
|
*/
|
|||
|
|
static Red: Color;
|
|||
|
|
/**
|
|||
|
|
* Vermillion (#FF5B31)
|
|||
|
|
*/
|
|||
|
|
static Vermillion: Color;
|
|||
|
|
/**
|
|||
|
|
* Rose (#FF007F)
|
|||
|
|
*/
|
|||
|
|
static Rose: Color;
|
|||
|
|
/**
|
|||
|
|
* Magenta (#FF00FF)
|
|||
|
|
*/
|
|||
|
|
static Magenta: Color;
|
|||
|
|
/**
|
|||
|
|
* Violet (#7F00FF)
|
|||
|
|
*/
|
|||
|
|
static Violet: Color;
|
|||
|
|
/**
|
|||
|
|
* Blue (#0000FF)
|
|||
|
|
*/
|
|||
|
|
static Blue: Color;
|
|||
|
|
/**
|
|||
|
|
* Azure (#007FFF)
|
|||
|
|
*/
|
|||
|
|
static Azure: Color;
|
|||
|
|
/**
|
|||
|
|
* Cyan (#00FFFF)
|
|||
|
|
*/
|
|||
|
|
static Cyan: Color;
|
|||
|
|
/**
|
|||
|
|
* Viridian (#59978F)
|
|||
|
|
*/
|
|||
|
|
static Viridian: Color;
|
|||
|
|
/**
|
|||
|
|
* Green (#00FF00)
|
|||
|
|
*/
|
|||
|
|
static Green: Color;
|
|||
|
|
/**
|
|||
|
|
* Chartreuse (#7FFF00)
|
|||
|
|
*/
|
|||
|
|
static Chartreuse: Color;
|
|||
|
|
/**
|
|||
|
|
* Transparent (#FFFFFF00)
|
|||
|
|
*/
|
|||
|
|
static Transparent: Color;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
interface IBatcher {
|
|||
|
|
begin(cam: ICamera): any;
|
|||
|
|
end(): any;
|
|||
|
|
drawPoints(points: Vector2[], color: Color, thickness?: number): any;
|
|||
|
|
drawPolygon(poisition: Vector2, points: Vector2[], color: Color, closePoly: boolean, thickness?: number): any;
|
|||
|
|
drawHollowRect(x: number, y: number, width: number, height: number, color: Color, thickness?: number): any;
|
|||
|
|
drawCircle(position: Vector2, raidus: number, color: Color, thickness?: number): any;
|
|||
|
|
drawCircleLow(position: es.Vector2, radius: number, color: Color, thickness?: number, resolution?: number): any;
|
|||
|
|
drawRect(x: number, y: number, width: number, height: number, color: Color): any;
|
|||
|
|
drawLine(start: Vector2, end: Vector2, color: Color, thickness: number): any;
|
|||
|
|
drawPixel(position: Vector2, color: Color, size?: number): any;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
interface ICamera extends Component {
|
|||
|
|
bounds: Rectangle;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
abstract class Renderer {
|
|||
|
|
camera: ICamera;
|
|||
|
|
readonly renderOrder: number;
|
|||
|
|
shouldDebugRender: boolean;
|
|||
|
|
protected renderDirty: boolean;
|
|||
|
|
constructor(renderOrder: number, camera: ICamera);
|
|||
|
|
onAddedToScene(scene: es.Scene): void;
|
|||
|
|
unload(): void;
|
|||
|
|
protected beginRender(cam: ICamera): void;
|
|||
|
|
protected endRender(): void;
|
|||
|
|
protected onRenderChanged(): void;
|
|||
|
|
abstract render(scene: Scene): void;
|
|||
|
|
protected renderAfterStateCheck(renderable: IRenderable, cam: ICamera): void;
|
|||
|
|
protected debugRender(scene: Scene): void;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class DefaultRenderer extends Renderer {
|
|||
|
|
constructor(renderOrder?: number, camera?: ICamera);
|
|||
|
|
render(scene: Scene): void;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
/**
|
|||
|
|
* 三次方和二次方贝塞尔帮助器(cubic and quadratic bezier helper)
|
|||
|
|
*/
|
|||
|
|
class Bezier {
|
|||
|
|
/**
|
|||
|
|
* 求解二次曲折线
|
|||
|
|
* @param p0
|
|||
|
|
* @param p1
|
|||
|
|
* @param p2
|
|||
|
|
* @param t
|
|||
|
|
*/
|
|||
|
|
static getPoint(p0: Vector2, p1: Vector2, p2: Vector2, t: number): Vector2;
|
|||
|
|
/**
|
|||
|
|
* 求解一个立方体曲率
|
|||
|
|
* @param start
|
|||
|
|
* @param firstControlPoint
|
|||
|
|
* @param secondControlPoint
|
|||
|
|
* @param end
|
|||
|
|
* @param t
|
|||
|
|
*/
|
|||
|
|
static getPointThree(start: Vector2, firstControlPoint: Vector2, secondControlPoint: Vector2, end: Vector2, t: number): Vector2;
|
|||
|
|
/**
|
|||
|
|
* 得到二次贝塞尔函数的一阶导数
|
|||
|
|
* @param p0
|
|||
|
|
* @param p1
|
|||
|
|
* @param p2
|
|||
|
|
* @param t
|
|||
|
|
*/
|
|||
|
|
static getFirstDerivative(p0: Vector2, p1: Vector2, p2: Vector2, t: number): Vector2;
|
|||
|
|
/**
|
|||
|
|
* 得到一个三次贝塞尔函数的一阶导数
|
|||
|
|
* @param start
|
|||
|
|
* @param firstControlPoint
|
|||
|
|
* @param secondControlPoint
|
|||
|
|
* @param end
|
|||
|
|
* @param t
|
|||
|
|
*/
|
|||
|
|
static getFirstDerivativeThree(start: Vector2, firstControlPoint: Vector2, secondControlPoint: Vector2, end: Vector2, t: number): Vector2;
|
|||
|
|
/**
|
|||
|
|
* 递归地细分bezier曲线,直到满足距离校正
|
|||
|
|
* 在这种算法中,平面切片的点要比曲面切片少。返回完成后应返回到ListPool的合并列表。
|
|||
|
|
* @param start
|
|||
|
|
* @param firstCtrlPoint
|
|||
|
|
* @param secondCtrlPoint
|
|||
|
|
* @param end
|
|||
|
|
* @param distanceTolerance
|
|||
|
|
*/
|
|||
|
|
static getOptimizedDrawingPoints(start: Vector2, firstCtrlPoint: Vector2, secondCtrlPoint: Vector2, end: Vector2, distanceTolerance?: number): Vector2[];
|
|||
|
|
/**
|
|||
|
|
* 递归地细分bezier曲线,直到满足距离校正。在这种算法中,平面切片的点要比曲面切片少。
|
|||
|
|
* @param start
|
|||
|
|
* @param firstCtrlPoint
|
|||
|
|
* @param secondCtrlPoint
|
|||
|
|
* @param end
|
|||
|
|
* @param points
|
|||
|
|
* @param distanceTolerance
|
|||
|
|
*/
|
|||
|
|
private static recursiveGetOptimizedDrawingPoints;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
/**
|
|||
|
|
* 提供了一系列立方贝塞尔点,并提供了帮助方法来访问贝塞尔
|
|||
|
|
*/
|
|||
|
|
class BezierSpline {
|
|||
|
|
_points: Vector2[];
|
|||
|
|
_curveCount: number;
|
|||
|
|
/**
|
|||
|
|
* 在这个过程中,t被修改为在曲线段的范围内。
|
|||
|
|
* @param t
|
|||
|
|
*/
|
|||
|
|
pointIndexAtTime(t: number): {
|
|||
|
|
time: number;
|
|||
|
|
range: number;
|
|||
|
|
};
|
|||
|
|
/**
|
|||
|
|
* 设置一个控制点,考虑到这是否是一个共享点,如果是,则适当调整
|
|||
|
|
* @param index
|
|||
|
|
* @param point
|
|||
|
|
*/
|
|||
|
|
setControlPoint(index: number, point: Vector2): void;
|
|||
|
|
/**
|
|||
|
|
* 得到时间t的贝塞尔曲线上的点
|
|||
|
|
* @param t
|
|||
|
|
*/
|
|||
|
|
getPointAtTime(t: number): Vector2;
|
|||
|
|
/**
|
|||
|
|
* 得到贝塞尔在时间t的速度(第一导数)
|
|||
|
|
* @param t
|
|||
|
|
*/
|
|||
|
|
getVelocityAtTime(t: number): Vector2;
|
|||
|
|
/**
|
|||
|
|
* 得到时间t时贝塞尔的方向(归一化第一导数)
|
|||
|
|
* @param t
|
|||
|
|
*/
|
|||
|
|
getDirectionAtTime(t: number): Vector2;
|
|||
|
|
/**
|
|||
|
|
* 在贝塞尔曲线上添加一条曲线
|
|||
|
|
* @param start
|
|||
|
|
* @param firstControlPoint
|
|||
|
|
* @param secondControlPoint
|
|||
|
|
* @param end
|
|||
|
|
*/
|
|||
|
|
addCurve(start: Vector2, firstControlPoint: Vector2, secondControlPoint: Vector2, end: Vector2): void;
|
|||
|
|
/**
|
|||
|
|
* 重置bezier,移除所有点
|
|||
|
|
*/
|
|||
|
|
reset(): void;
|
|||
|
|
/**
|
|||
|
|
* 将splitine分解成totalSegments部分,并返回使用线条绘制所需的所有点
|
|||
|
|
* @param totalSegments
|
|||
|
|
*/
|
|||
|
|
getDrawingPoints(totalSegments: number): Vector2[];
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
/**
|
|||
|
|
* 帮助处理位掩码的实用程序类
|
|||
|
|
* 除了isFlagSet之外,所有方法都期望flag参数是一个非移位的标志
|
|||
|
|
* 允许您使用普通的(0、1、2、3等)来设置/取消您的标记
|
|||
|
|
*/
|
|||
|
|
class Flags {
|
|||
|
|
/**
|
|||
|
|
* 检查位标志是否已在数值中设置
|
|||
|
|
* 检查期望标志是否已经移位
|
|||
|
|
* @param self
|
|||
|
|
* @param flag
|
|||
|
|
*/
|
|||
|
|
static isFlagSet(self: number, flag: number): boolean;
|
|||
|
|
/**
|
|||
|
|
* 检查位标志是否在数值中设置
|
|||
|
|
* @param self
|
|||
|
|
* @param flag
|
|||
|
|
*/
|
|||
|
|
static isUnshiftedFlagSet(self: number, flag: number): boolean;
|
|||
|
|
/**
|
|||
|
|
* 设置数值标志位,移除所有已经设置的标志
|
|||
|
|
* @param self
|
|||
|
|
* @param flag
|
|||
|
|
*/
|
|||
|
|
static setFlagExclusive(self: Ref<number>, flag: number): void;
|
|||
|
|
/**
|
|||
|
|
* 设置标志位
|
|||
|
|
* @param self
|
|||
|
|
* @param flag
|
|||
|
|
*/
|
|||
|
|
static setFlag(self: Ref<number>, flag: number): void;
|
|||
|
|
/**
|
|||
|
|
* 取消标志位
|
|||
|
|
* @param self
|
|||
|
|
* @param flag
|
|||
|
|
*/
|
|||
|
|
static unsetFlag(self: Ref<number>, flag: number): void;
|
|||
|
|
/**
|
|||
|
|
* 反转数值集合位
|
|||
|
|
* @param self
|
|||
|
|
*/
|
|||
|
|
static invertFlags(self: Ref<number>): void;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class MathHelper {
|
|||
|
|
static readonly Epsilon: number;
|
|||
|
|
static readonly Rad2Deg: number;
|
|||
|
|
static readonly Deg2Rad: number;
|
|||
|
|
/**
|
|||
|
|
* 表示pi除以2的值(1.57079637)
|
|||
|
|
*/
|
|||
|
|
static readonly PiOver2: number;
|
|||
|
|
/**
|
|||
|
|
* 将弧度转换成角度。
|
|||
|
|
* @param radians 用弧度表示的角
|
|||
|
|
*/
|
|||
|
|
static toDegrees(radians: number): number;
|
|||
|
|
/**
|
|||
|
|
* 将角度转换为弧度
|
|||
|
|
* @param degrees
|
|||
|
|
*/
|
|||
|
|
static toRadians(degrees: number): number;
|
|||
|
|
/**
|
|||
|
|
* 返回由给定三角形和两个归一化重心(面积)坐标定义的点的一个轴的笛卡尔坐标
|
|||
|
|
* @param value1
|
|||
|
|
* @param value2
|
|||
|
|
* @param value3
|
|||
|
|
* @param amount1
|
|||
|
|
* @param amount2
|
|||
|
|
*/
|
|||
|
|
static barycentric(value1: number, value2: number, value3: number, amount1: number, amount2: number): number;
|
|||
|
|
/**
|
|||
|
|
* 使用指定位置执行Catmull-Rom插值
|
|||
|
|
* @param value1
|
|||
|
|
* @param value2
|
|||
|
|
* @param value3
|
|||
|
|
* @param value4
|
|||
|
|
* @param amount
|
|||
|
|
*/
|
|||
|
|
static catmullRom(value1: number, value2: number, value3: number, value4: number, amount: number): number;
|
|||
|
|
/**
|
|||
|
|
* 将值(在leftMin-leftMax范围内)映射到一个在rightMin-rightMax范围内的值
|
|||
|
|
* @param value
|
|||
|
|
* @param leftMin
|
|||
|
|
* @param leftMax
|
|||
|
|
* @param rightMin
|
|||
|
|
* @param rightMax
|
|||
|
|
*/
|
|||
|
|
static map(value: number, leftMin: number, leftMax: number, rightMin: number, rightMax: number): number;
|
|||
|
|
/**
|
|||
|
|
* 将值从任意范围映射到0到1范围
|
|||
|
|
* @param value
|
|||
|
|
* @param min
|
|||
|
|
* @param max
|
|||
|
|
* @returns
|
|||
|
|
*/
|
|||
|
|
static map01(value: number, min: number, max: number): number;
|
|||
|
|
/**
|
|||
|
|
* 将值从某个任意范围映射到1到0范围
|
|||
|
|
* 这相当于map01的取反
|
|||
|
|
* @param value
|
|||
|
|
* @param min
|
|||
|
|
* @param max
|
|||
|
|
* @returns
|
|||
|
|
*/
|
|||
|
|
static map10(value: number, min: number, max: number): number;
|
|||
|
|
/**
|
|||
|
|
* 使用三次方程在两个值之间进行插值
|
|||
|
|
* @param value1
|
|||
|
|
* @param value2
|
|||
|
|
* @param amount
|
|||
|
|
*/
|
|||
|
|
static smoothStep(value1: number, value2: number, amount: number): number;
|
|||
|
|
/**
|
|||
|
|
* 将给定角度减小到π到-π之间的值
|
|||
|
|
* @param angle
|
|||
|
|
*/
|
|||
|
|
static wrapAngle(angle: number): number;
|
|||
|
|
/**
|
|||
|
|
* 确定值是否以2为底
|
|||
|
|
* @param value
|
|||
|
|
* @returns
|
|||
|
|
*/
|
|||
|
|
static isPowerOfTwo(value: number): boolean;
|
|||
|
|
static lerp(from: number, to: number, t: number): number;
|
|||
|
|
static betterLerp(a: number, b: number, t: number, epsilon: number): number;
|
|||
|
|
/**
|
|||
|
|
* 使度数的角度在a和b之间
|
|||
|
|
* 用于处理360度环绕
|
|||
|
|
* @param a
|
|||
|
|
* @param b
|
|||
|
|
* @param t
|
|||
|
|
* @returns
|
|||
|
|
*/
|
|||
|
|
static lerpAngle(a: number, b: number, t: number): number;
|
|||
|
|
/**
|
|||
|
|
* 使弧度的角度在a和b之间
|
|||
|
|
* @param a
|
|||
|
|
* @param b
|
|||
|
|
* @param t
|
|||
|
|
* @returns
|
|||
|
|
*/
|
|||
|
|
static lerpAngleRadians(a: number, b: number, t: number): number;
|
|||
|
|
/**
|
|||
|
|
* 循环t使其不大于长度且不小于0
|
|||
|
|
* @param t
|
|||
|
|
* @param length
|
|||
|
|
* @returns
|
|||
|
|
*/
|
|||
|
|
static pingPong(t: number, length: number): number;
|
|||
|
|
/**
|
|||
|
|
* 如果value> = threshold返回其符号,否则返回0
|
|||
|
|
* @param value
|
|||
|
|
* @param threshold
|
|||
|
|
* @returns
|
|||
|
|
*/
|
|||
|
|
static signThreshold(value: number, threshold: number): number;
|
|||
|
|
static inverseLerp(from: number, to: number, t: number): number;
|
|||
|
|
/**
|
|||
|
|
* 在两个值之间线性插值
|
|||
|
|
* 此方法是MathHelper.Lerp的效率较低,更精确的版本。
|
|||
|
|
*/
|
|||
|
|
static lerpPrecise(value1: number, value2: number, amount: number): number;
|
|||
|
|
static clamp(value: number, min: number, max: number): number;
|
|||
|
|
static snap(value: number, increment: number): number;
|
|||
|
|
/**
|
|||
|
|
* 给定圆心、半径和角度,得到圆周上的一个点。0度是3点钟。
|
|||
|
|
* @param circleCenter
|
|||
|
|
* @param radius
|
|||
|
|
* @param angleInDegrees
|
|||
|
|
*/
|
|||
|
|
static pointOnCirlce(circleCenter: Vector2, radius: number, angleInDegrees: number): Vector2;
|
|||
|
|
/**
|
|||
|
|
* 如果值为偶数,返回true
|
|||
|
|
* @param value
|
|||
|
|
*/
|
|||
|
|
static isEven(value: number): boolean;
|
|||
|
|
/**
|
|||
|
|
* 如果值是奇数,则返回true
|
|||
|
|
* @param value
|
|||
|
|
* @returns
|
|||
|
|
*/
|
|||
|
|
static isOdd(value: number): boolean;
|
|||
|
|
/**
|
|||
|
|
* 将值四舍五入并返回它和四舍五入后的数值
|
|||
|
|
* @param value
|
|||
|
|
* @param roundedAmount
|
|||
|
|
* @returns
|
|||
|
|
*/
|
|||
|
|
static roundWithRoundedAmount(value: number, roundedAmount: Ref<number>): number;
|
|||
|
|
/**
|
|||
|
|
* 数值限定在0-1之间
|
|||
|
|
* @param value
|
|||
|
|
*/
|
|||
|
|
static clamp01(value: number): number;
|
|||
|
|
static angleBetweenVectors(from: Vector2, to: Vector2): number;
|
|||
|
|
static angleToVector(angleRadians: number, length: number): Vector2;
|
|||
|
|
/**
|
|||
|
|
* 增加t并确保它总是大于或等于0并且小于长度
|
|||
|
|
* @param t
|
|||
|
|
* @param length
|
|||
|
|
*/
|
|||
|
|
static incrementWithWrap(t: number, length: number): number;
|
|||
|
|
/**
|
|||
|
|
* 递减t并确保其始终大于或等于0且小于长度
|
|||
|
|
* @param t
|
|||
|
|
* @param length
|
|||
|
|
* @returns
|
|||
|
|
*/
|
|||
|
|
static decrementWithWrap(t: number, length: number): number;
|
|||
|
|
/**
|
|||
|
|
* 返回sqrt(x * x + y * y)
|
|||
|
|
* @param x
|
|||
|
|
* @param y
|
|||
|
|
* @returns
|
|||
|
|
*/
|
|||
|
|
static hypotenuse(x: number, y: number): number;
|
|||
|
|
static closestPowerOfTwoGreaterThan(x: number): number;
|
|||
|
|
/**
|
|||
|
|
* 以roundToNearest为步长,将值舍入到最接近的数字。例如:在125中找到127到最近的5个结果
|
|||
|
|
* @param value
|
|||
|
|
* @param roundToNearest
|
|||
|
|
*/
|
|||
|
|
static roundToNearest(value: number, roundToNearest: number): number;
|
|||
|
|
/**
|
|||
|
|
* 检查传递的值是否在某个阈值之下。对于小规模、精确的比较很有用
|
|||
|
|
* @param value
|
|||
|
|
* @param ep
|
|||
|
|
*/
|
|||
|
|
static withinEpsilon(value: number, ep?: number): boolean;
|
|||
|
|
/**
|
|||
|
|
* 由上移量向上移。start可以小于或大于end。例如:开始是2,结束是10,移位是4,结果是6
|
|||
|
|
* @param start
|
|||
|
|
* @param end
|
|||
|
|
* @param shift
|
|||
|
|
*/
|
|||
|
|
static approach(start: number, end: number, shift: number): number;
|
|||
|
|
/**
|
|||
|
|
* 通过偏移量钳位结果并选择最短路径,将起始角度向终止角度移动,起始值可以小于或大于终止值。
|
|||
|
|
* 示例1:开始是30,结束是100,移位是25,结果为55
|
|||
|
|
* 示例2:开始是340,结束是30,移位是25,结果是5(365换为5)
|
|||
|
|
* @param start
|
|||
|
|
* @param end
|
|||
|
|
* @param shift
|
|||
|
|
* @returns
|
|||
|
|
*/
|
|||
|
|
static approachAngle(start: number, end: number, shift: number): number;
|
|||
|
|
/**
|
|||
|
|
* 将 Vector 投影到另一个 Vector 上
|
|||
|
|
* @param other
|
|||
|
|
*/
|
|||
|
|
static project(self: Vector2, other: Vector2): Vector2;
|
|||
|
|
/**
|
|||
|
|
* 通过将偏移量(全部以弧度为单位)夹住结果并选择最短路径,起始角度朝向终止角度。
|
|||
|
|
* 起始值可以小于或大于终止值。
|
|||
|
|
* 此方法的工作方式与“角度”方法非常相似,唯一的区别是使用弧度代替度,并以2 * Pi代替360。
|
|||
|
|
* @param start
|
|||
|
|
* @param end
|
|||
|
|
* @param shift
|
|||
|
|
* @returns
|
|||
|
|
*/
|
|||
|
|
static approachAngleRadians(start: number, end: number, shift: number): number;
|
|||
|
|
/**
|
|||
|
|
* 使用可接受的检查公差检查两个值是否大致相同
|
|||
|
|
* @param value1
|
|||
|
|
* @param value2
|
|||
|
|
* @param tolerance
|
|||
|
|
* @returns
|
|||
|
|
*/
|
|||
|
|
static approximately(value1: number, value2: number, tolerance?: number): boolean;
|
|||
|
|
/**
|
|||
|
|
* 计算两个给定角之间的最短差值(度数)
|
|||
|
|
* @param current
|
|||
|
|
* @param target
|
|||
|
|
*/
|
|||
|
|
static deltaAngle(current: number, target: number): number;
|
|||
|
|
/**
|
|||
|
|
* 检查值是否介于最小值/最大值(包括最小值/最大值)之间
|
|||
|
|
* @param value
|
|||
|
|
* @param min
|
|||
|
|
* @param max
|
|||
|
|
* @returns
|
|||
|
|
*/
|
|||
|
|
static between(value: number, min: number, max: number): boolean;
|
|||
|
|
/**
|
|||
|
|
* 计算以弧度为单位的两个给定角度之间的最短差
|
|||
|
|
* @param current
|
|||
|
|
* @param target
|
|||
|
|
* @returns
|
|||
|
|
*/
|
|||
|
|
static deltaAngleRadians(current: number, target: number): number;
|
|||
|
|
/**
|
|||
|
|
* 循环t,使其永远不大于长度,永远不小于0
|
|||
|
|
* @param t
|
|||
|
|
* @param length
|
|||
|
|
*/
|
|||
|
|
static repeat(t: number, length: number): number;
|
|||
|
|
static floorToInt(f: number): number;
|
|||
|
|
/**
|
|||
|
|
* 将值绕一圈移动的助手
|
|||
|
|
* @param position
|
|||
|
|
* @param speed
|
|||
|
|
* @returns
|
|||
|
|
*/
|
|||
|
|
static rotateAround(position: Vector2, speed: number): Vector2;
|
|||
|
|
/**
|
|||
|
|
* 旋转是相对于当前位置而不是总旋转。
|
|||
|
|
* 例如,如果您当前处于90度并且想要旋转到135度,则可以使用45度而不是135度的角度
|
|||
|
|
* @param point
|
|||
|
|
* @param center
|
|||
|
|
* @param angleIndegrees
|
|||
|
|
*/
|
|||
|
|
static rotateAround2(point: Vector2, center: Vector2, angleIndegrees: number): Vector2;
|
|||
|
|
/**
|
|||
|
|
* 根据圆的中心,半径和角度在圆的圆周上得到一个点。 0度是3点钟方向
|
|||
|
|
* @param circleCenter
|
|||
|
|
* @param radius
|
|||
|
|
* @param angleInDegrees
|
|||
|
|
*/
|
|||
|
|
static pointOnCircle(circleCenter: Vector2, radius: number, angleInDegrees: number): Vector2;
|
|||
|
|
/**
|
|||
|
|
* 根据圆的中心,半径和角度在圆的圆周上得到一个点。 0弧度是3点钟方向
|
|||
|
|
* @param circleCenter
|
|||
|
|
* @param radius
|
|||
|
|
* @param angleInRadians
|
|||
|
|
* @returns
|
|||
|
|
*/
|
|||
|
|
static pointOnCircleRadians(circleCenter: Vector2, radius: number, angleInRadians: number): Vector2;
|
|||
|
|
/**
|
|||
|
|
* lissajou曲线
|
|||
|
|
* @param xFrequency
|
|||
|
|
* @param yFrequency
|
|||
|
|
* @param xMagnitude
|
|||
|
|
* @param yMagnitude
|
|||
|
|
* @param phase
|
|||
|
|
* @returns
|
|||
|
|
*/
|
|||
|
|
static lissajou(xFrequency?: number, yFrequency?: number, xMagnitude?: number, yMagnitude?: number, phase?: number): Vector2;
|
|||
|
|
/**
|
|||
|
|
* lissajou曲线的阻尼形式,其振荡随时间在0和最大幅度之间。
|
|||
|
|
* 为获得最佳效果,阻尼应在0到1之间。
|
|||
|
|
* 振荡间隔是动画循环的一半完成的时间(以秒为单位)。
|
|||
|
|
* @param xFrequency
|
|||
|
|
* @param yFrequency
|
|||
|
|
* @param xMagnitude
|
|||
|
|
* @param yMagnitude
|
|||
|
|
* @param phase
|
|||
|
|
* @param damping
|
|||
|
|
* @param oscillationInterval
|
|||
|
|
* @returns
|
|||
|
|
*/
|
|||
|
|
static lissajouDamped(xFrequency?: number, yFrequency?: number, xMagnitude?: number, yMagnitude?: number, phase?: number, damping?: number, oscillationInterval?: number): Vector2;
|
|||
|
|
/**
|
|||
|
|
* 执行Hermite样条插值
|
|||
|
|
* @param value1
|
|||
|
|
* @param tangent1
|
|||
|
|
* @param value2
|
|||
|
|
* @param tangent2
|
|||
|
|
* @param amount
|
|||
|
|
* @returns
|
|||
|
|
*/
|
|||
|
|
static hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): any;
|
|||
|
|
/**
|
|||
|
|
* 此函数用于确保数不是NaN或无穷大
|
|||
|
|
* @param x
|
|||
|
|
* @returns
|
|||
|
|
*/
|
|||
|
|
static isValid(x: number): boolean;
|
|||
|
|
static smoothDamp(current: number, target: number, currentVelocity: number, smoothTime: number, maxSpeed: number, deltaTime: number): {
|
|||
|
|
value: number;
|
|||
|
|
currentVelocity: number;
|
|||
|
|
};
|
|||
|
|
static smoothDampVector(current: Vector2, target: Vector2, currentVelocity: Vector2, smoothTime: number, maxSpeed: number, deltaTime: number): Vector2;
|
|||
|
|
/**
|
|||
|
|
* 将值(在 leftMin - leftMax 范围内)映射到 rightMin - rightMax 范围内的值
|
|||
|
|
* @param value
|
|||
|
|
* @param leftMin
|
|||
|
|
* @param leftMax
|
|||
|
|
* @param rightMin
|
|||
|
|
* @param rightMax
|
|||
|
|
* @returns
|
|||
|
|
*/
|
|||
|
|
static mapMinMax(value: number, leftMin: number, leftMax: number, rightMin: number, rightMax: any): number;
|
|||
|
|
static fromAngle(angle: number): Vector2;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
/**
|
|||
|
|
* 代表右手4x4浮点矩阵,可以存储平移、比例和旋转信息
|
|||
|
|
*/
|
|||
|
|
class Matrix {
|
|||
|
|
private static identity;
|
|||
|
|
static readonly Identity: Matrix;
|
|||
|
|
m11: number;
|
|||
|
|
m12: number;
|
|||
|
|
m13: number;
|
|||
|
|
m14: number;
|
|||
|
|
m21: number;
|
|||
|
|
m22: number;
|
|||
|
|
m23: number;
|
|||
|
|
m24: number;
|
|||
|
|
m31: number;
|
|||
|
|
m32: number;
|
|||
|
|
m33: number;
|
|||
|
|
m34: number;
|
|||
|
|
m41: number;
|
|||
|
|
m42: number;
|
|||
|
|
m43: number;
|
|||
|
|
m44: number;
|
|||
|
|
constructor(m11?: any, m12?: any, m13?: any, m14?: any, m21?: any, m22?: any, m23?: any, m24?: any, m31?: any, m32?: any, m33?: any, m34?: any, m41?: any, m42?: any, m43?: any, m44?: any);
|
|||
|
|
/**
|
|||
|
|
* 为自定义的正交视图创建一个新的投影矩阵
|
|||
|
|
* @param left
|
|||
|
|
* @param right
|
|||
|
|
* @param top
|
|||
|
|
* @param zFarPlane
|
|||
|
|
* @param result
|
|||
|
|
*/
|
|||
|
|
static createOrthographicOffCenter(left: number, right: number, bottom: number, top: number, zNearPlane: number, zFarPlane: number, result?: Matrix): void;
|
|||
|
|
static createTranslation(position: Vector2, result: Matrix): void;
|
|||
|
|
static createRotationZ(radians: number, result: Matrix): void;
|
|||
|
|
/**
|
|||
|
|
* 创建一个新的矩阵,其中包含两个矩阵的乘法。
|
|||
|
|
* @param matrix1
|
|||
|
|
* @param matrix2
|
|||
|
|
* @param result
|
|||
|
|
*/
|
|||
|
|
static multiply(matrix1: Matrix, matrix2: Matrix, result?: Matrix): void;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
/**
|
|||
|
|
* 表示右手3 * 3的浮点矩阵,可以存储平移、缩放和旋转信息。
|
|||
|
|
*/
|
|||
|
|
class Matrix2D implements IEquatable<Matrix2D> {
|
|||
|
|
m11: number;
|
|||
|
|
m12: number;
|
|||
|
|
m21: number;
|
|||
|
|
m22: number;
|
|||
|
|
m31: number;
|
|||
|
|
m32: number;
|
|||
|
|
/**
|
|||
|
|
* 返回标识矩阵
|
|||
|
|
*/
|
|||
|
|
static readonly identity: Matrix2D;
|
|||
|
|
setIdentity(): Matrix2D;
|
|||
|
|
setValues(m11: number, m12: number, m21: number, m22: number, m31: number, m32: number): Matrix2D;
|
|||
|
|
/**
|
|||
|
|
* 储存在该矩阵中的位置
|
|||
|
|
*/
|
|||
|
|
translation: Vector2;
|
|||
|
|
/**
|
|||
|
|
* 以弧度为单位的旋转,存储在这个矩阵中
|
|||
|
|
*/
|
|||
|
|
rotation: number;
|
|||
|
|
/**
|
|||
|
|
* 矩阵中存储的旋转度数
|
|||
|
|
*/
|
|||
|
|
rotationDegrees: number;
|
|||
|
|
/**
|
|||
|
|
* 储存在这个矩阵中的缩放
|
|||
|
|
*/
|
|||
|
|
scale: Vector2;
|
|||
|
|
/**
|
|||
|
|
* 创建一个新的围绕Z轴的旋转矩阵2D
|
|||
|
|
* @param radians
|
|||
|
|
*/
|
|||
|
|
static createRotation(radians: number, result: Matrix2D): void;
|
|||
|
|
static createRotationOut(radians: number, result: Matrix2D): void;
|
|||
|
|
/**
|
|||
|
|
* 创建一个新的缩放矩阵2D
|
|||
|
|
* @param xScale
|
|||
|
|
* @param yScale
|
|||
|
|
*/
|
|||
|
|
static createScale(xScale: number, yScale: number, result: Matrix2D): void;
|
|||
|
|
static createScaleOut(xScale: number, yScale: number, result: Matrix2D): void;
|
|||
|
|
/**
|
|||
|
|
* 创建一个新的平移矩阵2D
|
|||
|
|
* @param xPosition
|
|||
|
|
* @param yPosition
|
|||
|
|
*/
|
|||
|
|
static createTranslation(xPosition: number, yPosition: number, result: Matrix2D): Matrix2D;
|
|||
|
|
static createTranslationOut(position: Vector2, result: Matrix2D): void;
|
|||
|
|
static invert(matrix: Matrix2D): Matrix2D;
|
|||
|
|
/**
|
|||
|
|
* 创建一个新的matrix, 它包含两个矩阵的和。
|
|||
|
|
* @param matrix
|
|||
|
|
*/
|
|||
|
|
add(matrix: Matrix2D): Matrix2D;
|
|||
|
|
substract(matrix: Matrix2D): Matrix2D;
|
|||
|
|
divide(matrix: Matrix2D): Matrix2D;
|
|||
|
|
multiply(matrix: Matrix2D): Matrix2D;
|
|||
|
|
static multiply(matrix1: Matrix2D, matrix2: Matrix2D, result: Matrix2D): void;
|
|||
|
|
determinant(): number;
|
|||
|
|
/**
|
|||
|
|
* 创建一个新的Matrix2D,包含指定矩阵中的线性插值。
|
|||
|
|
* @param matrix1
|
|||
|
|
* @param matrix2
|
|||
|
|
* @param amount
|
|||
|
|
*/
|
|||
|
|
static lerp(matrix1: Matrix2D, matrix2: Matrix2D, amount: number): Matrix2D;
|
|||
|
|
/**
|
|||
|
|
* 交换矩阵的行和列
|
|||
|
|
* @param matrix
|
|||
|
|
*/
|
|||
|
|
static transpose(matrix: Matrix2D): Matrix2D;
|
|||
|
|
mutiplyTranslation(x: number, y: number): Matrix2D;
|
|||
|
|
/**
|
|||
|
|
* 比较当前实例是否等于指定的Matrix2D
|
|||
|
|
* @param other
|
|||
|
|
*/
|
|||
|
|
equals(other: Matrix2D): boolean;
|
|||
|
|
static toMatrix(mat: Matrix2D): Matrix;
|
|||
|
|
toString(): string;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class MatrixHelper {
|
|||
|
|
/**
|
|||
|
|
* 创建一个新的Matrix2D,其中包含两个矩阵的和
|
|||
|
|
* @param matrix1
|
|||
|
|
* @param matrix2
|
|||
|
|
*/
|
|||
|
|
static add(matrix1: Matrix2D, matrix2: Matrix2D): Matrix2D;
|
|||
|
|
/**
|
|||
|
|
* 将一个Matrix2D的元素除以另一个矩阵的元素
|
|||
|
|
* @param matrix1
|
|||
|
|
* @param matrix2
|
|||
|
|
*/
|
|||
|
|
static divide(matrix1: Matrix2D, matrix2: Matrix2D): Matrix2D;
|
|||
|
|
/**
|
|||
|
|
* 创建一个新的Matrix2D,包含两个矩阵的乘法
|
|||
|
|
* @param matrix1
|
|||
|
|
* @param matrix2
|
|||
|
|
*/
|
|||
|
|
static mutiply(matrix1: Matrix2D, matrix2: Matrix2D | number): Matrix2D;
|
|||
|
|
/**
|
|||
|
|
* 创建一个新的Matrix2D,包含一个矩阵与另一个矩阵的减法。
|
|||
|
|
* @param matrix1
|
|||
|
|
* @param matrix2
|
|||
|
|
*/
|
|||
|
|
static subtract(matrix1: Matrix2D, matrix2: Matrix2D): Matrix2D;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class Rectangle implements IEquatable<Rectangle> {
|
|||
|
|
/**
|
|||
|
|
* 该矩形的左上角的x坐标
|
|||
|
|
*/
|
|||
|
|
x: number;
|
|||
|
|
/**
|
|||
|
|
* 该矩形的左上角的y坐标
|
|||
|
|
*/
|
|||
|
|
y: number;
|
|||
|
|
/**
|
|||
|
|
* 该矩形的宽度
|
|||
|
|
*/
|
|||
|
|
width: number;
|
|||
|
|
/**
|
|||
|
|
* 该矩形的高度
|
|||
|
|
*/
|
|||
|
|
height: number;
|
|||
|
|
/**
|
|||
|
|
* 返回X=0, Y=0, Width=0, Height=0的矩形
|
|||
|
|
*/
|
|||
|
|
static readonly empty: Rectangle;
|
|||
|
|
/**
|
|||
|
|
* 返回一个Number.Min/Max值的矩形
|
|||
|
|
*/
|
|||
|
|
static readonly maxRect: Rectangle;
|
|||
|
|
/**
|
|||
|
|
* 返回此矩形左边缘的X坐标
|
|||
|
|
*/
|
|||
|
|
readonly left: number;
|
|||
|
|
/**
|
|||
|
|
* 返回此矩形右边缘的X坐标
|
|||
|
|
*/
|
|||
|
|
readonly right: number;
|
|||
|
|
/**
|
|||
|
|
* 返回此矩形顶边的y坐标
|
|||
|
|
*/
|
|||
|
|
readonly top: number;
|
|||
|
|
/**
|
|||
|
|
* 返回此矩形底边的y坐标
|
|||
|
|
*/
|
|||
|
|
readonly bottom: number;
|
|||
|
|
/**
|
|||
|
|
* 获取矩形的最大点,即右下角
|
|||
|
|
*/
|
|||
|
|
readonly max: Vector2;
|
|||
|
|
/**
|
|||
|
|
* 这个矩形的宽和高是否为0,位置是否为(0,0)
|
|||
|
|
*/
|
|||
|
|
isEmpty(): boolean;
|
|||
|
|
/** 这个矩形的左上角坐标 */
|
|||
|
|
location: Vector2;
|
|||
|
|
/**
|
|||
|
|
* 这个矩形的宽-高坐标
|
|||
|
|
*/
|
|||
|
|
size: Vector2;
|
|||
|
|
/**
|
|||
|
|
* 位于这个矩形中心的一个点
|
|||
|
|
* 如果 "宽度 "或 "高度 "是奇数,则中心点将向下舍入
|
|||
|
|
*/
|
|||
|
|
readonly center: Vector2;
|
|||
|
|
_tempMat: Matrix2D;
|
|||
|
|
_transformMat: Matrix2D;
|
|||
|
|
/**
|
|||
|
|
* 创建一个新的Rectanglestruct实例,指定位置、宽度和高度。
|
|||
|
|
* @param x 创建的矩形的左上角的X坐标
|
|||
|
|
* @param y 创建的矩形的左上角的y坐标
|
|||
|
|
* @param width 创建的矩形的宽度
|
|||
|
|
* @param height 创建的矩形的高度
|
|||
|
|
*/
|
|||
|
|
constructor(x?: number, y?: number, width?: number, height?: number);
|
|||
|
|
/**
|
|||
|
|
* 创建一个给定最小/最大点(左上角,右下角)的矩形
|
|||
|
|
* @param minX
|
|||
|
|
* @param minY
|
|||
|
|
* @param maxX
|
|||
|
|
* @param maxY
|
|||
|
|
*/
|
|||
|
|
static fromMinMax(minX: number, minY: number, maxX: number, maxY: number): Rectangle;
|
|||
|
|
/**
|
|||
|
|
* 给定多边形的点,计算边界
|
|||
|
|
* @param points
|
|||
|
|
* @returns 来自多边形的点
|
|||
|
|
*/
|
|||
|
|
static rectEncompassingPoints(points: Vector2[]): Rectangle;
|
|||
|
|
/**
|
|||
|
|
* 获取指定边缘的位置
|
|||
|
|
* @param edge
|
|||
|
|
*/
|
|||
|
|
getSide(edge: Edge): number;
|
|||
|
|
/**
|
|||
|
|
* 获取所提供的坐标是否在这个矩形的范围内
|
|||
|
|
* @param x 检查封堵点的X坐标
|
|||
|
|
* @param y 检查封堵点的Y坐标
|
|||
|
|
*/
|
|||
|
|
contains(x: number, y: number): boolean;
|
|||
|
|
/**
|
|||
|
|
* 按指定的水平和垂直方向调整此矩形的边缘
|
|||
|
|
* @param horizontalAmount 调整左、右边缘的值
|
|||
|
|
* @param verticalAmount 调整上、下边缘的值
|
|||
|
|
*/
|
|||
|
|
inflate(horizontalAmount: number, verticalAmount: number): void;
|
|||
|
|
/**
|
|||
|
|
* 获取其他矩形是否与这个矩形相交
|
|||
|
|
* @param value 另一个用于测试的矩形
|
|||
|
|
*/
|
|||
|
|
intersects(value: Rectangle): boolean;
|
|||
|
|
rayIntersects(ray: Ray2D): {
|
|||
|
|
intersected: boolean;
|
|||
|
|
distance: number;
|
|||
|
|
};
|
|||
|
|
/**
|
|||
|
|
* 获取所提供的矩形是否在此矩形的边界内
|
|||
|
|
* @param value
|
|||
|
|
*/
|
|||
|
|
containsRect(value: Rectangle): boolean;
|
|||
|
|
getHalfSize(): Vector2;
|
|||
|
|
getClosestPointOnBoundsToOrigin(): Vector2;
|
|||
|
|
/**
|
|||
|
|
* 返回离给定点最近的点
|
|||
|
|
* @param point 矩形上离点最近的点
|
|||
|
|
*/
|
|||
|
|
getClosestPointOnRectangleToPoint(point: Vector2): Vector2;
|
|||
|
|
/**
|
|||
|
|
* 获取矩形边界上与给定点最近的点
|
|||
|
|
* @param point
|
|||
|
|
* @param edgeNormal
|
|||
|
|
* @returns 矩形边框上离点最近的点
|
|||
|
|
*/
|
|||
|
|
getClosestPointOnRectangleBorderToPoint(point: Vector2, edgeNormal: Vector2): Vector2;
|
|||
|
|
/**
|
|||
|
|
* 创建一个新的RectangleF,该RectangleF包含两个其他矩形的重叠区域
|
|||
|
|
* @param value1
|
|||
|
|
* @param value2
|
|||
|
|
* @returns 将两个矩形的重叠区域作为输出参数
|
|||
|
|
*/
|
|||
|
|
static intersect(value1: Rectangle, value2: Rectangle): Rectangle;
|
|||
|
|
/**
|
|||
|
|
* 改变这个矩形的位置
|
|||
|
|
* @param offsetX 要添加到这个矩形的X坐标
|
|||
|
|
* @param offsetY 要添加到这个矩形的y坐标
|
|||
|
|
*/
|
|||
|
|
offset(offsetX: number, offsetY: number): void;
|
|||
|
|
/**
|
|||
|
|
* 创建一个完全包含两个其他矩形的新矩形
|
|||
|
|
* @param value1
|
|||
|
|
* @param value2
|
|||
|
|
*/
|
|||
|
|
static union(value1: Rectangle, value2: Rectangle): Rectangle;
|
|||
|
|
/**
|
|||
|
|
* 在矩形重叠的地方创建一个新的矩形
|
|||
|
|
* @param value1
|
|||
|
|
* @param value2
|
|||
|
|
*/
|
|||
|
|
static overlap(value1: Rectangle, value2: Rectangle): Rectangle;
|
|||
|
|
calculateBounds(parentPosition: Vector2, position: Vector2, origin: Vector2, scale: Vector2, rotation: number, width: number, height: number): void;
|
|||
|
|
/**
|
|||
|
|
* 返回一个横跨当前矩形和提供的三角形位置的矩形
|
|||
|
|
* @param deltaX
|
|||
|
|
* @param deltaY
|
|||
|
|
*/
|
|||
|
|
getSweptBroadphaseBounds(deltaX: number, deltaY: number): Rectangle;
|
|||
|
|
/**
|
|||
|
|
* 如果发生碰撞,返回true
|
|||
|
|
* moveX和moveY将返回b1为避免碰撞而必须移动的移动量
|
|||
|
|
* @param other
|
|||
|
|
* @param moveX
|
|||
|
|
* @param moveY
|
|||
|
|
*/
|
|||
|
|
collisionCheck(other: Rectangle, moveX: Ref<number>, moveY: Ref<number>): boolean;
|
|||
|
|
/**
|
|||
|
|
* 计算两个矩形之间有符号的交点深度
|
|||
|
|
* @param rectA
|
|||
|
|
* @param rectB
|
|||
|
|
* @returns 两个相交的矩形之间的重叠量。
|
|||
|
|
* 这些深度值可以是负值,取决于矩形/相交的哪些边。
|
|||
|
|
* 这允许调用者确定正确的推送对象的方向,以解决碰撞问题。
|
|||
|
|
* 如果矩形不相交,则返回Vector2.Zero
|
|||
|
|
*/
|
|||
|
|
static getIntersectionDepth(rectA: Rectangle, rectB: Rectangle): Vector2;
|
|||
|
|
/**
|
|||
|
|
* 比较当前实例是否等于指定的矩形
|
|||
|
|
* @param other
|
|||
|
|
*/
|
|||
|
|
equals(other: Rectangle): boolean;
|
|||
|
|
/**
|
|||
|
|
* 获取这个矩形的哈希码
|
|||
|
|
*/
|
|||
|
|
getHashCode(): number;
|
|||
|
|
clone(): Rectangle;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
/**
|
|||
|
|
* 它存储值,直到累计的总数大于1。一旦超过1,该值将在调用update时添加到amount中
|
|||
|
|
* 一般用法如下:
|
|||
|
|
*
|
|||
|
|
* let deltaMove = this.velocity * es.Time.deltaTime;
|
|||
|
|
* deltaMove.x = this._x.update(deltaMove.x);
|
|||
|
|
* deltaMove.y = this._y.update(deltaMove.y);
|
|||
|
|
*/
|
|||
|
|
class SubpixelFloat {
|
|||
|
|
remainder: number;
|
|||
|
|
/**
|
|||
|
|
* 以amount递增余数,将值截断,存储新的余数并将amount设置为当前值
|
|||
|
|
* @param amount
|
|||
|
|
*/
|
|||
|
|
update(amount: number): number;
|
|||
|
|
/**
|
|||
|
|
* 将余数重置为0
|
|||
|
|
*/
|
|||
|
|
reset(): void;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class SubpixelVector2 {
|
|||
|
|
_x: SubpixelFloat;
|
|||
|
|
_y: SubpixelFloat;
|
|||
|
|
/**
|
|||
|
|
* 以数量递增s/y余数,将值截断为整数,存储新的余数并将amount设置为当前值
|
|||
|
|
* @param amount
|
|||
|
|
*/
|
|||
|
|
update(amount: Vector2): void;
|
|||
|
|
/**
|
|||
|
|
* 将余数重置为0
|
|||
|
|
*/
|
|||
|
|
reset(): void;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
/**
|
|||
|
|
* 移动器使用的帮助器类,用于管理触发器碰撞器交互并调用itriggerlistener
|
|||
|
|
*/
|
|||
|
|
class ColliderTriggerHelper {
|
|||
|
|
private _entity;
|
|||
|
|
/** 存储当前帧中发生的所有活动交点对 */
|
|||
|
|
private _activeTriggerIntersections;
|
|||
|
|
/** 存储前一帧的交点对,这样我们就可以在移动这一帧后检测到退出 */
|
|||
|
|
private _previousTriggerIntersections;
|
|||
|
|
private _tempTriggerList;
|
|||
|
|
constructor(entity: Entity);
|
|||
|
|
/**
|
|||
|
|
* update应该在实体被移动后被调用,它将处理任何与Colllider重叠的ITriggerListeners。
|
|||
|
|
* 它将处理任何与Collider重叠的ITriggerListeners。
|
|||
|
|
*/
|
|||
|
|
update(): void;
|
|||
|
|
private checkForExitedColliders;
|
|||
|
|
private notifyTriggerListeners;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
enum PointSectors {
|
|||
|
|
center = 0,
|
|||
|
|
top = 1,
|
|||
|
|
bottom = 2,
|
|||
|
|
topLeft = 9,
|
|||
|
|
topRight = 5,
|
|||
|
|
left = 8,
|
|||
|
|
right = 4,
|
|||
|
|
bottomLeft = 10,
|
|||
|
|
bottomRight = 6
|
|||
|
|
}
|
|||
|
|
class Collisions {
|
|||
|
|
static lineToLine(a1: Vector2, a2: Vector2, b1: Vector2, b2: Vector2): boolean;
|
|||
|
|
static lineToLineIntersection(a1: Vector2, a2: Vector2, b1: Vector2, b2: Vector2, intersection?: Vector2): boolean;
|
|||
|
|
static closestPointOnLine(lineA: Vector2, lineB: Vector2, closestTo: Vector2): Vector2;
|
|||
|
|
static circleToCircle(circleCenter1: Vector2, circleRadius1: number, circleCenter2: Vector2, circleRadius2: number): boolean;
|
|||
|
|
static circleToLine(circleCenter: Vector2, radius: number, lineFrom: Vector2, lineTo: Vector2): boolean;
|
|||
|
|
static circleToPoint(circleCenter: Vector2, radius: number, point: Vector2): boolean;
|
|||
|
|
static rectToCircle(rect: Rectangle, cPosition: Vector2, cRadius: number): boolean;
|
|||
|
|
static rectToLine(rect: Rectangle, lineFrom: Vector2, lineTo: Vector2): boolean;
|
|||
|
|
static rectToPoint(rX: number, rY: number, rW: number, rH: number, point: Vector2): boolean;
|
|||
|
|
/**
|
|||
|
|
* 位标志和帮助使用Cohen–Sutherland算法
|
|||
|
|
*
|
|||
|
|
* 位标志:
|
|||
|
|
* 1001 1000 1010
|
|||
|
|
* 0001 0000 0010
|
|||
|
|
* 0101 0100 0110
|
|||
|
|
* @param rX
|
|||
|
|
* @param rY
|
|||
|
|
* @param rW
|
|||
|
|
* @param rH
|
|||
|
|
* @param point
|
|||
|
|
*/
|
|||
|
|
static getSector(rX: number, rY: number, rW: number, rH: number, point: Vector2): PointSectors;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class RaycastHit {
|
|||
|
|
/**
|
|||
|
|
* 对撞机被射线击中
|
|||
|
|
*/
|
|||
|
|
collider: Collider;
|
|||
|
|
/**
|
|||
|
|
* 撞击发生时沿射线的距离。
|
|||
|
|
*/
|
|||
|
|
fraction: number;
|
|||
|
|
/**
|
|||
|
|
* 从射线原点到碰撞点的距离
|
|||
|
|
*/
|
|||
|
|
distance: number;
|
|||
|
|
/**
|
|||
|
|
* 世界空间中光线击中对撞机表面的点
|
|||
|
|
*/
|
|||
|
|
point: Vector2;
|
|||
|
|
/**
|
|||
|
|
* 被射线击中的表面的法向量
|
|||
|
|
*/
|
|||
|
|
normal: Vector2;
|
|||
|
|
/**
|
|||
|
|
* 用于执行转换的质心。使其接触的形状的位置。
|
|||
|
|
*/
|
|||
|
|
centroid: Vector2;
|
|||
|
|
constructor(collider?: Collider, fraction?: number, distance?: number, point?: Vector2, normal?: Vector2);
|
|||
|
|
setAllValues(collider: Collider, fraction: number, distance: number, point: Vector2, normal: Vector2): void;
|
|||
|
|
setValues(fraction: number, distance: number, point: Vector2, normal: Vector2): void;
|
|||
|
|
reset(): void;
|
|||
|
|
clone(): RaycastHit;
|
|||
|
|
toString(): string;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class Physics {
|
|||
|
|
static _spatialHash: SpatialHash;
|
|||
|
|
/** 用于在全局范围内存储重力值的方便字段 */
|
|||
|
|
static gravity: Vector2;
|
|||
|
|
/** 调用reset并创建一个新的SpatialHash时使用的单元格大小 */
|
|||
|
|
static spatialHashCellSize: number;
|
|||
|
|
/** 接受layerMask的所有方法的默认值 */
|
|||
|
|
static readonly allLayers: number;
|
|||
|
|
/**
|
|||
|
|
* raycast是否检测配置为触发器的碰撞器
|
|||
|
|
*/
|
|||
|
|
static raycastsHitTriggers: boolean;
|
|||
|
|
/**
|
|||
|
|
* 在碰撞器中开始的射线/直线是否强制转换检测到那些碰撞器
|
|||
|
|
*/
|
|||
|
|
static raycastsStartInColliders: boolean;
|
|||
|
|
static debugRender: boolean;
|
|||
|
|
/**
|
|||
|
|
* 我们保留它以避免在每次raycast发生时分配它
|
|||
|
|
*/
|
|||
|
|
static _hitArray: RaycastHit[];
|
|||
|
|
/**
|
|||
|
|
* 避免重叠检查和形状投射的分配
|
|||
|
|
*/
|
|||
|
|
static _colliderArray: Collider[];
|
|||
|
|
static reset(): void;
|
|||
|
|
/**
|
|||
|
|
* 从SpatialHash中移除所有碰撞器
|
|||
|
|
*/
|
|||
|
|
static clear(): void;
|
|||
|
|
static debugDraw(secondsToDisplay: any): void;
|
|||
|
|
/**
|
|||
|
|
* 检查是否有对撞机落在一个圆形区域内。返回遇到的第一个对撞机
|
|||
|
|
* @param center
|
|||
|
|
* @param radius
|
|||
|
|
* @param layerMask
|
|||
|
|
*/
|
|||
|
|
static overlapCircle(center: Vector2, radius: number, layerMask?: number): Collider;
|
|||
|
|
/**
|
|||
|
|
* 获取所有落在指定圆圈内的碰撞器
|
|||
|
|
* @param center
|
|||
|
|
* @param randius
|
|||
|
|
* @param results
|
|||
|
|
* @param layerMask
|
|||
|
|
*/
|
|||
|
|
static overlapCircleAll(center: Vector2, radius: number, results: Collider[], layerMask?: number): number;
|
|||
|
|
/**
|
|||
|
|
* 返回所有碰撞器与边界相交的碰撞器。bounds。请注意,这是一个broadphase检查,所以它只检查边界,不做单个碰撞到碰撞器的检查!
|
|||
|
|
* @param rect
|
|||
|
|
* @param layerMask
|
|||
|
|
*/
|
|||
|
|
static boxcastBroadphase(rect: Rectangle, layerMask?: number): Collider[];
|
|||
|
|
/**
|
|||
|
|
* 返回所有被边界交错的碰撞器,但不包括传入的碰撞器(self)。
|
|||
|
|
* 如果你想为其他查询自己创建扫描边界,这个方法很有用
|
|||
|
|
* @param collider
|
|||
|
|
* @param rect
|
|||
|
|
* @param layerMask
|
|||
|
|
*/
|
|||
|
|
static boxcastBroadphaseExcludingSelf(collider: Collider, rect: Rectangle, layerMask?: number): Collider[];
|
|||
|
|
/**
|
|||
|
|
* 返回所有边界与 collider.bounds 相交的碰撞器,但不包括传入的碰撞器(self)
|
|||
|
|
* @param collider
|
|||
|
|
* @param layerMask
|
|||
|
|
*/
|
|||
|
|
static boxcastBroadphaseExcludingSelfNonRect(collider: Collider, layerMask?: number): Collider[];
|
|||
|
|
/**
|
|||
|
|
* 返回所有被 collider.bounds 扩展为包含 deltaX/deltaY 的碰撞器,但不包括传入的碰撞器(self)
|
|||
|
|
* @param collider
|
|||
|
|
* @param deltaX
|
|||
|
|
* @param deltaY
|
|||
|
|
* @param layerMask
|
|||
|
|
*/
|
|||
|
|
static boxcastBroadphaseExcludingSelfDelta(collider: Collider, deltaX: number, deltaY: number, layerMask?: number): Collider[];
|
|||
|
|
/**
|
|||
|
|
* 将对撞机添加到物理系统中
|
|||
|
|
* @param collider
|
|||
|
|
*/
|
|||
|
|
static addCollider(collider: Collider): void;
|
|||
|
|
/**
|
|||
|
|
* 从物理系统中移除对撞机
|
|||
|
|
* @param collider
|
|||
|
|
*/
|
|||
|
|
static removeCollider(collider: Collider): void;
|
|||
|
|
/**
|
|||
|
|
* 更新物理系统中对撞机的位置。这实际上只是移除然后重新添加带有新边界的碰撞器
|
|||
|
|
* @param collider
|
|||
|
|
*/
|
|||
|
|
static updateCollider(collider: Collider): void;
|
|||
|
|
/**
|
|||
|
|
* 返回与layerMask匹配的碰撞器的第一次命中
|
|||
|
|
* @param start
|
|||
|
|
* @param end
|
|||
|
|
* @param layerMask
|
|||
|
|
*/
|
|||
|
|
static linecast(start: Vector2, end: Vector2, layerMask?: number, ignoredColliders?: Set<Collider>): RaycastHit;
|
|||
|
|
/**
|
|||
|
|
* 通过空间散列强制执行一行,并用该行命中的任何碰撞器填充hits数组
|
|||
|
|
* @param start
|
|||
|
|
* @param end
|
|||
|
|
* @param hits
|
|||
|
|
* @param layerMask
|
|||
|
|
*/
|
|||
|
|
static linecastAll(start: Vector2, end: Vector2, hits: RaycastHit[], layerMask?: number, ignoredColliders?: Set<Collider>): number;
|
|||
|
|
/**
|
|||
|
|
* 检查是否有对撞机落在一个矩形区域中
|
|||
|
|
* @param rect
|
|||
|
|
* @param layerMask
|
|||
|
|
*/
|
|||
|
|
static overlapRectangle(rect: Rectangle, layerMask?: number): Collider;
|
|||
|
|
/**
|
|||
|
|
* 获取所有在指定矩形范围内的碰撞器
|
|||
|
|
* @param rect
|
|||
|
|
* @param results
|
|||
|
|
* @param layerMask
|
|||
|
|
*/
|
|||
|
|
static overlapRectangleAll(rect: Rectangle, results: Collider[], layerMask?: number): number;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
/**
|
|||
|
|
* 不是真正的射线(射线只有开始和方向),作为一条线和射线。
|
|||
|
|
*/
|
|||
|
|
class Ray2D {
|
|||
|
|
readonly start: Vector2;
|
|||
|
|
readonly direction: Vector2;
|
|||
|
|
readonly end: Vector2;
|
|||
|
|
constructor(pos: Vector2, end: Vector2);
|
|||
|
|
private _start;
|
|||
|
|
private _direction;
|
|||
|
|
private _end;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class SpatialHash {
|
|||
|
|
gridBounds: Rectangle;
|
|||
|
|
_raycastParser: RaycastResultParser;
|
|||
|
|
/**
|
|||
|
|
* 散列中每个单元格的大小
|
|||
|
|
*/
|
|||
|
|
_cellSize: number;
|
|||
|
|
/**
|
|||
|
|
* 1除以单元格大小。缓存结果,因为它被大量使用。
|
|||
|
|
*/
|
|||
|
|
_inverseCellSize: number;
|
|||
|
|
/**
|
|||
|
|
* 重叠检查缓存框
|
|||
|
|
*/
|
|||
|
|
_overlapTestBox: Box;
|
|||
|
|
/**
|
|||
|
|
* 重叠检查缓存圈
|
|||
|
|
*/
|
|||
|
|
_overlapTestCircle: Circle;
|
|||
|
|
/**
|
|||
|
|
* 保存所有数据的字典
|
|||
|
|
*/
|
|||
|
|
_cellDict: NumberDictionary<Collider>;
|
|||
|
|
/**
|
|||
|
|
* 用于返回冲突信息的共享HashSet
|
|||
|
|
*/
|
|||
|
|
_tempHashSet: Set<Collider>;
|
|||
|
|
constructor(cellSize?: number);
|
|||
|
|
/**
|
|||
|
|
* 将对象添加到SpatialHash
|
|||
|
|
* @param collider
|
|||
|
|
*/
|
|||
|
|
register(collider: Collider): void;
|
|||
|
|
/**
|
|||
|
|
* 从SpatialHash中删除对象
|
|||
|
|
* @param collider
|
|||
|
|
*/
|
|||
|
|
remove(collider: Collider): void;
|
|||
|
|
/**
|
|||
|
|
* 使用蛮力方法从SpatialHash中删除对象
|
|||
|
|
* @param obj
|
|||
|
|
*/
|
|||
|
|
removeWithBruteForce(obj: Collider): void;
|
|||
|
|
clear(): void;
|
|||
|
|
debugDraw(secondsToDisplay: number): void;
|
|||
|
|
private debugDrawCellDetails;
|
|||
|
|
/**
|
|||
|
|
* 返回边框与单元格相交的所有对象
|
|||
|
|
* @param bounds
|
|||
|
|
* @param excludeCollider
|
|||
|
|
* @param layerMask
|
|||
|
|
*/
|
|||
|
|
aabbBroadphase(bounds: Rectangle, excludeCollider: Collider, layerMask: number): Collider[];
|
|||
|
|
/**
|
|||
|
|
* 通过空间散列投掷一条线,并将该线碰到的任何碰撞器填入碰撞数组
|
|||
|
|
* https://github.com/francisengelmann/fast_voxel_traversal/blob/master/main.cpp
|
|||
|
|
* http://www.cse.yorku.ca/~amana/research/grid.pdf
|
|||
|
|
* @param start
|
|||
|
|
* @param end
|
|||
|
|
* @param hits
|
|||
|
|
* @param layerMask
|
|||
|
|
*/
|
|||
|
|
linecast(start: Vector2, end: Vector2, hits: RaycastHit[], layerMask: number, ignoredColliders: Set<Collider>): number;
|
|||
|
|
/**
|
|||
|
|
* 获取所有在指定矩形范围内的碰撞器
|
|||
|
|
* @param rect
|
|||
|
|
* @param results
|
|||
|
|
* @param layerMask
|
|||
|
|
*/
|
|||
|
|
overlapRectangle(rect: Rectangle, results: Collider[], layerMask: number): number;
|
|||
|
|
/**
|
|||
|
|
* 获取所有落在指定圆圈内的碰撞器
|
|||
|
|
* @param circleCenter
|
|||
|
|
* @param radius
|
|||
|
|
* @param results
|
|||
|
|
* @param layerMask
|
|||
|
|
*/
|
|||
|
|
overlapCircle(circleCenter: Vector2, radius: number, results: Collider[], layerMask: any): number;
|
|||
|
|
/**
|
|||
|
|
* 获取单元格的x,y值作为世界空间的x,y值
|
|||
|
|
* @param x
|
|||
|
|
* @param y
|
|||
|
|
*/
|
|||
|
|
cellCoords(x: number, y: number): Vector2;
|
|||
|
|
/**
|
|||
|
|
* 获取世界空间x,y值的单元格。
|
|||
|
|
* 如果单元格为空且createCellIfEmpty为true,则会创建一个新的单元格
|
|||
|
|
* @param x
|
|||
|
|
* @param y
|
|||
|
|
* @param createCellIfEmpty
|
|||
|
|
*/
|
|||
|
|
cellAtPosition(x: number, y: number, createCellIfEmpty?: boolean): Collider[];
|
|||
|
|
}
|
|||
|
|
class NumberDictionary<T> {
|
|||
|
|
_store: Map<string, T[]>;
|
|||
|
|
add(x: number, y: number, list: T[]): void;
|
|||
|
|
/**
|
|||
|
|
* 使用蛮力方法从字典存储列表中移除碰撞器
|
|||
|
|
* @param obj
|
|||
|
|
*/
|
|||
|
|
remove(obj: T): void;
|
|||
|
|
tryGetValue(x: number, y: number): T[];
|
|||
|
|
getKey(x: number, y: number): string;
|
|||
|
|
/**
|
|||
|
|
* 清除字典数据
|
|||
|
|
*/
|
|||
|
|
clear(): void;
|
|||
|
|
}
|
|||
|
|
class RaycastResultParser {
|
|||
|
|
hitCounter: number;
|
|||
|
|
static compareRaycastHits: (a: RaycastHit, b: RaycastHit) => number;
|
|||
|
|
_hits: RaycastHit[];
|
|||
|
|
_tempHit: RaycastHit;
|
|||
|
|
_checkedColliders: Collider[];
|
|||
|
|
_cellHits: RaycastHit[];
|
|||
|
|
_ray: Ray2D;
|
|||
|
|
_layerMask: number;
|
|||
|
|
private _ignoredColliders;
|
|||
|
|
start(ray: Ray2D, hits: RaycastHit[], layerMask: number, ignoredColliders: Set<Collider>): void;
|
|||
|
|
/**
|
|||
|
|
* 如果hits数组被填充,返回true。单元格不能为空!
|
|||
|
|
* @param cellX
|
|||
|
|
* @param cellY
|
|||
|
|
* @param cell
|
|||
|
|
*/
|
|||
|
|
checkRayIntersection(cellX: number, cellY: number, cell: Collider[]): boolean;
|
|||
|
|
reset(): void;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
abstract class Shape {
|
|||
|
|
/**
|
|||
|
|
* 有一个单独的位置字段可以让我们改变形状的位置来进行碰撞检查,而不是改变entity.position。
|
|||
|
|
* 触发碰撞器/边界/散列更新的位置。
|
|||
|
|
* 内部字段
|
|||
|
|
*/
|
|||
|
|
position: Vector2;
|
|||
|
|
/**
|
|||
|
|
* 这不是中心。这个值不一定是物体的中心。对撞机更准确。
|
|||
|
|
* 应用任何转换旋转的localOffset
|
|||
|
|
* 内部字段
|
|||
|
|
*/
|
|||
|
|
center: Vector2;
|
|||
|
|
/** 缓存的形状边界 内部字段 */
|
|||
|
|
bounds: Rectangle;
|
|||
|
|
abstract recalculateBounds(collider: Collider): any;
|
|||
|
|
abstract overlaps(other: Shape): boolean;
|
|||
|
|
abstract collidesWithShape(other: Shape, collisionResult: CollisionResult): boolean;
|
|||
|
|
abstract collidesWithLine(start: Vector2, end: Vector2, hit: RaycastHit): boolean;
|
|||
|
|
abstract containsPoint(point: Vector2): any;
|
|||
|
|
abstract pointCollidesWithShape(point: Vector2, result: CollisionResult): boolean;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
/**
|
|||
|
|
* 多边形
|
|||
|
|
*/
|
|||
|
|
class Polygon extends Shape {
|
|||
|
|
/**
|
|||
|
|
* 组成多边形的点
|
|||
|
|
* 保持顺时针与凸边形
|
|||
|
|
*/
|
|||
|
|
points: Vector2[];
|
|||
|
|
_areEdgeNormalsDirty: boolean;
|
|||
|
|
/**
|
|||
|
|
* 多边形的原始数据
|
|||
|
|
*/
|
|||
|
|
_originalPoints: Vector2[];
|
|||
|
|
_polygonCenter: Vector2;
|
|||
|
|
/**
|
|||
|
|
* 用于优化未旋转box碰撞
|
|||
|
|
*/
|
|||
|
|
isBox: boolean;
|
|||
|
|
isUnrotated: boolean;
|
|||
|
|
/**
|
|||
|
|
* 从点构造一个多边形
|
|||
|
|
* 多边形应该以顺时针方式指定 不能重复第一个/最后一个点,它们以0 0为中心
|
|||
|
|
* @param points
|
|||
|
|
* @param isBox
|
|||
|
|
*/
|
|||
|
|
constructor(points: Vector2[], isBox?: boolean);
|
|||
|
|
create(vertCount: number, radius: number): void;
|
|||
|
|
_edgeNormals: Vector2[];
|
|||
|
|
/**
|
|||
|
|
* 边缘法线用于SAT碰撞检测。缓存它们用于避免squareRoots
|
|||
|
|
* box只有两个边缘 因为其他两边是平行的
|
|||
|
|
*/
|
|||
|
|
readonly edgeNormals: Vector2[];
|
|||
|
|
/**
|
|||
|
|
* 重置点并重新计算中心和边缘法线
|
|||
|
|
* @param points
|
|||
|
|
*/
|
|||
|
|
setPoints(points: Vector2[]): void;
|
|||
|
|
/**
|
|||
|
|
* 重新计算多边形中心
|
|||
|
|
* 如果点数改变必须调用该方法
|
|||
|
|
*/
|
|||
|
|
recalculateCenterAndEdgeNormals(): void;
|
|||
|
|
/**
|
|||
|
|
* 建立多边形边缘法线
|
|||
|
|
* 它们仅由edgeNormals getter惰性创建和更新
|
|||
|
|
*/
|
|||
|
|
buildEdgeNormals(): void;
|
|||
|
|
/**
|
|||
|
|
* 建立一个对称的多边形(六边形,八角形,n角形)并返回点
|
|||
|
|
* @param vertCount
|
|||
|
|
* @param radius
|
|||
|
|
*/
|
|||
|
|
static buildSymmetricalPolygon(vertCount: number, radius: number): any[];
|
|||
|
|
/**
|
|||
|
|
* 重定位多边形的点
|
|||
|
|
* @param points
|
|||
|
|
*/
|
|||
|
|
static recenterPolygonVerts(points: Vector2[]): void;
|
|||
|
|
/**
|
|||
|
|
* 找到多边形的中心。注意,这对于正则多边形是准确的。不规则多边形没有中心。
|
|||
|
|
* @param points
|
|||
|
|
*/
|
|||
|
|
static findPolygonCenter(points: Vector2[]): Vector2;
|
|||
|
|
/**
|
|||
|
|
* 不知道辅助顶点,所以取每个顶点,如果你知道辅助顶点,执行climbing算法
|
|||
|
|
* @param points
|
|||
|
|
* @param direction
|
|||
|
|
*/
|
|||
|
|
static getFarthestPointInDirection(points: Vector2[], direction: Vector2): Vector2;
|
|||
|
|
/**
|
|||
|
|
* 迭代多边形的所有边,并得到任意边上离点最近的点。
|
|||
|
|
* 通过最近点的平方距离和它所在的边的法线返回。
|
|||
|
|
* 点应该在多边形的空间中(点-多边形.位置)
|
|||
|
|
* @param points
|
|||
|
|
* @param point
|
|||
|
|
* @param distanceSquared
|
|||
|
|
* @param edgeNormal
|
|||
|
|
*/
|
|||
|
|
static getClosestPointOnPolygonToPoint(points: Vector2[], point: Vector2): {
|
|||
|
|
distanceSquared: number;
|
|||
|
|
edgeNormal: Vector2;
|
|||
|
|
closestPoint: Vector2;
|
|||
|
|
};
|
|||
|
|
/**
|
|||
|
|
* 旋转原始点并复制旋转的值到旋转的点
|
|||
|
|
* @param radians
|
|||
|
|
* @param originalPoints
|
|||
|
|
* @param rotatedPoints
|
|||
|
|
*/
|
|||
|
|
static rotatePolygonVerts(radians: number, originalPoints: Vector2[], rotatedPoints: Vector2[]): void;
|
|||
|
|
recalculateBounds(collider: Collider): void;
|
|||
|
|
overlaps(other: Shape): any;
|
|||
|
|
collidesWithShape(other: Shape, result: CollisionResult): boolean;
|
|||
|
|
collidesWithLine(start: es.Vector2, end: es.Vector2, hit: es.RaycastHit): boolean;
|
|||
|
|
/**
|
|||
|
|
* 本质上,这个算法所做的就是从一个点发射一条射线。
|
|||
|
|
* 如果它与奇数条多边形边相交,我们就知道它在多边形内部。
|
|||
|
|
* @param point
|
|||
|
|
*/
|
|||
|
|
containsPoint(point: Vector2): boolean;
|
|||
|
|
pointCollidesWithShape(point: Vector2, result: CollisionResult): boolean;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
/**
|
|||
|
|
* 多边形的特殊情况。在进行SAT碰撞检查时,我们只需要检查2个轴而不是8个轴
|
|||
|
|
*/
|
|||
|
|
class Box extends Polygon {
|
|||
|
|
width: number;
|
|||
|
|
height: number;
|
|||
|
|
constructor(width: number, height: number);
|
|||
|
|
/**
|
|||
|
|
* 在一个盒子的形状中建立多边形需要的点的帮助方法
|
|||
|
|
* @param width
|
|||
|
|
* @param height
|
|||
|
|
*/
|
|||
|
|
private static buildBox;
|
|||
|
|
/**
|
|||
|
|
* 更新框点,重新计算中心,设置宽度/高度
|
|||
|
|
* @param width
|
|||
|
|
* @param height
|
|||
|
|
*/
|
|||
|
|
updateBox(width: number, height: number): void;
|
|||
|
|
overlaps(other: Shape): any;
|
|||
|
|
collidesWithShape(other: Shape, result: CollisionResult): boolean;
|
|||
|
|
containsPoint(point: Vector2): boolean;
|
|||
|
|
pointCollidesWithShape(point: es.Vector2, result: es.CollisionResult): boolean;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class Circle extends Shape {
|
|||
|
|
radius: number;
|
|||
|
|
_originalRadius: number;
|
|||
|
|
constructor(radius: number);
|
|||
|
|
recalculateBounds(collider: Collider): void;
|
|||
|
|
overlaps(other: Shape): any;
|
|||
|
|
collidesWithShape(other: Shape, result: CollisionResult): boolean;
|
|||
|
|
collidesWithLine(start: Vector2, end: Vector2, hit: RaycastHit): boolean;
|
|||
|
|
getPointAlongEdge(angle: number): Vector2;
|
|||
|
|
/**
|
|||
|
|
* 获取所提供的点是否在此范围内
|
|||
|
|
* @param point
|
|||
|
|
*/
|
|||
|
|
containsPoint(point: Vector2): boolean;
|
|||
|
|
pointCollidesWithShape(point: Vector2, result: CollisionResult): boolean;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class CollisionResult {
|
|||
|
|
/**
|
|||
|
|
* 与之相撞的对撞机
|
|||
|
|
*/
|
|||
|
|
collider: Collider;
|
|||
|
|
/**
|
|||
|
|
* 被形状击中的表面的法向量
|
|||
|
|
*/
|
|||
|
|
normal: Vector2;
|
|||
|
|
/**
|
|||
|
|
* 应用于第一个形状以推入形状的转换
|
|||
|
|
*/
|
|||
|
|
minimumTranslationVector: Vector2;
|
|||
|
|
/**
|
|||
|
|
* 不是所有冲突类型都使用!在依赖这个字段之前,请检查ShapeCollisions切割类!
|
|||
|
|
*/
|
|||
|
|
point: Vector2;
|
|||
|
|
reset(): void;
|
|||
|
|
cloneTo(cr: CollisionResult): void;
|
|||
|
|
/**
|
|||
|
|
* 改变最小平移向量,如果没有相同方向上的运动,它将移除平移的x分量。
|
|||
|
|
* @param deltaMovement
|
|||
|
|
*/
|
|||
|
|
removeHorizontalTranslation(deltaMovement: Vector2): void;
|
|||
|
|
invertResult(): void;
|
|||
|
|
toString(): string;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class RealtimeCollisions {
|
|||
|
|
static intersectMovingCircleBox(s: Circle, b: Box, movement: Vector2, time: number): boolean;
|
|||
|
|
/**
|
|||
|
|
* 支持函数,返回索引为n的矩形vert
|
|||
|
|
* @param b
|
|||
|
|
* @param n
|
|||
|
|
*/
|
|||
|
|
static corner(b: Rectangle, n: number): Vector2;
|
|||
|
|
/**
|
|||
|
|
* 检查圆是否与方框重叠,并返回point交点
|
|||
|
|
* @param cirlce
|
|||
|
|
* @param box
|
|||
|
|
* @param point
|
|||
|
|
*/
|
|||
|
|
static testCircleBox(cirlce: Circle, box: Box, point: Vector2): boolean;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class ShapeCollisionsBox {
|
|||
|
|
static boxToBox(first: Box, second: Box, result: CollisionResult): boolean;
|
|||
|
|
/**
|
|||
|
|
* 用second检查被deltaMovement移动的框的结果
|
|||
|
|
* @param first
|
|||
|
|
* @param second
|
|||
|
|
* @param movement
|
|||
|
|
* @param hit
|
|||
|
|
*/
|
|||
|
|
static boxToBoxCast(first: Box, second: Box, movement: Vector2, hit: RaycastHit): boolean;
|
|||
|
|
private static minkowskiDifference;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class ShapeCollisionsCircle {
|
|||
|
|
static circleToCircleCast(first: Circle, second: Circle, deltaMovement: Vector2, hit: RaycastHit): boolean;
|
|||
|
|
static circleToCircle(first: Circle, second: Circle, result?: CollisionResult): boolean;
|
|||
|
|
/**
|
|||
|
|
* 适用于中心在框内的圆,也适用于与框外中心重合的圆。
|
|||
|
|
* @param circle
|
|||
|
|
* @param box
|
|||
|
|
* @param result
|
|||
|
|
*/
|
|||
|
|
static circleToBox(circle: Circle, box: Box, result?: CollisionResult): boolean;
|
|||
|
|
static circleToPolygon(circle: Circle, polygon: Polygon, result?: CollisionResult): boolean;
|
|||
|
|
static closestPointOnLine(lineA: Vector2, lineB: Vector2, closestTo: Vector2): Vector2;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class ShapeCollisionsLine {
|
|||
|
|
static lineToPoly(start: Vector2, end: Vector2, polygon: Polygon, hit?: RaycastHit): boolean;
|
|||
|
|
static lineToLine(a1: Vector2, a2: Vector2, b1: Vector2, b2: Vector2, intersection: Vector2): boolean;
|
|||
|
|
static lineToCircle(start: Vector2, end: Vector2, s: Circle, hit: RaycastHit): boolean;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class ShapeCollisionsPoint {
|
|||
|
|
static pointToCircle(point: Vector2, circle: Circle, result: CollisionResult): boolean;
|
|||
|
|
static pointToBox(point: Vector2, box: Box, result?: CollisionResult): boolean;
|
|||
|
|
static pointToPoly(point: Vector2, poly: Polygon, result?: CollisionResult): boolean;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class ShapeCollisionsPolygon {
|
|||
|
|
/**
|
|||
|
|
* 检查两个多边形之间的碰撞
|
|||
|
|
* @param first
|
|||
|
|
* @param second
|
|||
|
|
* @param result
|
|||
|
|
*/
|
|||
|
|
static polygonToPolygon(first: Polygon, second: Polygon, result: CollisionResult): boolean;
|
|||
|
|
/**
|
|||
|
|
* 计算一个多边形在一个轴上的投影,并返回一个[min,max]区间
|
|||
|
|
* @param axis
|
|||
|
|
* @param polygon
|
|||
|
|
* @param min
|
|||
|
|
* @param max
|
|||
|
|
*/
|
|||
|
|
static getInterval(axis: Vector2, polygon: Polygon): {
|
|||
|
|
min: number;
|
|||
|
|
max: number;
|
|||
|
|
};
|
|||
|
|
/**
|
|||
|
|
* 计算[minA, maxA]和[minB, maxB]之间的距离。如果间隔重叠,距离是负的
|
|||
|
|
* @param minA
|
|||
|
|
* @param maxA
|
|||
|
|
* @param minB
|
|||
|
|
* @param maxB
|
|||
|
|
*/
|
|||
|
|
static intervalDistance(minA: number, maxA: number, minB: number, maxB: number): number;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class Particle {
|
|||
|
|
position: Vector2;
|
|||
|
|
lastPosition: Vector2;
|
|||
|
|
mass: number;
|
|||
|
|
radius: number;
|
|||
|
|
collidesWithColliders: boolean;
|
|||
|
|
isPinned: boolean;
|
|||
|
|
acceleration: Vector2;
|
|||
|
|
pinnedPosition: Vector2;
|
|||
|
|
constructor(position: {
|
|||
|
|
x: number;
|
|||
|
|
y: number;
|
|||
|
|
});
|
|||
|
|
applyForce(force: Vector2): void;
|
|||
|
|
pin(): Particle;
|
|||
|
|
pinTo(position: Vector2): Particle;
|
|||
|
|
unpin(): Particle;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class VerletWorld {
|
|||
|
|
gravity: Vector2;
|
|||
|
|
constraintIterations: number;
|
|||
|
|
maximumStepIterations: number;
|
|||
|
|
simulationBounds: Rectangle;
|
|||
|
|
allowDragging: boolean;
|
|||
|
|
selectionRadiusSquared: number;
|
|||
|
|
_draggedParticle: Particle;
|
|||
|
|
_composites: Composite[];
|
|||
|
|
static _colliders: Collider[];
|
|||
|
|
_tempCircle: Circle;
|
|||
|
|
_leftOverTime: number;
|
|||
|
|
_fixedDeltaTime: number;
|
|||
|
|
_iterationSteps: number;
|
|||
|
|
_fixedDeltaTimeSq: number;
|
|||
|
|
onHandleDrag: Function;
|
|||
|
|
constructor(simulationBounds?: Rectangle);
|
|||
|
|
update(): void;
|
|||
|
|
constrainParticleToBounds(p: Particle): void;
|
|||
|
|
handleCollisions(p: Particle, collidesWithLayers: number): void;
|
|||
|
|
updateTiming(): void;
|
|||
|
|
addComposite<T extends Composite>(composite: T): T;
|
|||
|
|
removeComposite(composite: Composite): void;
|
|||
|
|
handleDragging(): void;
|
|||
|
|
getNearestParticle(position: Vector2): Particle;
|
|||
|
|
debugRender(batcher: IBatcher): void;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class Composite {
|
|||
|
|
friction: Vector2;
|
|||
|
|
drawParticles: boolean;
|
|||
|
|
drawConstraints: boolean;
|
|||
|
|
collidesWithLayers: number;
|
|||
|
|
particles: Particle[];
|
|||
|
|
_constraints: Constraint[];
|
|||
|
|
addParticle(particle: Particle): Particle;
|
|||
|
|
removeParticle(particle: Particle): void;
|
|||
|
|
removeAll(): void;
|
|||
|
|
addConstraint<T extends Constraint>(constraint: T): T;
|
|||
|
|
removeConstraint(constraint: Constraint): void;
|
|||
|
|
applyForce(force: Vector2): void;
|
|||
|
|
solveConstraints(): void;
|
|||
|
|
updateParticles(deltaTimeSquared: number, gravity: Vector2): void;
|
|||
|
|
handleConstraintCollisions(): void;
|
|||
|
|
debugRender(batcher: IBatcher): void;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class Ball extends Composite {
|
|||
|
|
constructor(position: Vector2, radius?: number);
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class VerletBox extends es.Composite {
|
|||
|
|
constructor(center: es.Vector2, width: number, height: number, borderStiffness?: number, diagonalStiffness?: number);
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class LineSegments extends Composite {
|
|||
|
|
constructor(vertices: Vector2[], stiffness: number);
|
|||
|
|
pinParticleAtIndex(index: number): LineSegments;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class Tire extends Composite {
|
|||
|
|
constructor(origin: Vector2, radius: number, segments: number, spokeStiffness?: number, treadStiffness?: number);
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
abstract class Constraint {
|
|||
|
|
composite: Composite;
|
|||
|
|
collidesWithColliders: boolean;
|
|||
|
|
abstract solve(): void;
|
|||
|
|
handleCollisions(collidesWithLayers: number): void;
|
|||
|
|
debugRender(batcher: IBatcher): void;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class AngleConstraint extends Constraint {
|
|||
|
|
stiffness: number;
|
|||
|
|
angleInRadius: number;
|
|||
|
|
_particleA: Particle;
|
|||
|
|
_centerParticle: Particle;
|
|||
|
|
_particleC: Particle;
|
|||
|
|
constructor(a: Particle, center: Particle, c: Particle, stiffness: number);
|
|||
|
|
angleBetweenParticles(): number;
|
|||
|
|
solve(): void;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class DistanceConstraint extends Constraint {
|
|||
|
|
stiffness: number;
|
|||
|
|
restingDistance: number;
|
|||
|
|
tearSensitivity: number;
|
|||
|
|
shouldApproximateCollisionsWithPoints: boolean;
|
|||
|
|
totalPointsToApproximateCollisionsWith: number;
|
|||
|
|
_particleOne: Particle;
|
|||
|
|
_particleTwo: Particle;
|
|||
|
|
static _polygon: Polygon;
|
|||
|
|
constructor(first: Particle, second: Particle, stiffness: number, distance?: number);
|
|||
|
|
static create(a: Particle, center: Particle, c: Particle, stiffness: number, angleInDegrees: number): DistanceConstraint;
|
|||
|
|
setTearSensitivity(tearSensitivity: number): this;
|
|||
|
|
setCollidesWithColliders(collidesWithColliders: boolean): this;
|
|||
|
|
setShouldApproximateCollisionsWithPoints(shouldApproximateCollisionsWithPoints: boolean): this;
|
|||
|
|
solve(): void;
|
|||
|
|
handleCollisions(collidesWithLayers: number): void;
|
|||
|
|
approximateCollisionsWithPoints(collidesWithLayers: number): void;
|
|||
|
|
preparePolygonForCollisionChecks(midPoint: Vector2): void;
|
|||
|
|
debugRender(batcher: IBatcher): void;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
/**
|
|||
|
|
* AbstractTweenable作为你可能想做的任何可以执行的自定义类的基础。
|
|||
|
|
* 这些类不同于ITweens,因为他们没有实现ITweenT接口。
|
|||
|
|
* 它只是说一个AbstractTweenable不仅仅是将一个值从开始移动到结束。
|
|||
|
|
* 它可以做任何需要每帧执行的事情。
|
|||
|
|
*/
|
|||
|
|
abstract class AbstractTweenable implements ITweenable {
|
|||
|
|
protected _isPaused: boolean;
|
|||
|
|
/**
|
|||
|
|
* abstractTweenable在完成后往往会被保留下来。
|
|||
|
|
* 这个标志可以让它们在内部知道自己当前是否被TweenManager盯上了,以便在必要时可以重新添加自己。
|
|||
|
|
*/
|
|||
|
|
protected _isCurrentlyManagedByTweenManager: boolean;
|
|||
|
|
abstract tick(): boolean;
|
|||
|
|
recycleSelf(): void;
|
|||
|
|
isRunning(): boolean;
|
|||
|
|
start(): void;
|
|||
|
|
pause(): void;
|
|||
|
|
resume(): void;
|
|||
|
|
stop(bringToCompletion?: boolean): void;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class PropertyTweens {
|
|||
|
|
static NumberPropertyTo(self: any, memberName: string, to: number, duration: number): ITween<number>;
|
|||
|
|
static Vector2PropertyTo(self: any, memeberName: string, to: Vector2, duration: number): ITween<Vector2>;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
enum LoopType {
|
|||
|
|
none = 0,
|
|||
|
|
restartFromBeginning = 1,
|
|||
|
|
pingpong = 2
|
|||
|
|
}
|
|||
|
|
enum TweenState {
|
|||
|
|
running = 0,
|
|||
|
|
paused = 1,
|
|||
|
|
complete = 2
|
|||
|
|
}
|
|||
|
|
abstract class Tween<T> implements ITweenable, ITween<T> {
|
|||
|
|
protected _target: ITweenTarget<T>;
|
|||
|
|
protected _isFromValueOverridden: boolean;
|
|||
|
|
protected _fromValue: T;
|
|||
|
|
protected _toValue: T;
|
|||
|
|
protected _easeType: EaseType;
|
|||
|
|
protected _shouldRecycleTween: boolean;
|
|||
|
|
protected _isRelative: boolean;
|
|||
|
|
protected _completionHandler: (tween: ITween<T>) => void;
|
|||
|
|
protected _loopCompleteHandler: (tween: ITween<T>) => void;
|
|||
|
|
protected _nextTween: ITweenable;
|
|||
|
|
protected _tweenState: TweenState;
|
|||
|
|
private _isTimeScaleIndependent;
|
|||
|
|
protected _delay: number;
|
|||
|
|
protected _duration: number;
|
|||
|
|
protected _timeScale: number;
|
|||
|
|
protected _elapsedTime: number;
|
|||
|
|
protected _loopType: LoopType;
|
|||
|
|
protected _loops: number;
|
|||
|
|
protected _delayBetweenLoops: number;
|
|||
|
|
private _isRunningInReverse;
|
|||
|
|
context: any;
|
|||
|
|
setEaseType(easeType: EaseType): ITween<T>;
|
|||
|
|
setDelay(delay: number): ITween<T>;
|
|||
|
|
setDuration(duration: number): ITween<T>;
|
|||
|
|
setTimeScale(timeSclae: number): ITween<T>;
|
|||
|
|
setIsTimeScaleIndependent(): ITween<T>;
|
|||
|
|
setCompletionHandler(completeHandler: (tween: ITween<T>) => void): ITween<T>;
|
|||
|
|
setLoops(loopType: LoopType, loops?: number, delayBetweenLoops?: number): ITween<T>;
|
|||
|
|
setLoopCompletionHanlder(loopCompleteHandler: (tween: ITween<T>) => void): ITween<T>;
|
|||
|
|
setFrom(from: T): ITween<T>;
|
|||
|
|
prepareForReuse(from: T, to: T, duration: number): ITween<T>;
|
|||
|
|
setRecycleTween(shouldRecycleTween: boolean): ITween<T>;
|
|||
|
|
abstract setIsRelative(): ITween<T>;
|
|||
|
|
setContext(context: any): ITween<T>;
|
|||
|
|
setNextTween(nextTween: ITweenable): ITween<T>;
|
|||
|
|
tick(): boolean;
|
|||
|
|
recycleSelf(): void;
|
|||
|
|
isRunning(): boolean;
|
|||
|
|
start(): void;
|
|||
|
|
pause(): void;
|
|||
|
|
resume(): void;
|
|||
|
|
stop(bringToCompletion?: boolean): void;
|
|||
|
|
jumpToElapsedTime(elapsedTime: any): void;
|
|||
|
|
/**
|
|||
|
|
* 反转当前的tween,如果是向前走,就会向后走,反之亦然
|
|||
|
|
*/
|
|||
|
|
reverseTween(): void;
|
|||
|
|
/**
|
|||
|
|
* 当通过StartCoroutine调用时,这将一直持续到tween完成
|
|||
|
|
*/
|
|||
|
|
waitForCompletion(): IterableIterator<any>;
|
|||
|
|
getTargetObject(): any;
|
|||
|
|
private resetState;
|
|||
|
|
/**
|
|||
|
|
* 将所有状态重置为默认值,并根据传入的参数设置初始状态。
|
|||
|
|
* 这个方法作为一个切入点,这样Tween子类就可以调用它,这样tweens就可以被回收。
|
|||
|
|
* 当回收时,构造函数不会再被调用,所以这个方法封装了构造函数要做的事情
|
|||
|
|
* @param target
|
|||
|
|
* @param to
|
|||
|
|
* @param duration
|
|||
|
|
*/
|
|||
|
|
initialize(target: ITweenTarget<T>, to: T, duration: number): void;
|
|||
|
|
/**
|
|||
|
|
* 处理循环逻辑
|
|||
|
|
* @param elapsedTimeExcess
|
|||
|
|
*/
|
|||
|
|
private handleLooping;
|
|||
|
|
protected abstract updateValue(): any;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class NumberTween extends Tween<number> {
|
|||
|
|
static create(): NumberTween;
|
|||
|
|
constructor(target?: ITweenTarget<number>, to?: number, duration?: number);
|
|||
|
|
setIsRelative(): ITween<number>;
|
|||
|
|
protected updateValue(): void;
|
|||
|
|
recycleSelf(): void;
|
|||
|
|
}
|
|||
|
|
class Vector2Tween extends Tween<Vector2> {
|
|||
|
|
static create(): Vector2Tween;
|
|||
|
|
constructor(target?: ITweenTarget<Vector2>, to?: Vector2, duration?: number);
|
|||
|
|
setIsRelative(): ITween<Vector2>;
|
|||
|
|
protected updateValue(): void;
|
|||
|
|
recycleSelf(): void;
|
|||
|
|
}
|
|||
|
|
class RectangleTween extends Tween<Rectangle> {
|
|||
|
|
static create(): RectangleTween;
|
|||
|
|
constructor(target?: ITweenTarget<Rectangle>, to?: Rectangle, duration?: number);
|
|||
|
|
setIsRelative(): ITween<Rectangle>;
|
|||
|
|
protected updateValue(): void;
|
|||
|
|
recycleSelf(): void;
|
|||
|
|
}
|
|||
|
|
class ColorTween extends Tween<Color> {
|
|||
|
|
static create(): ColorTween;
|
|||
|
|
constructor(target?: ITweenTarget<Color>, to?: Color, duration?: number);
|
|||
|
|
setIsRelative(): this;
|
|||
|
|
protected updateValue(): void;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class RenderableColorTween extends ColorTween implements ITweenTarget<Color> {
|
|||
|
|
_renderable: RenderableComponent;
|
|||
|
|
setTweenedValue(value: Color): void;
|
|||
|
|
getTweenedValue(): Color;
|
|||
|
|
getTargetObject(): RenderableComponent;
|
|||
|
|
updateValue(): void;
|
|||
|
|
setTarget(renderable: RenderableComponent): void;
|
|||
|
|
recycleSelf(): void;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class TransformSpringTween extends AbstractTweenable {
|
|||
|
|
readonly targetType: TransformTargetType;
|
|||
|
|
private _transform;
|
|||
|
|
private _targetType;
|
|||
|
|
private _targetValue;
|
|||
|
|
private _velocity;
|
|||
|
|
/**
|
|||
|
|
* 值越低,阻尼越小,值越高,阻尼越大,导致弹簧度越小,应在0.01-1之间,以避免系统不稳定
|
|||
|
|
*/
|
|||
|
|
dampingRatio: number;
|
|||
|
|
/**
|
|||
|
|
* 角频率为2pi(弧度/秒)意味着振荡在一秒钟内完成一个完整的周期,即1Hz.应小于35左右才能保持稳定角频率
|
|||
|
|
*/
|
|||
|
|
angularFrequency: number;
|
|||
|
|
constructor(transform: Transform, targetType: TransformTargetType, targetValue: Vector2);
|
|||
|
|
/**
|
|||
|
|
* 你可以在任何时候调用setTargetValue来重置目标值到一个新的Vector2。
|
|||
|
|
* 如果你没有调用start来添加spring tween,它会为你调用
|
|||
|
|
* @param targetValue
|
|||
|
|
*/
|
|||
|
|
setTargetValue(targetValue: Vector2): void;
|
|||
|
|
/**
|
|||
|
|
* lambda应该是振荡幅度减少50%时的理想持续时间
|
|||
|
|
* @param lambda
|
|||
|
|
*/
|
|||
|
|
updateDampingRatioWithHalfLife(lambda: number): void;
|
|||
|
|
tick(): boolean;
|
|||
|
|
private setTweenedValue;
|
|||
|
|
private getCurrentValueOfTweenedTargetType;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
/**
|
|||
|
|
* 对任何与Transform相关的属性tweens都是有用的枚举
|
|||
|
|
*/
|
|||
|
|
enum TransformTargetType {
|
|||
|
|
position = 0,
|
|||
|
|
localPosition = 1,
|
|||
|
|
scale = 2,
|
|||
|
|
localScale = 3,
|
|||
|
|
rotationDegrees = 4,
|
|||
|
|
localRotationDegrees = 5
|
|||
|
|
}
|
|||
|
|
/**
|
|||
|
|
* 这是一个特殊的情况,因为Transform是迄今为止最被ween的对象。
|
|||
|
|
* 我们将Tween和ITweenTarget封装在一个单一的、可缓存的类中
|
|||
|
|
*/
|
|||
|
|
class TransformVector2Tween extends Vector2Tween implements ITweenTarget<Vector2> {
|
|||
|
|
private _transform;
|
|||
|
|
private _targetType;
|
|||
|
|
setTweenedValue(value: Vector2): void;
|
|||
|
|
getTweenedValue(): Vector2;
|
|||
|
|
getTargetObject(): Transform;
|
|||
|
|
setTargetAndType(transform: Transform, targetType: TransformTargetType): void;
|
|||
|
|
protected updateValue(): void;
|
|||
|
|
recycleSelf(): void;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
enum EaseType {
|
|||
|
|
linear = 0,
|
|||
|
|
sineIn = 1,
|
|||
|
|
sineOut = 2,
|
|||
|
|
sineInOut = 3,
|
|||
|
|
quadIn = 4,
|
|||
|
|
quadOut = 5,
|
|||
|
|
quadInOut = 6,
|
|||
|
|
quintIn = 7,
|
|||
|
|
quintOut = 8,
|
|||
|
|
quintInOut = 9,
|
|||
|
|
cubicIn = 10,
|
|||
|
|
cubicOut = 11,
|
|||
|
|
cubicInOut = 12,
|
|||
|
|
quartIn = 13,
|
|||
|
|
quartOut = 14,
|
|||
|
|
quartInOut = 15,
|
|||
|
|
expoIn = 16,
|
|||
|
|
expoOut = 17,
|
|||
|
|
expoInOut = 18,
|
|||
|
|
circleIn = 19,
|
|||
|
|
circleOut = 20,
|
|||
|
|
circleInOut = 21,
|
|||
|
|
elasticIn = 22,
|
|||
|
|
elasticOut = 23,
|
|||
|
|
elasticInOut = 24,
|
|||
|
|
punch = 25,
|
|||
|
|
backIn = 26,
|
|||
|
|
backOut = 27,
|
|||
|
|
backInOut = 28,
|
|||
|
|
bounceIn = 29,
|
|||
|
|
bounceOut = 30,
|
|||
|
|
bounceInOut = 31
|
|||
|
|
}
|
|||
|
|
/**
|
|||
|
|
* 助手的一个方法,它接收一个EaseType,并通过给定的持续时间和时间参数来应用该Ease方程。
|
|||
|
|
* 我们这样做是为了避免传来传去的Funcs为垃圾收集器制造大量垃圾
|
|||
|
|
*/
|
|||
|
|
class EaseHelper {
|
|||
|
|
/**
|
|||
|
|
* 返回 easeType 的相反 EaseType
|
|||
|
|
* @param easeType
|
|||
|
|
*/
|
|||
|
|
static oppositeEaseType(easeType: EaseType): EaseType.linear | EaseType.sineIn | EaseType.sineOut | EaseType.sineInOut | EaseType.quadIn | EaseType.quadOut | EaseType.quadInOut | EaseType.quintIn | EaseType.quintOut | EaseType.quintInOut | EaseType.cubicIn | EaseType.cubicOut | EaseType.cubicInOut | EaseType.quartIn | EaseType.quartInOut | EaseType.expoIn | EaseType.expoOut | EaseType.expoInOut | EaseType.circleIn | EaseType.circleOut | EaseType.circleInOut | EaseType.elasticIn | EaseType.elasticOut | EaseType.elasticInOut | EaseType.punch | EaseType.backIn | EaseType.backOut | EaseType.backInOut | EaseType.bounceIn | EaseType.bounceOut | EaseType.bounceInOut;
|
|||
|
|
static ease(easeType: EaseType, t: number, duration: number): number;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class GlobalManager {
|
|||
|
|
_enabled: boolean;
|
|||
|
|
/**
|
|||
|
|
* 如果true则启用了GlobalManager。
|
|||
|
|
* 状态的改变会导致调用OnEnabled/OnDisable
|
|||
|
|
*/
|
|||
|
|
/**
|
|||
|
|
* 如果true则启用了GlobalManager。
|
|||
|
|
* 状态的改变会导致调用OnEnabled/OnDisable
|
|||
|
|
* @param value
|
|||
|
|
*/
|
|||
|
|
enabled: boolean;
|
|||
|
|
/**
|
|||
|
|
* 启用/禁用这个GlobalManager
|
|||
|
|
* @param isEnabled
|
|||
|
|
*/
|
|||
|
|
setEnabled(isEnabled: boolean): void;
|
|||
|
|
/**
|
|||
|
|
* 此GlobalManager启用时调用
|
|||
|
|
*/
|
|||
|
|
onEnabled(): void;
|
|||
|
|
/**
|
|||
|
|
* 此GlobalManager禁用时调用
|
|||
|
|
*/
|
|||
|
|
onDisabled(): void;
|
|||
|
|
/**
|
|||
|
|
* 在frame .update之前调用每一帧
|
|||
|
|
*/
|
|||
|
|
update(): void;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class TweenManager extends GlobalManager {
|
|||
|
|
static defaultEaseType: EaseType;
|
|||
|
|
/**
|
|||
|
|
* 如果为真,当加载新关卡时,活动的tween列表将被清除
|
|||
|
|
*/
|
|||
|
|
static removeAllTweensOnLevelLoad: boolean;
|
|||
|
|
/**
|
|||
|
|
* 这里支持各种类型的自动缓存。请
|
|||
|
|
* 注意,只有在使用扩展方法启动tweens时,或者在做自定义tweens时从缓存中获取tween时,缓存才会起作用。
|
|||
|
|
* 关于如何获取缓存的tween,请参见扩展方法的实现
|
|||
|
|
*/
|
|||
|
|
static cacheNumberTweens: boolean;
|
|||
|
|
static cacheVector2Tweens: boolean;
|
|||
|
|
static cacheColorTweens: boolean;
|
|||
|
|
static cacheRectTweens: boolean;
|
|||
|
|
/**
|
|||
|
|
* 当前所有活跃用户的内部列表
|
|||
|
|
*/
|
|||
|
|
private _activeTweens;
|
|||
|
|
private _tempTweens;
|
|||
|
|
/**
|
|||
|
|
* 标志表示tween更新循环正在运行
|
|||
|
|
*/
|
|||
|
|
private _isUpdating;
|
|||
|
|
/**
|
|||
|
|
* 便于暴露一个静态的API以方便访问
|
|||
|
|
*/
|
|||
|
|
private static _instance;
|
|||
|
|
constructor();
|
|||
|
|
update(): void;
|
|||
|
|
/**
|
|||
|
|
* 将一个tween添加到活动tweens列表中
|
|||
|
|
* @param tween
|
|||
|
|
*/
|
|||
|
|
static addTween(tween: ITweenable): void;
|
|||
|
|
/**
|
|||
|
|
* 从当前的tweens列表中删除一个tween
|
|||
|
|
* @param tween
|
|||
|
|
*/
|
|||
|
|
static removeTween(tween: ITweenable): void;
|
|||
|
|
/**
|
|||
|
|
* 停止所有的tween并选择地把他们全部完成
|
|||
|
|
* @param bringToCompletion
|
|||
|
|
*/
|
|||
|
|
static stopAllTweens(bringToCompletion?: boolean): void;
|
|||
|
|
/**
|
|||
|
|
* 返回具有特定上下文的所有tweens。
|
|||
|
|
* Tweens以ITweenable的形式返回,因为这就是TweenManager所知道的所有内容
|
|||
|
|
* @param context
|
|||
|
|
*/
|
|||
|
|
static allTweensWithContext(context: any): ITweenable[];
|
|||
|
|
/**
|
|||
|
|
* 停止所有给定上下文的tweens
|
|||
|
|
* @param context
|
|||
|
|
* @param bringToCompletion
|
|||
|
|
*/
|
|||
|
|
static stopAllTweensWithContext(context: any, bringToCompletion?: boolean): void;
|
|||
|
|
/**
|
|||
|
|
* 返回具有特定目标的所有tweens。
|
|||
|
|
* Tweens以ITweenControl的形式返回,因为TweenManager只知道这些
|
|||
|
|
* @param target
|
|||
|
|
*/
|
|||
|
|
static allTweenWithTarget(target: any): ITweenable[];
|
|||
|
|
/**
|
|||
|
|
* 停止所有具有TweenManager知道的特定目标的tweens
|
|||
|
|
* @param target
|
|||
|
|
* @param bringToCompletion
|
|||
|
|
*/
|
|||
|
|
static stopAllTweensWithTarget(target: any, bringToCompletion?: boolean): void;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
/**
|
|||
|
|
* 标准缓和方程通过将b和c参数(起始值和变化值)用0和1替换,然后进行简化。
|
|||
|
|
* 这样做的目的是为了让我们可以得到一个0 - 1之间的原始值(除了弹性/反弹故意超过界限),然后用这个值来lerp任何东西
|
|||
|
|
*/
|
|||
|
|
module Easing {
|
|||
|
|
class Linear {
|
|||
|
|
static easeNone(t: number, d: number): number;
|
|||
|
|
}
|
|||
|
|
class Quadratic {
|
|||
|
|
static easeIn(t: number, d: number): number;
|
|||
|
|
static easeOut(t: number, d: number): number;
|
|||
|
|
static easeInOut(t: number, d: number): number;
|
|||
|
|
}
|
|||
|
|
class Back {
|
|||
|
|
static easeIn(t: number, d: number): number;
|
|||
|
|
static easeOut(t: number, d: number): number;
|
|||
|
|
static easeInOut(t: number, d: number): number;
|
|||
|
|
}
|
|||
|
|
class Bounce {
|
|||
|
|
static easeOut(t: number, d: number): number;
|
|||
|
|
static easeIn(t: number, d: number): number;
|
|||
|
|
static easeInOut(t: number, d: number): number;
|
|||
|
|
}
|
|||
|
|
class Circular {
|
|||
|
|
static easeIn(t: number, d: number): number;
|
|||
|
|
static easeOut(t: number, d: number): number;
|
|||
|
|
static easeInOut(t: number, d: number): number;
|
|||
|
|
}
|
|||
|
|
class Cubic {
|
|||
|
|
static easeIn(t: number, d: number): number;
|
|||
|
|
static easeOut(t: number, d: number): number;
|
|||
|
|
static easeInOut(t: number, d: number): number;
|
|||
|
|
}
|
|||
|
|
class Elastic {
|
|||
|
|
static easeIn(t: number, d: number): number;
|
|||
|
|
static easeOut(t: number, d: number): number;
|
|||
|
|
static easeInOut(t: number, d: number): number;
|
|||
|
|
static punch(t: number, d: number): number;
|
|||
|
|
}
|
|||
|
|
class Exponential {
|
|||
|
|
static easeIn(t: number, d: number): number;
|
|||
|
|
static easeOut(t: number, d: number): number;
|
|||
|
|
static easeInOut(t: number, d: number): number;
|
|||
|
|
}
|
|||
|
|
class Quartic {
|
|||
|
|
static easeIn(t: number, d: number): number;
|
|||
|
|
static easeOut(t: number, d: number): number;
|
|||
|
|
static easeInOut(t: number, d: number): number;
|
|||
|
|
}
|
|||
|
|
class Quintic {
|
|||
|
|
static easeIn(t: number, d: number): number;
|
|||
|
|
static easeOut(t: number, d: number): number;
|
|||
|
|
static easeInOut(t: number, d: number): number;
|
|||
|
|
}
|
|||
|
|
class Sinusoidal {
|
|||
|
|
static easeIn(t: number, d: number): number;
|
|||
|
|
static easeOut(t: number, d: number): number;
|
|||
|
|
static easeInOut(t: number, d: number): number;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
/**
|
|||
|
|
* 一系列静态方法来处理所有常见的tween类型结构,以及它们的unclamped lerps.unclamped lerps对于超过0-1范围的bounce、elastic或其他tweens是必需的
|
|||
|
|
*/
|
|||
|
|
class Lerps {
|
|||
|
|
static lerp(from: Color, to: Color, t: number): any;
|
|||
|
|
static lerp(from: number, to: number, t: number): any;
|
|||
|
|
static lerp(from: Rectangle, to: Rectangle, t: number): any;
|
|||
|
|
static lerp(from: Vector2, to: Vector2, t: number): any;
|
|||
|
|
static angleLerp(from: Vector2, to: Vector2, t: number): Vector2;
|
|||
|
|
static ease(easeType: EaseType, from: Rectangle, to: Rectangle, t: number, duration: number): any;
|
|||
|
|
static ease(easeType: EaseType, from: Vector2, to: Vector2, t: number, duration: number): any;
|
|||
|
|
static ease(easeType: EaseType, from: number, to: number, t: number, duration: number): any;
|
|||
|
|
static ease(easeType: EaseType, from: Color, to: Color, t: number, duration: number): any;
|
|||
|
|
static easeAngle(easeType: EaseType, from: Vector2, to: Vector2, t: number, duration: number): Vector2;
|
|||
|
|
/**
|
|||
|
|
* 使用半隐式欧拉方法。速度较慢,但总是很稳定。见
|
|||
|
|
* http://allenchou.net/2015/04/game-math-more-on-numeric-springing/
|
|||
|
|
* @param currentValue
|
|||
|
|
* @param targetValue
|
|||
|
|
* @param velocity Velocity的引用。如果在两次调用之间改变targetValue,请务必将其重置为0
|
|||
|
|
* @param dampingRatio 值越低,阻尼越小,值越高,阻尼越大,导致弹簧度越小,应在0.01-1之间,以避免系统不稳定
|
|||
|
|
* @param angularFrequency 角频率为2pi(弧度/秒)意味着振荡在一秒钟内完成一个完整的周期,即1Hz.应小于35左右才能保持稳定
|
|||
|
|
*/
|
|||
|
|
static fastSpring(currentValue: Vector2, targetValue: Vector2, velocity: Vector2, dampingRatio: number, angularFrequency: number): Vector2;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
/**
|
|||
|
|
* 一系列强类型、可链式的方法来设置各种tween属性
|
|||
|
|
*/
|
|||
|
|
interface ITween<T> extends ITweenControl {
|
|||
|
|
/**
|
|||
|
|
* 设置该tween的易用性类型
|
|||
|
|
* @param easeType
|
|||
|
|
*/
|
|||
|
|
setEaseType(easeType: EaseType): ITween<T>;
|
|||
|
|
/**
|
|||
|
|
* 设置启动tween前的延迟
|
|||
|
|
* @param delay
|
|||
|
|
*/
|
|||
|
|
setDelay(delay: number): ITween<T>;
|
|||
|
|
/**
|
|||
|
|
* 设置tween的持续时间
|
|||
|
|
* @param duration
|
|||
|
|
*/
|
|||
|
|
setDuration(duration: number): ITween<T>;
|
|||
|
|
/**
|
|||
|
|
* 设置这个tween使用的timeScale。
|
|||
|
|
* TimeScale将与Time.deltaTime/Time.unscaledDeltaTime相乘,从而得到tween实际使用的delta时间
|
|||
|
|
* @param timeScale
|
|||
|
|
*/
|
|||
|
|
setTimeScale(timeScale: number): ITween<T>;
|
|||
|
|
/**
|
|||
|
|
* 设置tween使用Time.unscaledDeltaTime代替Time.deltaTime
|
|||
|
|
*/
|
|||
|
|
setIsTimeScaleIndependent(): ITween<T>;
|
|||
|
|
/**
|
|||
|
|
* 设置当tween完成时应该调用的动作
|
|||
|
|
* @param completionHandler
|
|||
|
|
*/
|
|||
|
|
setCompletionHandler(completionHandler: (tween: ITween<T>) => void): ITween<T>;
|
|||
|
|
/**
|
|||
|
|
* 设置tween的循环类型。一个pingpong循环意味着从开始-结束-开始
|
|||
|
|
* @param loopType
|
|||
|
|
* @param loops
|
|||
|
|
* @param delayBetweenLoops
|
|||
|
|
*/
|
|||
|
|
setLoops(loopType: LoopType, loops: number, delayBetweenLoops: number): ITween<T>;
|
|||
|
|
/**
|
|||
|
|
* 设置tween的起始位置
|
|||
|
|
* @param from
|
|||
|
|
*/
|
|||
|
|
setFrom(from: T): ITween<T>;
|
|||
|
|
/**
|
|||
|
|
* 通过重置tween的from/to值和持续时间,为重复使用tween做准备。
|
|||
|
|
* @param from
|
|||
|
|
* @param to
|
|||
|
|
* @param duration
|
|||
|
|
*/
|
|||
|
|
prepareForReuse(from: T, to: T, duration: number): ITween<T>;
|
|||
|
|
/**
|
|||
|
|
* 如果为true(默认值),tween将在使用后被回收。
|
|||
|
|
* 如果在TweenManager类中进行了配置,所有的Tween<T>子类都有自己相关的自动缓存
|
|||
|
|
* @param shouldRecycleTween
|
|||
|
|
*/
|
|||
|
|
setRecycleTween(shouldRecycleTween: boolean): ITween<T>;
|
|||
|
|
/**
|
|||
|
|
* 帮助程序,只是将tween的to值设置为相对于其当前值的+从使tween
|
|||
|
|
*/
|
|||
|
|
setIsRelative(): ITween<T>;
|
|||
|
|
/**
|
|||
|
|
* 允许你通过tween.context.context来设置任何可检索的对象引用。
|
|||
|
|
* 这对于避免完成处理程序方法的闭包分配是很方便的。
|
|||
|
|
* 你也可以在TweenManager中搜索具有特定上下文的所有tweens
|
|||
|
|
* @param context
|
|||
|
|
*/
|
|||
|
|
setContext(context: any): ITween<T>;
|
|||
|
|
/**
|
|||
|
|
* 允许你添加一个tween,这个tween完成后会被运行。
|
|||
|
|
* 注意 nextTween 必须是一个 ITweenable! 同时注意,所有的ITweenT都是ITweenable
|
|||
|
|
* @param nextTween
|
|||
|
|
*/
|
|||
|
|
setNextTween(nextTween: ITweenable): ITween<T>;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
/**
|
|||
|
|
* 更多具体的Tween播放控制在这里
|
|||
|
|
*/
|
|||
|
|
interface ITweenControl extends ITweenable {
|
|||
|
|
/**
|
|||
|
|
* 当使用匿名方法时,您可以在任何回调(如完成处理程序)中使用该属性来避免分配
|
|||
|
|
*/
|
|||
|
|
context: any;
|
|||
|
|
/**
|
|||
|
|
* 将tween扭曲为elapsedTime,并将其限制在0和duration之间,无论tween对象是暂停、完成还是运行,都会立即更新
|
|||
|
|
* @param elapsedTime 所用时间
|
|||
|
|
*/
|
|||
|
|
jumpToElapsedTime(elapsedTime: number): any;
|
|||
|
|
/**
|
|||
|
|
* 当从StartCoroutine调用时,它将直到tween完成
|
|||
|
|
*/
|
|||
|
|
waitForCompletion(): any;
|
|||
|
|
/**
|
|||
|
|
* 获取tween的目标,如果TweenTargets不一定都是一个对象,则为null,它的唯一真正用途是让TweenManager按目标查找tweens的列表
|
|||
|
|
*/
|
|||
|
|
getTargetObject(): any;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
/**
|
|||
|
|
* 任何想要被weened的对象都需要实现这个功能。
|
|||
|
|
* TweenManager内部喜欢做一个简单的对象来实现这个接口,并存储一个对被tweened对象的引用
|
|||
|
|
*/
|
|||
|
|
interface ITweenTarget<T> {
|
|||
|
|
/**
|
|||
|
|
* 在你选择的对象上设置最终的tweened值
|
|||
|
|
* @param value
|
|||
|
|
*/
|
|||
|
|
setTweenedValue(value: T): any;
|
|||
|
|
getTweenedValue(): T;
|
|||
|
|
/**
|
|||
|
|
* 获取tween的目标,如果TweenTargets不一定都是一个对象,则为null,它的唯一真正用途是让TweenManager按目标查找tweens的列表
|
|||
|
|
*/
|
|||
|
|
getTargetObject(): any;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
interface ITweenable {
|
|||
|
|
/**
|
|||
|
|
* 就像内部的Update一样,每一帧都被TweenManager调用
|
|||
|
|
*/
|
|||
|
|
tick(): boolean;
|
|||
|
|
/**
|
|||
|
|
* 当一个tween被移除时,由TweenManager调用。子
|
|||
|
|
* 类可以选择自己回收。子类应该首先在其实现中检查_shouldRecycleTween bool!
|
|||
|
|
*/
|
|||
|
|
recycleSelf(): any;
|
|||
|
|
/**
|
|||
|
|
* 检查是否有tween在运行
|
|||
|
|
*/
|
|||
|
|
isRunning(): boolean;
|
|||
|
|
/**
|
|||
|
|
* 启动tween
|
|||
|
|
*/
|
|||
|
|
start(): any;
|
|||
|
|
/**
|
|||
|
|
* 暂停
|
|||
|
|
*/
|
|||
|
|
pause(): any;
|
|||
|
|
/**
|
|||
|
|
* 暂停后恢复tween
|
|||
|
|
*/
|
|||
|
|
resume(): any;
|
|||
|
|
/**
|
|||
|
|
* 停止tween,并可选择将其完成
|
|||
|
|
* @param bringToCompletion
|
|||
|
|
*/
|
|||
|
|
stop(bringToCompletion: boolean): any;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
interface IAnimFrame {
|
|||
|
|
t: number;
|
|||
|
|
value: number;
|
|||
|
|
}
|
|||
|
|
class AnimCurve {
|
|||
|
|
readonly points: IAnimFrame[];
|
|||
|
|
constructor(points: IAnimFrame[]);
|
|||
|
|
lerp(t: number): number;
|
|||
|
|
_points: IAnimFrame[];
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
/**
|
|||
|
|
* 用于包装事件的一个小类
|
|||
|
|
*/
|
|||
|
|
class FuncPack {
|
|||
|
|
/** 函数 */
|
|||
|
|
func: Function;
|
|||
|
|
/** 上下文 */
|
|||
|
|
context: any;
|
|||
|
|
constructor(func: Function, context: any);
|
|||
|
|
}
|
|||
|
|
/**
|
|||
|
|
* 用于事件管理
|
|||
|
|
*/
|
|||
|
|
class Emitter<T> {
|
|||
|
|
private _messageTable;
|
|||
|
|
constructor();
|
|||
|
|
/**
|
|||
|
|
* 开始监听项
|
|||
|
|
* @param eventType 监听类型
|
|||
|
|
* @param handler 监听函数
|
|||
|
|
* @param context 监听上下文
|
|||
|
|
*/
|
|||
|
|
addObserver(eventType: T, handler: Function, context: any): void;
|
|||
|
|
/**
|
|||
|
|
* 移除监听项
|
|||
|
|
* @param eventType 事件类型
|
|||
|
|
* @param handler 事件函数
|
|||
|
|
*/
|
|||
|
|
removeObserver(eventType: T, handler: Function): void;
|
|||
|
|
/**
|
|||
|
|
* 触发该事件
|
|||
|
|
* @param eventType 事件类型
|
|||
|
|
* @param data 事件数据
|
|||
|
|
*/
|
|||
|
|
emit(eventType: T, ...data: any[]): void;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
enum Edge {
|
|||
|
|
top = 0,
|
|||
|
|
bottom = 1,
|
|||
|
|
left = 2,
|
|||
|
|
right = 3
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class EqualityComparer<T> implements IEqualityComparer<T> {
|
|||
|
|
static default<T>(): EqualityComparer<T>;
|
|||
|
|
protected constructor();
|
|||
|
|
equals(x: T, y: T): boolean;
|
|||
|
|
getHashCode(o: T): number;
|
|||
|
|
private _getHashCodeForNumber;
|
|||
|
|
private _getHashCodeForString;
|
|||
|
|
private forOwn;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class Hash {
|
|||
|
|
/**
|
|||
|
|
* 从一个字节数组中计算一个哈希值
|
|||
|
|
* @param data
|
|||
|
|
*/
|
|||
|
|
static computeHash(...data: number[]): number;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
interface IComparer<T> {
|
|||
|
|
compare(x: T, y: T): number;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
/**
|
|||
|
|
* 对象声明自己的平等方法和Hashcode的生成
|
|||
|
|
*/
|
|||
|
|
interface IEqualityComparable {
|
|||
|
|
/**
|
|||
|
|
* 确定另一个对象是否等于这个实例
|
|||
|
|
* @param other
|
|||
|
|
*/
|
|||
|
|
equals(other: any): boolean;
|
|||
|
|
/**
|
|||
|
|
* 生成对象的哈希码
|
|||
|
|
*/
|
|||
|
|
getHashCode(): number;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
/**
|
|||
|
|
* 为确定对象的哈希码和两个项目是否相等提供接口
|
|||
|
|
*/
|
|||
|
|
interface IEqualityComparer<T> {
|
|||
|
|
/**
|
|||
|
|
* 判断两个对象是否相等
|
|||
|
|
* @param x
|
|||
|
|
* @param y
|
|||
|
|
*/
|
|||
|
|
equals(x: T, y: T): boolean;
|
|||
|
|
/**
|
|||
|
|
* 生成对象的哈希码
|
|||
|
|
* @param value
|
|||
|
|
*/
|
|||
|
|
getHashCode(value: T): number;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
/**
|
|||
|
|
* 实现该接口用于判定两个对象是否相等的快速接口
|
|||
|
|
*/
|
|||
|
|
interface IEquatable<T> {
|
|||
|
|
equals(other: T): boolean;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
interface IListener {
|
|||
|
|
caller: object;
|
|||
|
|
callback: Function;
|
|||
|
|
}
|
|||
|
|
interface IObservable {
|
|||
|
|
addListener(caller: object, callback: Function): any;
|
|||
|
|
removeListener(caller: object, callback: Function): any;
|
|||
|
|
clearListener(): any;
|
|||
|
|
clearListenerWithCaller(caller: object): any;
|
|||
|
|
}
|
|||
|
|
class Observable implements IObservable {
|
|||
|
|
constructor();
|
|||
|
|
addListener(caller: object, callback: Function): void;
|
|||
|
|
removeListener(caller: object, callback: Function): void;
|
|||
|
|
clearListener(): void;
|
|||
|
|
clearListenerWithCaller(caller: object): void;
|
|||
|
|
notify(...args: any[]): void;
|
|||
|
|
private _listeners;
|
|||
|
|
}
|
|||
|
|
class ObservableT<T> extends Observable {
|
|||
|
|
addListener(caller: object, callback: (arg: T) => void): void;
|
|||
|
|
removeListener(caller: object, callback: (arg: T) => void): void;
|
|||
|
|
notify(arg: T): void;
|
|||
|
|
}
|
|||
|
|
class ObservableTT<T, R> extends Observable {
|
|||
|
|
addListener(caller: object, callback: (arg1: T, arg2: R) => void): void;
|
|||
|
|
removeListener(caller: object, callback: (arg: T, arg2: R) => void): void;
|
|||
|
|
notify(arg1: T, arg2: R): void;
|
|||
|
|
}
|
|||
|
|
class Command implements IObservable {
|
|||
|
|
constructor(caller: object, action: Function);
|
|||
|
|
bindAction(caller: object, action: Function): void;
|
|||
|
|
dispatch(...args: any[]): void;
|
|||
|
|
addListener(caller: object, callback: Function): void;
|
|||
|
|
removeListener(caller: object, callback: Function): void;
|
|||
|
|
clearListener(): void;
|
|||
|
|
clearListenerWithCaller(caller: object): void;
|
|||
|
|
private _onExec;
|
|||
|
|
private _caller;
|
|||
|
|
private _action;
|
|||
|
|
}
|
|||
|
|
class ValueChangeCommand<T> implements IObservable {
|
|||
|
|
constructor(value: T);
|
|||
|
|
readonly onValueChange: Observable;
|
|||
|
|
value: T;
|
|||
|
|
dispatch(value: T): void;
|
|||
|
|
addListener(caller: object, callback: Function): void;
|
|||
|
|
removeListener(caller: object, callback: Function): void;
|
|||
|
|
clearListener(): void;
|
|||
|
|
clearListenerWithCaller(caller: object): void;
|
|||
|
|
private _onValueChange;
|
|||
|
|
private _value;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class Ref<T> {
|
|||
|
|
value: T;
|
|||
|
|
constructor(value: T);
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class Screen {
|
|||
|
|
static width: number;
|
|||
|
|
static height: number;
|
|||
|
|
static readonly size: Vector2;
|
|||
|
|
static readonly center: Vector2;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
/**
|
|||
|
|
* 管理数值的简单助手类。它存储值,直到累计的总数大于1。一旦超过1,该值将在调用update时添加到amount中。
|
|||
|
|
*/
|
|||
|
|
class SubpixelNumber {
|
|||
|
|
remainder: number;
|
|||
|
|
/**
|
|||
|
|
* 以amount递增余数,将值截断为int,存储新的余数并将amount设置为当前值。
|
|||
|
|
* @param amount
|
|||
|
|
*/
|
|||
|
|
update(amount: number): number;
|
|||
|
|
/**
|
|||
|
|
* 将余数重置为0。当一个物体与一个不可移动的物体碰撞时有用。
|
|||
|
|
* 在这种情况下,您将希望将亚像素余数归零,因为它是空的和无效的碰撞。
|
|||
|
|
*/
|
|||
|
|
reset(): void;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
/**
|
|||
|
|
* 简单的剪耳三角测量器,最终的三角形将出现在triangleIndices列表中。
|
|||
|
|
*/
|
|||
|
|
class Triangulator {
|
|||
|
|
/**
|
|||
|
|
* 上次三角函数调用中使用的点列表的三角列表条目索引
|
|||
|
|
*/
|
|||
|
|
triangleIndices: number[];
|
|||
|
|
private _triPrev;
|
|||
|
|
private _triNext;
|
|||
|
|
static testPointTriangle(point: Vector2, a: Vector2, b: Vector2, c: Vector2): boolean;
|
|||
|
|
/**
|
|||
|
|
* 计算一个三角形列表,该列表完全覆盖给定点集所包含的区域。如果点不是CCW,则将arePointsCCW参数传递为false
|
|||
|
|
* @param points 定义封闭路径的点列表
|
|||
|
|
* @param arePointsCCW
|
|||
|
|
*/
|
|||
|
|
triangulate(points: Vector2[], arePointsCCW?: boolean): void;
|
|||
|
|
private initialize;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class UUID {
|
|||
|
|
static randomUUID(): string;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
interface Class extends Function {
|
|||
|
|
}
|
|||
|
|
function getClassName(klass: any): string;
|
|||
|
|
}
|
|||
|
|
declare namespace es {
|
|||
|
|
/**
|
|||
|
|
* 记录时间的持续时间,一些设计灵感来自物理秒表。
|
|||
|
|
*/
|
|||
|
|
class Stopwatch {
|
|||
|
|
private readonly getSystemTime;
|
|||
|
|
/**
|
|||
|
|
* 秒表启动的系统时间。
|
|||
|
|
* undefined,如果秒表尚未启动,或已复位。
|
|||
|
|
*/
|
|||
|
|
private _startSystemTime;
|
|||
|
|
/**
|
|||
|
|
* 秒表停止的系统时间。
|
|||
|
|
* undefined,如果秒表目前没有停止,尚未开始,或已复位。
|
|||
|
|
*/
|
|||
|
|
private _stopSystemTime;
|
|||
|
|
/** 自上次复位以来,秒表已停止的系统时间总数。 */
|
|||
|
|
private _stopDuration;
|
|||
|
|
/**
|
|||
|
|
* 用秒表计时,当前等待的切片开始的时间。
|
|||
|
|
* undefined,如果秒表尚未启动,或已复位。
|
|||
|
|
*/
|
|||
|
|
private _pendingSliceStartStopwatchTime;
|
|||
|
|
/**
|
|||
|
|
* 记录自上次复位以来所有已完成切片的结果。
|
|||
|
|
*/
|
|||
|
|
private _completeSlices;
|
|||
|
|
constructor(getSystemTime?: GetTimeFunc);
|
|||
|
|
getState(): State;
|
|||
|
|
isIdle(): boolean;
|
|||
|
|
isRunning(): boolean;
|
|||
|
|
isStopped(): boolean;
|
|||
|
|
/**
|
|||
|
|
*
|
|||
|
|
*/
|
|||
|
|
slice(): Slice;
|
|||
|
|
/**
|
|||
|
|
* 获取自上次复位以来该秒表已完成/记录的所有片的列表。
|
|||
|
|
*/
|
|||
|
|
getCompletedSlices(): Slice[];
|
|||
|
|
/**
|
|||
|
|
* 获取自上次重置以来该秒表已完成/记录的所有片的列表,以及当前挂起的片。
|
|||
|
|
*/
|
|||
|
|
getCompletedAndPendingSlices(): Slice[];
|
|||
|
|
/**
|
|||
|
|
* 获取关于这个秒表当前挂起的切片的详细信息。
|
|||
|
|
*/
|
|||
|
|
getPendingSlice(): Slice;
|
|||
|
|
/**
|
|||
|
|
* 获取当前秒表时间。这是这个秒表自上次复位以来运行的系统时间总数。
|
|||
|
|
*/
|
|||
|
|
getTime(): number;
|
|||
|
|
/**
|
|||
|
|
* 完全重置这个秒表到它的初始状态。清除所有记录的运行持续时间、切片等。
|
|||
|
|
*/
|
|||
|
|
reset(): void;
|
|||
|
|
/**
|
|||
|
|
* 开始(或继续)运行秒表。
|
|||
|
|
* @param forceReset
|
|||
|
|
*/
|
|||
|
|
start(forceReset?: boolean): void;
|
|||
|
|
/**
|
|||
|
|
*
|
|||
|
|
* @param recordPendingSlice
|
|||
|
|
*/
|
|||
|
|
stop(recordPendingSlice?: boolean): number;
|
|||
|
|
/**
|
|||
|
|
* 计算指定秒表时间的当前挂起片。
|
|||
|
|
* @param endStopwatchTime
|
|||
|
|
*/
|
|||
|
|
private calculatePendingSlice;
|
|||
|
|
/**
|
|||
|
|
* 计算指定系统时间的当前秒表时间。
|
|||
|
|
* @param endSystemTime
|
|||
|
|
*/
|
|||
|
|
private caculateStopwatchTime;
|
|||
|
|
/**
|
|||
|
|
* 获取与当前秒表时间等效的系统时间。
|
|||
|
|
* 如果该秒表当前停止,则返回该秒表停止时的系统时间。
|
|||
|
|
*/
|
|||
|
|
private getSystemTimeOfCurrentStopwatchTime;
|
|||
|
|
/**
|
|||
|
|
* 结束/记录当前挂起的片的私有实现。
|
|||
|
|
* @param endStopwatchTime
|
|||
|
|
*/
|
|||
|
|
private recordPendingSlice;
|
|||
|
|
}
|
|||
|
|
/**
|
|||
|
|
* 返回某个系统的“当前时间”的函数。
|
|||
|
|
* 惟一的要求是,对该函数的每次调用都必须返回一个大于或等于前一次对该函数的调用的数字。
|
|||
|
|
*/
|
|||
|
|
type GetTimeFunc = () => number;
|
|||
|
|
enum State {
|
|||
|
|
/** 秒表尚未启动,或已复位。 */
|
|||
|
|
IDLE = "IDLE",
|
|||
|
|
/** 秒表正在运行。 */
|
|||
|
|
RUNNING = "RUNNING",
|
|||
|
|
/** 秒表以前还在跑,但现在已经停了。 */
|
|||
|
|
STOPPED = "STOPPED"
|
|||
|
|
}
|
|||
|
|
function setDefaultSystemTimeGetter(systemTimeGetter?: GetTimeFunc): void;
|
|||
|
|
/**
|
|||
|
|
* 由秒表记录的单个“薄片”的测量值
|
|||
|
|
*/
|
|||
|
|
interface Slice {
|
|||
|
|
/** 秒表显示的时间在这一片开始的时候。 */
|
|||
|
|
readonly startTime: number;
|
|||
|
|
/** 秒表在这片片尾的时间。 */
|
|||
|
|
readonly endTime: number;
|
|||
|
|
/** 该切片的运行时间 */
|
|||
|
|
readonly duration: number;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class Bag<E> implements ImmutableBag<E> {
|
|||
|
|
size_: number;
|
|||
|
|
length: number;
|
|||
|
|
private array;
|
|||
|
|
constructor(capacity?: number);
|
|||
|
|
removeAt(index: number): E;
|
|||
|
|
remove(e: E): boolean;
|
|||
|
|
removeLast(): E;
|
|||
|
|
contains(e: E): boolean;
|
|||
|
|
removeAll(bag: ImmutableBag<E>): boolean;
|
|||
|
|
get(index: number): E;
|
|||
|
|
safeGet(index: number): E;
|
|||
|
|
size(): number;
|
|||
|
|
getCapacity(): number;
|
|||
|
|
isIndexWithinBounds(index: number): boolean;
|
|||
|
|
isEmpty(): boolean;
|
|||
|
|
add(e: E): void;
|
|||
|
|
set(index: number, e: E): void;
|
|||
|
|
grow(newCapacity?: number): void;
|
|||
|
|
ensureCapacity(index: number): void;
|
|||
|
|
clear(): void;
|
|||
|
|
addAll(items: ImmutableBag<E>): void;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
/**
|
|||
|
|
* 创建这个字典的原因只有一个:
|
|||
|
|
* 我需要一个能让我直接以数组的形式对值进行迭代的字典,而不需要生成一个数组或使用迭代器。
|
|||
|
|
* 对于这个目标是比标准字典快N倍。
|
|||
|
|
* Faster dictionary在大部分操作上也比标准字典快,但差别可以忽略不计。
|
|||
|
|
* 唯一较慢的操作是在添加时调整内存大小,因为与标准数组相比,这个实现需要使用两个单独的数组。
|
|||
|
|
*/
|
|||
|
|
class FasterDictionary<TKey, TValue> {
|
|||
|
|
_values: TValue[];
|
|||
|
|
_valuesInfo: FastNode[];
|
|||
|
|
_buckets: number[];
|
|||
|
|
_freeValueCellIndex: number;
|
|||
|
|
_collisions: number;
|
|||
|
|
constructor(size?: number);
|
|||
|
|
getValuesArray(count: {
|
|||
|
|
value: number;
|
|||
|
|
}): TValue[];
|
|||
|
|
readonly valuesArray: TValue[];
|
|||
|
|
readonly count: number;
|
|||
|
|
add(key: TKey, value: TValue): void;
|
|||
|
|
addValue(key: TKey, value: TValue, indexSet: {
|
|||
|
|
value: number;
|
|||
|
|
}): boolean;
|
|||
|
|
remove(key: TKey): boolean;
|
|||
|
|
trim(): void;
|
|||
|
|
clear(): void;
|
|||
|
|
fastClear(): void;
|
|||
|
|
containsKey(key: TKey): boolean;
|
|||
|
|
tryGetValue(key: TKey): TValue;
|
|||
|
|
tryFindIndex(key: TKey, findIndex: {
|
|||
|
|
value: number;
|
|||
|
|
}): boolean;
|
|||
|
|
getDirectValue(index: number): TValue;
|
|||
|
|
getIndex(key: TKey): number;
|
|||
|
|
static updateLinkedList(index: number, valuesInfo: FastNode[]): void;
|
|||
|
|
static hash(key: any): number;
|
|||
|
|
static reduce(x: number, n: number): number;
|
|||
|
|
}
|
|||
|
|
class FastNode {
|
|||
|
|
readonly key: any;
|
|||
|
|
readonly hashcode: number;
|
|||
|
|
previous: number;
|
|||
|
|
next: number;
|
|||
|
|
constructor(key: any, hash: number, previousNode?: number);
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
interface ImmutableBag<E> {
|
|||
|
|
get(index: number): E;
|
|||
|
|
size(): number;
|
|||
|
|
isEmpty(): boolean;
|
|||
|
|
contains(e: E): boolean;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class Node<T> {
|
|||
|
|
element: T;
|
|||
|
|
next: Node<T>;
|
|||
|
|
constructor(element: T, next?: Node<T>);
|
|||
|
|
}
|
|||
|
|
interface equalsFnType<T> {
|
|||
|
|
(a: T, b: T): boolean;
|
|||
|
|
}
|
|||
|
|
function defaultEquals<T>(a: T, b: T): boolean;
|
|||
|
|
class LinkedList<T> {
|
|||
|
|
protected count: number;
|
|||
|
|
protected next: any;
|
|||
|
|
protected equalsFn: equalsFnType<T>;
|
|||
|
|
protected head: Node<T>;
|
|||
|
|
constructor(equalsFn?: typeof defaultEquals);
|
|||
|
|
push(element: T): void;
|
|||
|
|
removeAt(index: number): T;
|
|||
|
|
getElementAt(index: number): Node<T>;
|
|||
|
|
insert(element: T, index: number): boolean;
|
|||
|
|
indexOf(element: T): number;
|
|||
|
|
remove(element: T): void;
|
|||
|
|
clear(): void;
|
|||
|
|
size(): number;
|
|||
|
|
isEmpty(): boolean;
|
|||
|
|
getHead(): Node<T>;
|
|||
|
|
toString(): string;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
/**
|
|||
|
|
* 可以用于列表池的简单类
|
|||
|
|
*/
|
|||
|
|
class ListPool {
|
|||
|
|
private static readonly _objectQueue;
|
|||
|
|
/**
|
|||
|
|
* 预热缓存,使用最大的cacheCount对象填充缓存
|
|||
|
|
* @param cacheCount
|
|||
|
|
*/
|
|||
|
|
static warmCache(cacheCount: number): void;
|
|||
|
|
/**
|
|||
|
|
* 将缓存修剪为cacheCount项目
|
|||
|
|
* @param cacheCount
|
|||
|
|
*/
|
|||
|
|
static trimCache(cacheCount: any): void;
|
|||
|
|
/**
|
|||
|
|
* 清除缓存
|
|||
|
|
*/
|
|||
|
|
static clearCache(): void;
|
|||
|
|
/**
|
|||
|
|
* 如果可以的话,从堆栈中弹出一个项
|
|||
|
|
*/
|
|||
|
|
static obtain<T>(): T[];
|
|||
|
|
/**
|
|||
|
|
* 将项推回堆栈
|
|||
|
|
* @param obj
|
|||
|
|
*/
|
|||
|
|
static free<T>(obj: Array<T>): void;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
/**
|
|||
|
|
* 用于管理一对对象的简单DTO
|
|||
|
|
*/
|
|||
|
|
class Pair<T> implements IEqualityComparable {
|
|||
|
|
first: T;
|
|||
|
|
second: T;
|
|||
|
|
constructor(first: T, second: T);
|
|||
|
|
clear(): void;
|
|||
|
|
equals(other: Pair<T>): boolean;
|
|||
|
|
getHashCode(): number;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
/**
|
|||
|
|
* 用于池任何对象
|
|||
|
|
*/
|
|||
|
|
class Pool {
|
|||
|
|
private static _objectQueue;
|
|||
|
|
/**
|
|||
|
|
* 预热缓存,使用最大的cacheCount对象填充缓存
|
|||
|
|
* @param type
|
|||
|
|
* @param cacheCount
|
|||
|
|
*/
|
|||
|
|
static warmCache<T>(type: new (...args: any[]) => T, cacheCount: number): void;
|
|||
|
|
/**
|
|||
|
|
* 将缓存修剪为cacheCount项目
|
|||
|
|
* @param cacheCount
|
|||
|
|
*/
|
|||
|
|
static trimCache(cacheCount: number): void;
|
|||
|
|
/**
|
|||
|
|
* 清除缓存
|
|||
|
|
*/
|
|||
|
|
static clearCache(): void;
|
|||
|
|
/**
|
|||
|
|
* 如果可以的话,从堆栈中弹出一个项
|
|||
|
|
*/
|
|||
|
|
static obtain<T>(type: new (...args: any[]) => T): T;
|
|||
|
|
/**
|
|||
|
|
* 将项推回堆栈
|
|||
|
|
* @param obj
|
|||
|
|
*/
|
|||
|
|
static free<T>(obj: T): void;
|
|||
|
|
}
|
|||
|
|
interface IPoolable {
|
|||
|
|
/**
|
|||
|
|
* 重置对象以供重用。对象引用应该为空,字段可以设置为默认值
|
|||
|
|
*/
|
|||
|
|
reset(): any;
|
|||
|
|
}
|
|||
|
|
var isIPoolable: (props: any) => props is IPoolable;
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
interface ISet<T> {
|
|||
|
|
add(item: T): boolean;
|
|||
|
|
remove(item: T): boolean;
|
|||
|
|
contains(item: T): boolean;
|
|||
|
|
getCount(): number;
|
|||
|
|
clear(): void;
|
|||
|
|
toArray(): Array<T>;
|
|||
|
|
/**
|
|||
|
|
* 从当前集合中删除指定集合中的所有元素
|
|||
|
|
* @param other
|
|||
|
|
*/
|
|||
|
|
exceptWith(other: Array<T>): void;
|
|||
|
|
/**
|
|||
|
|
* 修改当前Set对象,使其只包含该对象和指定数组中的元素
|
|||
|
|
* @param other
|
|||
|
|
*/
|
|||
|
|
intersectWith(other: Array<T>): void;
|
|||
|
|
/**
|
|||
|
|
* 修改当前的集合对象,使其包含所有存在于自身、指定集合中的元素,或者两者都包含
|
|||
|
|
* @param other
|
|||
|
|
*/
|
|||
|
|
unionWith(other: Array<T>): void;
|
|||
|
|
isSubsetOf(other: Array<T>): boolean;
|
|||
|
|
isSupersetOf(other: Array<T>): boolean;
|
|||
|
|
overlaps(other: Array<T>): boolean;
|
|||
|
|
setEquals(other: Array<T>): boolean;
|
|||
|
|
}
|
|||
|
|
abstract class Set<T> implements ISet<T> {
|
|||
|
|
protected buckets: T[][];
|
|||
|
|
protected count: number;
|
|||
|
|
constructor(source?: Array<T>);
|
|||
|
|
abstract getHashCode(item: T): number;
|
|||
|
|
abstract areEqual(value1: T, value2: T): boolean;
|
|||
|
|
add(item: T): boolean;
|
|||
|
|
remove(item: T): boolean;
|
|||
|
|
contains(item: T): boolean;
|
|||
|
|
getCount(): number;
|
|||
|
|
clear(): void;
|
|||
|
|
toArray(): T[];
|
|||
|
|
/**
|
|||
|
|
* 从当前集合中删除指定集合中的所有元素
|
|||
|
|
* @param other
|
|||
|
|
*/
|
|||
|
|
exceptWith(other: Array<T>): void;
|
|||
|
|
/**
|
|||
|
|
* 修改当前Set对象,使其只包含该对象和指定数组中的元素
|
|||
|
|
* @param other
|
|||
|
|
*/
|
|||
|
|
intersectWith(other: Array<T>): void;
|
|||
|
|
unionWith(other: Array<T>): void;
|
|||
|
|
/**
|
|||
|
|
* 确定当前集合是否为指定集合或数组的子集
|
|||
|
|
* @param other
|
|||
|
|
*/
|
|||
|
|
isSubsetOf(other: Array<T>): boolean;
|
|||
|
|
/**
|
|||
|
|
* 确定当前不可变排序集是否为指定集合的超集
|
|||
|
|
* @param other
|
|||
|
|
*/
|
|||
|
|
isSupersetOf(other: Array<T>): boolean;
|
|||
|
|
overlaps(other: Array<T>): boolean;
|
|||
|
|
setEquals(other: Array<T>): boolean;
|
|||
|
|
private buildInternalBuckets;
|
|||
|
|
private bucketsContains;
|
|||
|
|
}
|
|||
|
|
class HashSet<T extends IEqualityComparable> extends Set<T> {
|
|||
|
|
constructor(source?: Array<T>);
|
|||
|
|
getHashCode(item: T): number;
|
|||
|
|
areEqual(value1: T, value2: T): boolean;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
/**
|
|||
|
|
* startCoroutine返回的接口,它提供了中途停止coroutine的能力。
|
|||
|
|
*/
|
|||
|
|
interface ICoroutine {
|
|||
|
|
/**
|
|||
|
|
* 停止Coroutine
|
|||
|
|
*/
|
|||
|
|
stop(): any;
|
|||
|
|
/**
|
|||
|
|
* 设置Coroutine是否应该使用deltaTime或unscaledDeltaTime进行计时
|
|||
|
|
* @param useUnscaledDeltaTime
|
|||
|
|
*/
|
|||
|
|
setUseUnscaledDeltaTime(useUnscaledDeltaTime: boolean): ICoroutine;
|
|||
|
|
}
|
|||
|
|
class Coroutine {
|
|||
|
|
/**
|
|||
|
|
* 导致Coroutine在指定的时间内暂停。在Coroutine.waitForSeconds的基础上,在Coroutine中使用Yield
|
|||
|
|
* @param seconds
|
|||
|
|
*/
|
|||
|
|
static waitForSeconds(seconds: number): WaitForSeconds;
|
|||
|
|
}
|
|||
|
|
/**
|
|||
|
|
* 帮助类,用于当一个coroutine想要暂停一段时间时。返回Coroutine.waitForSeconds返回其中一个
|
|||
|
|
*/
|
|||
|
|
class WaitForSeconds {
|
|||
|
|
static waiter: WaitForSeconds;
|
|||
|
|
waitTime: number;
|
|||
|
|
wait(seconds: number): WaitForSeconds;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
/**
|
|||
|
|
* CoroutineManager用于隐藏Coroutine所需数据的内部类
|
|||
|
|
*/
|
|||
|
|
class CoroutineImpl implements ICoroutine, IPoolable {
|
|||
|
|
enumerator: any;
|
|||
|
|
/**
|
|||
|
|
* 每当产生一个延迟,它就会被添加到跟踪延迟的waitTimer中
|
|||
|
|
*/
|
|||
|
|
waitTimer: number;
|
|||
|
|
isDone: boolean;
|
|||
|
|
waitForCoroutine: CoroutineImpl;
|
|||
|
|
useUnscaledDeltaTime: boolean;
|
|||
|
|
stop(): void;
|
|||
|
|
setUseUnscaledDeltaTime(useUnscaledDeltaTime: boolean): this;
|
|||
|
|
prepareForUse(): void;
|
|||
|
|
reset(): void;
|
|||
|
|
}
|
|||
|
|
class CoroutineManager extends GlobalManager {
|
|||
|
|
/**
|
|||
|
|
* 标志来跟踪我们何时处于更新循环中。
|
|||
|
|
* 如果在更新循环中启动了一个新的coroutine,我们必须将它贴在shouldRunNextFrame列表中,以避免在迭代时修改一个数组
|
|||
|
|
*/
|
|||
|
|
_isInUpdate: boolean;
|
|||
|
|
_unblockedCoroutines: CoroutineImpl[];
|
|||
|
|
_shouldRunNextFrame: CoroutineImpl[];
|
|||
|
|
/**
|
|||
|
|
* 将IEnumerator添加到CoroutineManager中
|
|||
|
|
* Coroutine在每一帧调用Update之前被执行
|
|||
|
|
* @param enumerator
|
|||
|
|
*/
|
|||
|
|
startCoroutine(enumerator: any): CoroutineImpl;
|
|||
|
|
update(): void;
|
|||
|
|
/**
|
|||
|
|
* 勾选一个coroutine,如果该coroutine应该在下一帧继续运行,则返回true。本方法会将完成的coroutine放回Pool
|
|||
|
|
* @param coroutine
|
|||
|
|
*/
|
|||
|
|
tickCoroutine(coroutine: CoroutineImpl): boolean;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class MaxRectsBinPack {
|
|||
|
|
binWidth: number;
|
|||
|
|
binHeight: number;
|
|||
|
|
allowRotations: boolean;
|
|||
|
|
usedRectangles: Rectangle[];
|
|||
|
|
freeRectangles: Rectangle[];
|
|||
|
|
constructor(width: number, height: number, rotations?: boolean);
|
|||
|
|
init(width: number, height: number, rotations?: boolean): void;
|
|||
|
|
insert(width: number, height: number): Rectangle;
|
|||
|
|
findPositionForNewNodeBestAreaFit(width: number, height: number, bestAreaFit: Ref<number>, bestShortSideFit: Ref<number>): Rectangle;
|
|||
|
|
splitFreeNode(freeNode: Rectangle, usedNode: Rectangle): boolean;
|
|||
|
|
pruneFreeList(): void;
|
|||
|
|
isContainedIn(a: Rectangle, b: Rectangle): boolean;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class ArrayUtils {
|
|||
|
|
/**
|
|||
|
|
* 执行冒泡排序
|
|||
|
|
* @param ary
|
|||
|
|
*/
|
|||
|
|
static bubbleSort(ary: number[]): void;
|
|||
|
|
/**
|
|||
|
|
* 执行插入排序
|
|||
|
|
* @param ary
|
|||
|
|
*/
|
|||
|
|
static insertionSort(ary: number[]): void;
|
|||
|
|
/**
|
|||
|
|
* 执行二分搜索
|
|||
|
|
* @param ary 搜索的数组(必须排序过)
|
|||
|
|
* @param value 需要搜索的值
|
|||
|
|
* @returns 返回匹配结果的数组索引
|
|||
|
|
*/
|
|||
|
|
static binarySearch(ary: number[], value: number): number;
|
|||
|
|
/**
|
|||
|
|
* 返回匹配项的索引
|
|||
|
|
* @param ary
|
|||
|
|
* @param num
|
|||
|
|
*/
|
|||
|
|
static findElementIndex(ary: any[], num: any): any;
|
|||
|
|
/**
|
|||
|
|
* 返回数组中最大值的索引
|
|||
|
|
* @param ary
|
|||
|
|
*/
|
|||
|
|
static getMaxElementIndex(ary: number[]): number;
|
|||
|
|
/**
|
|||
|
|
* 返回数组中最小值的索引
|
|||
|
|
* @param ary
|
|||
|
|
*/
|
|||
|
|
static getMinElementIndex(ary: number[]): number;
|
|||
|
|
/**
|
|||
|
|
* 返回一个"唯一性"数组
|
|||
|
|
* @param ary 需要唯一性的数组
|
|||
|
|
* @returns 唯一性的数组
|
|||
|
|
*
|
|||
|
|
* @tutorial
|
|||
|
|
* 比如: [1, 2, 2, 3, 4]
|
|||
|
|
* 返回: [1, 2, 3, 4]
|
|||
|
|
*/
|
|||
|
|
static getUniqueAry(ary: number[]): number[];
|
|||
|
|
/**
|
|||
|
|
* 返回2个数组中不同的部分
|
|||
|
|
* 比如数组A = [1, 2, 3, 4, 6]
|
|||
|
|
* 数组B = [0, 2, 1, 3, 4]
|
|||
|
|
* 返回[6, 0]
|
|||
|
|
* @param aryA
|
|||
|
|
* @param aryB
|
|||
|
|
* @return
|
|||
|
|
*/
|
|||
|
|
static getDifferAry(aryA: number[], aryB: number[]): number[];
|
|||
|
|
/**
|
|||
|
|
* 交换数组元素
|
|||
|
|
* @param array 目标数组
|
|||
|
|
* @param index1 交换后的索引
|
|||
|
|
* @param index2 交换前的索引
|
|||
|
|
*/
|
|||
|
|
static swap(array: any[], index1: number, index2: number): void;
|
|||
|
|
/**
|
|||
|
|
* 清除列表
|
|||
|
|
* @param ary
|
|||
|
|
*/
|
|||
|
|
static clearList(ary: any[]): void;
|
|||
|
|
/**
|
|||
|
|
* 克隆一个数组
|
|||
|
|
* @param ary 需要克隆的数组
|
|||
|
|
* @return 克隆的数组
|
|||
|
|
*/
|
|||
|
|
static cloneList(ary: any[]): any[];
|
|||
|
|
/**
|
|||
|
|
* 判断2个数组是否相同
|
|||
|
|
* @param ary1 数组1
|
|||
|
|
* @param ary2 数组2
|
|||
|
|
*/
|
|||
|
|
static equals(ary1: number[], ary2: number[]): Boolean;
|
|||
|
|
/**
|
|||
|
|
* 根据索引插入元素,索引和索引后的元素都向后移动一位
|
|||
|
|
* @param ary
|
|||
|
|
* @param index 插入索引
|
|||
|
|
* @param value 插入的元素
|
|||
|
|
* @returns 插入的元素 未插入则返回空
|
|||
|
|
*/
|
|||
|
|
static insert(ary: any[], index: number, value: any): any;
|
|||
|
|
/**
|
|||
|
|
* 打乱数组 Fisher–Yates shuffle
|
|||
|
|
* @param list
|
|||
|
|
*/
|
|||
|
|
static shuffle<T>(list: T[]): void;
|
|||
|
|
/**
|
|||
|
|
* 如果项目已经在列表中,返回false,如果成功添加,返回true
|
|||
|
|
* @param list
|
|||
|
|
* @param item
|
|||
|
|
*/
|
|||
|
|
static addIfNotPresent<T>(list: T[], item: T): boolean;
|
|||
|
|
/**
|
|||
|
|
* 返回列表中的最后一项。列表中至少应该有一个项目
|
|||
|
|
* @param list
|
|||
|
|
*/
|
|||
|
|
static lastItem<T>(list: T[]): T;
|
|||
|
|
/**
|
|||
|
|
* 从列表中随机获取一个项目。不清空检查列表!
|
|||
|
|
* @param list
|
|||
|
|
*/
|
|||
|
|
static randomItem<T>(list: T[]): T;
|
|||
|
|
/**
|
|||
|
|
* 从列表中随机获取物品。不清空检查列表,也不验证列表数是否大于项目数。返回的List可以通过ListPool.free放回池中
|
|||
|
|
* @param list
|
|||
|
|
* @param itemCount 从列表中返回的随机项目的数量
|
|||
|
|
*/
|
|||
|
|
static randomItems<T>(list: T[], itemCount: number): T[];
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class Base64Utils {
|
|||
|
|
private static _keyStr;
|
|||
|
|
/**
|
|||
|
|
* 判断是否原生支持Base64位解析
|
|||
|
|
*/
|
|||
|
|
static readonly nativeBase64: boolean;
|
|||
|
|
/**
|
|||
|
|
* 解码
|
|||
|
|
* @param input
|
|||
|
|
*/
|
|||
|
|
static decode(input: string): string;
|
|||
|
|
/**
|
|||
|
|
* 编码
|
|||
|
|
* @param input
|
|||
|
|
*/
|
|||
|
|
static encode(input: string): string;
|
|||
|
|
/**
|
|||
|
|
* 解析Base64格式数据
|
|||
|
|
* @param input
|
|||
|
|
* @param bytes
|
|||
|
|
*/
|
|||
|
|
static decodeBase64AsArray(input: string, bytes: number): Uint32Array;
|
|||
|
|
/**
|
|||
|
|
* 暂时不支持
|
|||
|
|
* @param data
|
|||
|
|
* @param decoded
|
|||
|
|
* @param compression
|
|||
|
|
* @private
|
|||
|
|
*/
|
|||
|
|
static decompress(data: string, decoded: any, compression: string): any;
|
|||
|
|
/**
|
|||
|
|
* 解析csv数据
|
|||
|
|
* @param input
|
|||
|
|
*/
|
|||
|
|
static decodeCSV(input: string): Array<number>;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class EdgeExt {
|
|||
|
|
static oppositeEdge(self: Edge): Edge;
|
|||
|
|
/**
|
|||
|
|
* 如果边是右或左,则返回true
|
|||
|
|
* @param self
|
|||
|
|
*/
|
|||
|
|
static isHorizontal(self: Edge): boolean;
|
|||
|
|
/**
|
|||
|
|
* 如果边是顶部或底部,则返回true
|
|||
|
|
* @param self
|
|||
|
|
*/
|
|||
|
|
static isVertical(self: Edge): boolean;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class NumberExtension {
|
|||
|
|
static toNumber(value: any): number;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class RandomUtils {
|
|||
|
|
/**
|
|||
|
|
* 在 start 与 stop之间取一个随机整数,可以用step指定间隔, 但不包括较大的端点(start与stop较大的一个)
|
|||
|
|
* 如
|
|||
|
|
* this.randrange(1, 10, 3)
|
|||
|
|
* 则返回的可能是 1 或 4 或 7 , 注意 这里面不会返回10,因为是10是大端点
|
|||
|
|
*
|
|||
|
|
* @param start
|
|||
|
|
* @param stop
|
|||
|
|
* @param step
|
|||
|
|
* @return 假设 start < stop, [start, stop) 区间内的随机整数
|
|||
|
|
*
|
|||
|
|
*/
|
|||
|
|
static randrange(start: number, stop: number, step?: number): number;
|
|||
|
|
/**
|
|||
|
|
* 返回a 到 b之间的随机整数,包括 a 和 b
|
|||
|
|
* @param a
|
|||
|
|
* @param b
|
|||
|
|
* @return [a, b] 之间的随机整数
|
|||
|
|
*
|
|||
|
|
*/
|
|||
|
|
static randint(a: number, b: number): number;
|
|||
|
|
/**
|
|||
|
|
* 返回 a - b之间的随机数,不包括 Math.max(a, b)
|
|||
|
|
* @param a
|
|||
|
|
* @param b
|
|||
|
|
* @return 假设 a < b, [a, b)
|
|||
|
|
*/
|
|||
|
|
static randnum(a: number, b: number): number;
|
|||
|
|
/**
|
|||
|
|
* 打乱数组
|
|||
|
|
* @param array
|
|||
|
|
* @return
|
|||
|
|
*/
|
|||
|
|
static shuffle(array: any[]): any[];
|
|||
|
|
/**
|
|||
|
|
* 从序列中随机取一个元素
|
|||
|
|
* @param sequence 可以是 数组、 vector,等只要是有length属性,并且可以用数字索引获取元素的对象,
|
|||
|
|
* 另外,字符串也是允许的。
|
|||
|
|
* @return 序列中的某一个元素
|
|||
|
|
*
|
|||
|
|
*/
|
|||
|
|
static choice(sequence: any): any;
|
|||
|
|
/**
|
|||
|
|
* 对列表中的元素进行随机采æ ?
|
|||
|
|
* <pre>
|
|||
|
|
* this.sample([1, 2, 3, 4, 5], 3) // Choose 3 elements
|
|||
|
|
* [4, 1, 5]
|
|||
|
|
* </pre>
|
|||
|
|
* @param sequence
|
|||
|
|
* @param num
|
|||
|
|
* @return
|
|||
|
|
*
|
|||
|
|
*/
|
|||
|
|
static sample(sequence: any[], num: number): any[];
|
|||
|
|
/**
|
|||
|
|
* 返回 0.0 - 1.0 之间的随机数,等同于 Math.random()
|
|||
|
|
* @return Math.random()
|
|||
|
|
*
|
|||
|
|
*/
|
|||
|
|
static random(): number;
|
|||
|
|
/**
|
|||
|
|
* 计算概率
|
|||
|
|
* @param chance 概率
|
|||
|
|
* @return
|
|||
|
|
*/
|
|||
|
|
static boolean(chance?: number): boolean;
|
|||
|
|
private static _randomCompare;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class RectangleExt {
|
|||
|
|
/**
|
|||
|
|
* 获取指定边的位置
|
|||
|
|
* @param rect
|
|||
|
|
* @param edge
|
|||
|
|
*/
|
|||
|
|
static getSide(rect: Rectangle, edge: Edge): number;
|
|||
|
|
/**
|
|||
|
|
* 计算两个矩形的并集。结果将是一个包含其他两个的矩形。
|
|||
|
|
* @param first
|
|||
|
|
* @param point
|
|||
|
|
*/
|
|||
|
|
static union(first: Rectangle, point: Vector2): Rectangle;
|
|||
|
|
static getHalfRect(rect: Rectangle, edge: Edge): Rectangle;
|
|||
|
|
/**
|
|||
|
|
* 获取矩形的一部分,其宽度/高度的大小位于矩形的边缘,但仍然包含在其中。
|
|||
|
|
* @param rect
|
|||
|
|
* @param edge
|
|||
|
|
* @param size
|
|||
|
|
*/
|
|||
|
|
static getRectEdgePortion(rect: Rectangle, edge: Edge, size?: number): Rectangle;
|
|||
|
|
static expandSide(rect: Rectangle, edge: Edge, amount: number): void;
|
|||
|
|
static contract(rect: Rectangle, horizontalAmount: any, verticalAmount: any): void;
|
|||
|
|
/**
|
|||
|
|
* 给定多边形的点,计算其边界
|
|||
|
|
* @param points
|
|||
|
|
*/
|
|||
|
|
static boundsFromPolygonVector(points: Vector2[]): Rectangle;
|
|||
|
|
/**
|
|||
|
|
* 创建一个给定最小/最大点(左上角,右下角)的矩形
|
|||
|
|
* @param min
|
|||
|
|
* @param max
|
|||
|
|
*/
|
|||
|
|
static fromMinMaxVector(min: Vector2, max: Vector2): Rectangle;
|
|||
|
|
/**
|
|||
|
|
* 返回一个跨越当前边界和提供的delta位置的Bounds
|
|||
|
|
* @param rect
|
|||
|
|
* @param deltaX
|
|||
|
|
* @param deltaY
|
|||
|
|
*/
|
|||
|
|
static getSweptBroadphaseBounds(rect: Rectangle, deltaX: number, deltaY: number): Rectangle;
|
|||
|
|
/**
|
|||
|
|
* 如果矩形发生碰撞,返回true
|
|||
|
|
* moveX和moveY将返回b1为避免碰撞而必须移动的移动量
|
|||
|
|
* @param rect
|
|||
|
|
* @param other
|
|||
|
|
* @param moveX
|
|||
|
|
* @param moveY
|
|||
|
|
*/
|
|||
|
|
collisionCheck(rect: Rectangle, other: Rectangle, moveX: Ref<number>, moveY: Ref<number>): boolean;
|
|||
|
|
/**
|
|||
|
|
* 计算两个矩形之间有符号的交点深度
|
|||
|
|
* @param rectA
|
|||
|
|
* @param rectB
|
|||
|
|
* @returns 两个相交的矩形之间的重叠量。
|
|||
|
|
* 这些深度值可以是负值,取决于矩形相交的边。
|
|||
|
|
* 这允许调用者确定正确的推送对象的方向,以解决碰撞问题。
|
|||
|
|
* 如果矩形不相交,则返回Vector2.zero。
|
|||
|
|
*/
|
|||
|
|
static getIntersectionDepth(rectA: Rectangle, rectB: Rectangle): Vector2;
|
|||
|
|
static getClosestPointOnBoundsToOrigin(rect: Rectangle): Vector2;
|
|||
|
|
/**
|
|||
|
|
* 将Rectangle中或上的最接近点返回给定点
|
|||
|
|
* @param rect
|
|||
|
|
* @param point
|
|||
|
|
*/
|
|||
|
|
static getClosestPointOnRectangleToPoint(rect: Rectangle, point: Vector2): Vector2;
|
|||
|
|
/**
|
|||
|
|
* 获取矩形边界上与给定点最接近的点
|
|||
|
|
* @param rect
|
|||
|
|
* @param point
|
|||
|
|
*/
|
|||
|
|
static getClosestPointOnRectangleBorderToPoint(rect: Rectangle, point: Vector2): Vector2;
|
|||
|
|
static getMax(rect: Rectangle): Vector2;
|
|||
|
|
/**
|
|||
|
|
* 以Vector2的形式获取矩形的中心点
|
|||
|
|
* @param rect
|
|||
|
|
* @returns
|
|||
|
|
*/
|
|||
|
|
static getCenter(rect: Rectangle): Vector2;
|
|||
|
|
/**
|
|||
|
|
* 给定多边形的点即可计算边界
|
|||
|
|
* @param points
|
|||
|
|
*/
|
|||
|
|
static boundsFromPolygonPoints(points: Vector2[]): Rectangle;
|
|||
|
|
static calculateBounds(rect: Rectangle, parentPosition: Vector2, position: Vector2, origin: Vector2, scale: Vector2, rotation: number, width: number, height: number): void;
|
|||
|
|
/**
|
|||
|
|
* 缩放矩形
|
|||
|
|
* @param rect
|
|||
|
|
* @param scale
|
|||
|
|
*/
|
|||
|
|
static scale(rect: Rectangle, scale: Vector2): void;
|
|||
|
|
static translate(rect: Rectangle, vec: Vector2): void;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class TextureUtils {
|
|||
|
|
static premultiplyAlpha(pixels: number[]): void;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class TypeUtils {
|
|||
|
|
static getType(obj: any): any;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class Vector2Ext {
|
|||
|
|
/**
|
|||
|
|
* 检查三角形是CCW还是CW
|
|||
|
|
* @param a
|
|||
|
|
* @param center
|
|||
|
|
* @param c
|
|||
|
|
*/
|
|||
|
|
static isTriangleCCW(a: Vector2, center: Vector2, c: Vector2): boolean;
|
|||
|
|
static halfVector(): Vector2;
|
|||
|
|
/**
|
|||
|
|
* 计算二维伪叉乘点(Perp(u), v)
|
|||
|
|
* @param u
|
|||
|
|
* @param v
|
|||
|
|
*/
|
|||
|
|
static cross(u: Vector2, v: Vector2): number;
|
|||
|
|
/**
|
|||
|
|
* 返回垂直于传入向量的向量
|
|||
|
|
* @param first
|
|||
|
|
* @param second
|
|||
|
|
*/
|
|||
|
|
static perpendicular(first: Vector2, second: Vector2): Vector2;
|
|||
|
|
/**
|
|||
|
|
* 将x/y值翻转,并将y反转,得到垂直于x/y的值
|
|||
|
|
* @param original
|
|||
|
|
*/
|
|||
|
|
static perpendicularFlip(original: Vector2): Vector2;
|
|||
|
|
/**
|
|||
|
|
* 返回两个向量之间的角度,单位为度
|
|||
|
|
* @param from
|
|||
|
|
* @param to
|
|||
|
|
*/
|
|||
|
|
static angle(from: Vector2, to: Vector2): number;
|
|||
|
|
/**
|
|||
|
|
* 返回以自度为中心的左右角度
|
|||
|
|
* @param self
|
|||
|
|
* @param left
|
|||
|
|
* @param right
|
|||
|
|
*/
|
|||
|
|
static angleBetween(self: Vector2, left: Vector2, right: Vector2): number;
|
|||
|
|
/**
|
|||
|
|
* 给定两条直线(ab和cd),求交点
|
|||
|
|
* @param a
|
|||
|
|
* @param b
|
|||
|
|
* @param c
|
|||
|
|
* @param d
|
|||
|
|
* @param intersection
|
|||
|
|
*/
|
|||
|
|
static getRayIntersection(a: Vector2, b: Vector2, c: Vector2, d: Vector2, intersection?: Vector2): boolean;
|
|||
|
|
/**
|
|||
|
|
* Vector2的临时解决方案
|
|||
|
|
* 标准化把向量弄乱了
|
|||
|
|
* @param vec
|
|||
|
|
*/
|
|||
|
|
static normalize(vec: Vector2): void;
|
|||
|
|
/**
|
|||
|
|
* 通过指定的矩阵对Vector2的数组中的向量应用变换,并将结果放置在另一个数组中。
|
|||
|
|
* @param sourceArray
|
|||
|
|
* @param sourceIndex
|
|||
|
|
* @param matrix
|
|||
|
|
* @param destinationArray
|
|||
|
|
* @param destinationIndex
|
|||
|
|
* @param length
|
|||
|
|
*/
|
|||
|
|
static transformA(sourceArray: Vector2[], sourceIndex: number, matrix: Matrix2D, destinationArray: Vector2[], destinationIndex: number, length: number): void;
|
|||
|
|
/**
|
|||
|
|
* 创建一个新的Vector2,该Vector2包含了通过指定的Matrix进行的二维向量变换
|
|||
|
|
* @param position
|
|||
|
|
* @param matrix
|
|||
|
|
* @param result
|
|||
|
|
*/
|
|||
|
|
static transformR(position: Vector2, matrix: Matrix2D, result?: Vector2): void;
|
|||
|
|
/**
|
|||
|
|
* 通过指定的矩阵对Vector2的数组中的所有向量应用变换,并将结果放到另一个数组中。
|
|||
|
|
* @param sourceArray
|
|||
|
|
* @param matrix
|
|||
|
|
* @param destinationArray
|
|||
|
|
*/
|
|||
|
|
static transform(sourceArray: Vector2[], matrix: Matrix2D, destinationArray: Vector2[]): void;
|
|||
|
|
static round(vec: Vector2): Vector2;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
class Enumerable {
|
|||
|
|
/**
|
|||
|
|
* 在指定范围内生成一个整数序列。
|
|||
|
|
*/
|
|||
|
|
static range(start: number, count: number): List<number>;
|
|||
|
|
/**
|
|||
|
|
* 生成包含一个重复值的序列。
|
|||
|
|
*/
|
|||
|
|
static repeat<T>(element: T, count: number): List<T>;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
/**
|
|||
|
|
* 检查传递的参数是否为对象
|
|||
|
|
*/
|
|||
|
|
const isObj: <T>(x: T) => boolean;
|
|||
|
|
/**
|
|||
|
|
* 创建一个否定谓词结果的函数
|
|||
|
|
*/
|
|||
|
|
const negate: <T>(pred: (...args: T[]) => boolean) => (...args: T[]) => boolean;
|
|||
|
|
/**
|
|||
|
|
* 比较器助手
|
|||
|
|
*/
|
|||
|
|
const composeComparers: <T>(previousComparer: (a: T, b: T) => number, currentComparer: (a: T, b: T) => number) => (a: T, b: T) => number;
|
|||
|
|
const keyComparer: <T>(_keySelector: (key: T) => string, descending?: boolean) => (a: T, b: T) => number;
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
type PredicateType<T> = (value?: T, index?: number, list?: T[]) => boolean;
|
|||
|
|
class List<T> {
|
|||
|
|
protected _elements: T[];
|
|||
|
|
/**
|
|||
|
|
* 默认为列表的元素
|
|||
|
|
*/
|
|||
|
|
constructor(elements?: T[]);
|
|||
|
|
/**
|
|||
|
|
* 在列表的末尾添加一个对象。
|
|||
|
|
*/
|
|||
|
|
add(element: T): void;
|
|||
|
|
/**
|
|||
|
|
* 将一个对象追加到列表的末尾。
|
|||
|
|
*/
|
|||
|
|
append(element: T): void;
|
|||
|
|
/**
|
|||
|
|
* 在列表的开头添加一个对象。
|
|||
|
|
*/
|
|||
|
|
prepend(element: T): void;
|
|||
|
|
/**
|
|||
|
|
* 将指定集合的元素添加到列表的末尾。
|
|||
|
|
*/
|
|||
|
|
addRange(elements: T[]): void;
|
|||
|
|
/**
|
|||
|
|
* 对序列应用累加器函数。
|
|||
|
|
*/
|
|||
|
|
aggregate<U>(accumulator: (accum: U, value?: T, index?: number, list?: T[]) => any, initialValue?: U): any;
|
|||
|
|
/**
|
|||
|
|
* 确定序列的所有元素是否满足一个条件。
|
|||
|
|
*/
|
|||
|
|
all(predicate: PredicateType<T>): boolean;
|
|||
|
|
/**
|
|||
|
|
* 确定序列是否包含任何元素。
|
|||
|
|
*/
|
|||
|
|
any(): boolean;
|
|||
|
|
any(predicate: PredicateType<T>): boolean;
|
|||
|
|
/**
|
|||
|
|
* 计算通过对输入序列的每个元素调用转换函数获得的一系列数值的平均值。
|
|||
|
|
*/
|
|||
|
|
average(): number;
|
|||
|
|
average(transform: (value?: T, index?: number, list?: T[]) => any): number;
|
|||
|
|
/**
|
|||
|
|
* 将序列的元素转换为指定的类型。
|
|||
|
|
*/
|
|||
|
|
cast<U>(): List<U>;
|
|||
|
|
/**
|
|||
|
|
* 从列表中删除所有元素。
|
|||
|
|
*/
|
|||
|
|
clear(): void;
|
|||
|
|
/**
|
|||
|
|
* 连接两个序列。
|
|||
|
|
*/
|
|||
|
|
concat(list: List<T>): List<T>;
|
|||
|
|
/**
|
|||
|
|
* 确定一个元素是否在列表中。
|
|||
|
|
*/
|
|||
|
|
contains(element: T): boolean;
|
|||
|
|
/**
|
|||
|
|
* 返回序列中元素的数量。
|
|||
|
|
*/
|
|||
|
|
count(): number;
|
|||
|
|
count(predicate: PredicateType<T>): number;
|
|||
|
|
/**
|
|||
|
|
* 返回指定序列的元素,或者如果序列为空,则返回单例集合中类型参数的默认值。
|
|||
|
|
*/
|
|||
|
|
defaultIfEmpty(defaultValue?: T): List<T>;
|
|||
|
|
/**
|
|||
|
|
* 根据指定的键选择器从序列中返回不同的元素。
|
|||
|
|
*/
|
|||
|
|
distinctBy(keySelector: (key: T) => string | number): List<T>;
|
|||
|
|
/**
|
|||
|
|
* 返回序列中指定索引处的元素。
|
|||
|
|
*/
|
|||
|
|
elementAt(index: number): T;
|
|||
|
|
/**
|
|||
|
|
* 返回序列中指定索引处的元素,如果索引超出范围,则返回默认值。
|
|||
|
|
*/
|
|||
|
|
elementAtOrDefault(index: number): T | null;
|
|||
|
|
/**
|
|||
|
|
* 通过使用默认的相等比较器来比较值,生成两个序列的差值集。
|
|||
|
|
*/
|
|||
|
|
except(source: List<T>): List<T>;
|
|||
|
|
/**
|
|||
|
|
* 返回序列的第一个元素。
|
|||
|
|
*/
|
|||
|
|
first(): T;
|
|||
|
|
first(predicate: PredicateType<T>): T;
|
|||
|
|
/**
|
|||
|
|
* 返回序列的第一个元素,如果序列不包含元素,则返回默认值。
|
|||
|
|
*/
|
|||
|
|
firstOrDefault(): T;
|
|||
|
|
firstOrDefault(predicate: PredicateType<T>): T;
|
|||
|
|
/**
|
|||
|
|
* 对列表中的每个元素执行指定的操作。
|
|||
|
|
*/
|
|||
|
|
forEach(action: (value?: T, index?: number, list?: T[]) => any): void;
|
|||
|
|
/**
|
|||
|
|
* 根据指定的键选择器函数对序列中的元素进行分组。
|
|||
|
|
*/
|
|||
|
|
groupBy<TResult>(grouper: (key: T) => string | number, mapper?: (element: T) => TResult): {
|
|||
|
|
[key: string]: TResult[];
|
|||
|
|
};
|
|||
|
|
/**
|
|||
|
|
* 根据键的相等将两个序列的元素关联起来,并将结果分组。默认的相等比较器用于比较键。
|
|||
|
|
*/
|
|||
|
|
groupJoin<U, R>(list: List<U>, key1: (k: T) => any, key2: (k: U) => any, result: (first: T, second: List<U>) => R): List<R>;
|
|||
|
|
/**
|
|||
|
|
* 返回列表中某个元素第一次出现的索引。
|
|||
|
|
*/
|
|||
|
|
indexOf(element: T): number;
|
|||
|
|
/**
|
|||
|
|
* 向列表中插入一个元素在指定索引处。
|
|||
|
|
*/
|
|||
|
|
insert(index: number, element: T): void | Error;
|
|||
|
|
/**
|
|||
|
|
* 通过使用默认的相等比较器来比较值,生成两个序列的交集集。
|
|||
|
|
*/
|
|||
|
|
intersect(source: List<T>): List<T>;
|
|||
|
|
/**
|
|||
|
|
* 基于匹配的键将两个序列的元素关联起来。默认的相等比较器用于比较键。
|
|||
|
|
*/
|
|||
|
|
join<U, R>(list: List<U>, key1: (key: T) => any, key2: (key: U) => any, result: (first: T, second: U) => R): List<R>;
|
|||
|
|
/**
|
|||
|
|
* 返回序列的最后一个元素。
|
|||
|
|
*/
|
|||
|
|
last(): T;
|
|||
|
|
last(predicate: PredicateType<T>): T;
|
|||
|
|
/**
|
|||
|
|
* 返回序列的最后一个元素,如果序列不包含元素,则返回默认值。
|
|||
|
|
*/
|
|||
|
|
lastOrDefault(): T;
|
|||
|
|
lastOrDefault(predicate: PredicateType<T>): T;
|
|||
|
|
/**
|
|||
|
|
* 返回泛型序列中的最大值。
|
|||
|
|
*/
|
|||
|
|
max(): number;
|
|||
|
|
max(selector: (value: T, index: number, array: T[]) => number): number;
|
|||
|
|
/**
|
|||
|
|
* 返回泛型序列中的最小值。
|
|||
|
|
*/
|
|||
|
|
min(): number;
|
|||
|
|
min(selector: (value: T, index: number, array: T[]) => number): number;
|
|||
|
|
/**
|
|||
|
|
* 根据指定的类型筛选序列中的元素。
|
|||
|
|
*/
|
|||
|
|
ofType<U>(type: any): List<U>;
|
|||
|
|
/**
|
|||
|
|
* 根据键按升序对序列中的元素进行排序。
|
|||
|
|
*/
|
|||
|
|
orderBy(keySelector: (key: T) => any, comparer?: (a: T, b: T) => number): List<T>;
|
|||
|
|
/**
|
|||
|
|
* 根据键值降序对序列中的元素进行排序。
|
|||
|
|
*/
|
|||
|
|
orderByDescending(keySelector: (key: T) => any, comparer?: (a: T, b: T) => number): List<T>;
|
|||
|
|
/**
|
|||
|
|
* 按键按升序对序列中的元素执行后续排序。
|
|||
|
|
*/
|
|||
|
|
thenBy(keySelector: (key: T) => any): List<T>;
|
|||
|
|
/**
|
|||
|
|
* 根据键值按降序对序列中的元素执行后续排序。
|
|||
|
|
*/
|
|||
|
|
thenByDescending(keySelector: (key: T) => any): List<T>;
|
|||
|
|
/**
|
|||
|
|
* 从列表中删除第一个出现的特定对象。
|
|||
|
|
*/
|
|||
|
|
remove(element: T): boolean;
|
|||
|
|
/**
|
|||
|
|
* 删除与指定谓词定义的条件匹配的所有元素。
|
|||
|
|
*/
|
|||
|
|
removeAll(predicate: PredicateType<T>): List<T>;
|
|||
|
|
/**
|
|||
|
|
* 删除列表指定索引处的元素。
|
|||
|
|
*/
|
|||
|
|
removeAt(index: number): void;
|
|||
|
|
/**
|
|||
|
|
* 颠倒整个列表中元素的顺序。
|
|||
|
|
*/
|
|||
|
|
reverse(): List<T>;
|
|||
|
|
/**
|
|||
|
|
* 将序列中的每个元素投射到一个新形式中。
|
|||
|
|
*/
|
|||
|
|
select<TOut>(selector: (element: T, index: number) => TOut): List<TOut>;
|
|||
|
|
/**
|
|||
|
|
* 将序列的每个元素投影到一个列表中。并将得到的序列扁平化为一个序列。
|
|||
|
|
*/
|
|||
|
|
selectMany<TOut extends List<any>>(selector: (element: T, index: number) => TOut): TOut;
|
|||
|
|
/**
|
|||
|
|
* 通过使用默认的相等比较器对元素的类型进行比较,确定两个序列是否相等。
|
|||
|
|
*/
|
|||
|
|
sequenceEqual(list: List<T>): boolean;
|
|||
|
|
/**
|
|||
|
|
* 返回序列中唯一的元素,如果序列中没有恰好一个元素,则抛出异常。
|
|||
|
|
*/
|
|||
|
|
single(predicate?: PredicateType<T>): T;
|
|||
|
|
/**
|
|||
|
|
* 返回序列中唯一的元素,如果序列为空,则返回默认值;如果序列中有多个元素,此方法将抛出异常。
|
|||
|
|
*/
|
|||
|
|
singleOrDefault(predicate?: PredicateType<T>): T;
|
|||
|
|
/**
|
|||
|
|
* 绕过序列中指定数量的元素,然后返回剩余的元素。
|
|||
|
|
*/
|
|||
|
|
skip(amount: number): List<T>;
|
|||
|
|
/**
|
|||
|
|
* 省略序列中最后指定数量的元素,然后返回剩余的元素。
|
|||
|
|
*/
|
|||
|
|
skipLast(amount: number): List<T>;
|
|||
|
|
/**
|
|||
|
|
* 只要指定条件为真,就绕过序列中的元素,然后返回剩余的元素。
|
|||
|
|
*/
|
|||
|
|
skipWhile(predicate: PredicateType<T>): List<T>;
|
|||
|
|
/**
|
|||
|
|
* 计算通过对输入序列的每个元素调用转换函数获得的数值序列的和。
|
|||
|
|
*/
|
|||
|
|
sum(): number;
|
|||
|
|
sum(transform: (value?: T, index?: number, list?: T[]) => number): number;
|
|||
|
|
/**
|
|||
|
|
* 从序列的开始返回指定数量的连续元素。
|
|||
|
|
*/
|
|||
|
|
take(amount: number): List<T>;
|
|||
|
|
/**
|
|||
|
|
* 从序列的末尾返回指定数目的连续元素。
|
|||
|
|
*/
|
|||
|
|
takeLast(amount: number): List<T>;
|
|||
|
|
/**
|
|||
|
|
* 返回序列中的元素,只要指定的条件为真。
|
|||
|
|
*/
|
|||
|
|
takeWhile(predicate: PredicateType<T>): List<T>;
|
|||
|
|
/**
|
|||
|
|
* 复制列表中的元素到一个新数组。
|
|||
|
|
*/
|
|||
|
|
toArray(): T[];
|
|||
|
|
/**
|
|||
|
|
* 创建一个<dictionary>从List< T>根据指定的键选择器函数。
|
|||
|
|
*/
|
|||
|
|
toDictionary<TKey>(key: (key: T) => TKey): List<{
|
|||
|
|
Key: TKey;
|
|||
|
|
Value: T;
|
|||
|
|
}>;
|
|||
|
|
toDictionary<TKey, TValue>(key: (key: T) => TKey, value: (value: T) => TValue): List<{
|
|||
|
|
Key: TKey;
|
|||
|
|
Value: T | TValue;
|
|||
|
|
}>;
|
|||
|
|
/**
|
|||
|
|
* 创建一个Set从一个Enumerable.List< T>。
|
|||
|
|
*/
|
|||
|
|
toSet(): Set<any>;
|
|||
|
|
/**
|
|||
|
|
* 创建一个List< T>从一个Enumerable.List< T>。
|
|||
|
|
*/
|
|||
|
|
toList(): List<T>;
|
|||
|
|
/**
|
|||
|
|
* 创建一个查找,TElement>从一个IEnumerable< T>根据指定的键选择器和元素选择器函数。
|
|||
|
|
*/
|
|||
|
|
toLookup<TResult>(keySelector: (key: T) => string | number, elementSelector: (element: T) => TResult): {
|
|||
|
|
[key: string]: TResult[];
|
|||
|
|
};
|
|||
|
|
/**
|
|||
|
|
* 基于谓词过滤一系列值。
|
|||
|
|
*/
|
|||
|
|
where(predicate: PredicateType<T>): List<T>;
|
|||
|
|
/**
|
|||
|
|
* 将指定的函数应用于两个序列的对应元素,生成结果序列。
|
|||
|
|
*/
|
|||
|
|
zip<U, TOut>(list: List<U>, result: (first: T, second: U) => TOut): List<TOut>;
|
|||
|
|
}
|
|||
|
|
/**
|
|||
|
|
* 表示已排序的序列。该类的方法是通过使用延迟执行来实现的。
|
|||
|
|
* 即时返回值是一个存储执行操作所需的所有信息的对象。
|
|||
|
|
* 在通过调用对象的ToDictionary、ToLookup、ToList或ToArray方法枚举对象之前,不会执行由该方法表示的查询
|
|||
|
|
*/
|
|||
|
|
class OrderedList<T> extends List<T> {
|
|||
|
|
private _comparer;
|
|||
|
|
constructor(elements: T[], _comparer: (a: T, b: T) => number);
|
|||
|
|
/**
|
|||
|
|
* 按键按升序对序列中的元素执行后续排序。
|
|||
|
|
* @override
|
|||
|
|
*/
|
|||
|
|
thenBy(keySelector: (key: T) => any): List<T>;
|
|||
|
|
/**
|
|||
|
|
* 根据键值按降序对序列中的元素执行后续排序。
|
|||
|
|
* @override
|
|||
|
|
*/
|
|||
|
|
thenByDescending(keySelector: (key: T) => any): List<T>;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
/**
|
|||
|
|
* 一段的终点
|
|||
|
|
*/
|
|||
|
|
class EndPoint {
|
|||
|
|
/** 该部分的位置 */
|
|||
|
|
position: Vector2;
|
|||
|
|
/** 如果这个端点是一个段的起始点或终点(每个段只有一个起始点和一个终点) */
|
|||
|
|
begin: boolean;
|
|||
|
|
/** 该端点所属的段 */
|
|||
|
|
segment: Segment;
|
|||
|
|
/** 端点相对于能见度测试位置的角度 */
|
|||
|
|
angle: number;
|
|||
|
|
constructor();
|
|||
|
|
}
|
|||
|
|
class EndPointComparer implements IComparer<EndPoint> {
|
|||
|
|
/**
|
|||
|
|
* 按角度对点进行排序的比较功能
|
|||
|
|
* @param a
|
|||
|
|
* @param b
|
|||
|
|
*/
|
|||
|
|
compare(a: EndPoint, b: EndPoint): 0 | 1 | -1;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
/**
|
|||
|
|
* 表示可见性网格中的遮挡线段
|
|||
|
|
*/
|
|||
|
|
class Segment {
|
|||
|
|
/**
|
|||
|
|
* 该部分的第一个终点
|
|||
|
|
*/
|
|||
|
|
p1: EndPoint;
|
|||
|
|
/**
|
|||
|
|
* 该部分的第二个终点
|
|||
|
|
*/
|
|||
|
|
p2: EndPoint;
|
|||
|
|
constructor();
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
/**
|
|||
|
|
* 类,它可以计算出一个网格,表示从给定的一组遮挡物的原点可以看到哪些区域。使用方法如下。
|
|||
|
|
*
|
|||
|
|
* - 调用 begin
|
|||
|
|
* - 添加任何遮挡物
|
|||
|
|
* - 调用end来获取可见度多边形。当调用end时,所有的内部存储都会被清空。
|
|||
|
|
*/
|
|||
|
|
class VisibilityComputer {
|
|||
|
|
/**
|
|||
|
|
* 在近似圆的时候要用到的线的总数。只需要一个180度的半球,所以这将是近似该半球的线段数
|
|||
|
|
*/
|
|||
|
|
lineCountForCircleApproximation: number;
|
|||
|
|
_radius: number;
|
|||
|
|
_origin: Vector2;
|
|||
|
|
_isSpotLight: boolean;
|
|||
|
|
_spotStartAngle: number;
|
|||
|
|
_spotEndAngle: number;
|
|||
|
|
_endPoints: EndPoint[];
|
|||
|
|
_segments: Segment[];
|
|||
|
|
_radialComparer: EndPointComparer;
|
|||
|
|
static _cornerCache: Vector2[];
|
|||
|
|
static _openSegments: LinkedList<Segment>;
|
|||
|
|
constructor(origin?: Vector2, radius?: number);
|
|||
|
|
/**
|
|||
|
|
* 增加了一个对撞机作为PolyLight的遮蔽器
|
|||
|
|
* @param collider
|
|||
|
|
*/
|
|||
|
|
addColliderOccluder(collider: Collider): void;
|
|||
|
|
/**
|
|||
|
|
* 增加了一个圆形的遮挡器
|
|||
|
|
* @param position
|
|||
|
|
* @param radius
|
|||
|
|
*/
|
|||
|
|
addCircleOccluder(position: Vector2, radius: number): void;
|
|||
|
|
/**
|
|||
|
|
* 增加一个线型遮挡器
|
|||
|
|
* @param p1
|
|||
|
|
* @param p2
|
|||
|
|
*/
|
|||
|
|
addLineOccluder(p1: Vector2, p2: Vector2): void;
|
|||
|
|
/**
|
|||
|
|
* 增加一个方形的遮挡器
|
|||
|
|
* @param bounds
|
|||
|
|
*/
|
|||
|
|
addSquareOccluder(bounds: Rectangle): void;
|
|||
|
|
/**
|
|||
|
|
* 添加一个段,第一个点在可视化中显示,但第二个点不显示。
|
|||
|
|
* 每个端点都是两个段的一部分,但我们希望只显示一次
|
|||
|
|
* @param p1
|
|||
|
|
* @param p2
|
|||
|
|
*/
|
|||
|
|
addSegment(p1: Vector2, p2: Vector2): void;
|
|||
|
|
/**
|
|||
|
|
* 移除所有的遮挡物
|
|||
|
|
*/
|
|||
|
|
clearOccluders(): void;
|
|||
|
|
/**
|
|||
|
|
* 为计算机计算当前的聚光做好准备
|
|||
|
|
* @param origin
|
|||
|
|
* @param radius
|
|||
|
|
*/
|
|||
|
|
begin(origin: Vector2, radius: number): void;
|
|||
|
|
/**
|
|||
|
|
* 计算可见性多边形,并返回三角形扇形的顶点(减去中心顶点)。返回的数组来自ListPool
|
|||
|
|
*/
|
|||
|
|
end(): Vector2[];
|
|||
|
|
addTriangle(triangles: Vector2[], angle1: number, angle2: number, segment: Segment): void;
|
|||
|
|
/**
|
|||
|
|
* 计算直线p1-p2与p3-p4的交点
|
|||
|
|
* @param p1
|
|||
|
|
* @param p2
|
|||
|
|
* @param p3
|
|||
|
|
* @param p4
|
|||
|
|
*/
|
|||
|
|
static lineLineIntersection(p1: Vector2, p2: Vector2, p3: Vector2, p4: Vector2): Vector2;
|
|||
|
|
static between(value: number, min: number, max: number): boolean;
|
|||
|
|
/**
|
|||
|
|
* 辅助函数,用于沿外周线构建分段,以限制光的半径。
|
|||
|
|
*/
|
|||
|
|
loadRectangleBoundaries(): void;
|
|||
|
|
/**
|
|||
|
|
* 助手:我们知道a段在b的前面吗?实现不反对称(也就是说,isSegmentInFrontOf(a, b) != (!isSegmentInFrontOf(b, a)))。
|
|||
|
|
* 另外要注意的是,在可见性算法中,它只需要在有限的一组情况下工作,我不认为它能处理所有的情况。
|
|||
|
|
* 见http://www.redblobgames.com/articles/visibility/segment-sorting.html
|
|||
|
|
* @param a
|
|||
|
|
* @param b
|
|||
|
|
* @param relativeTo
|
|||
|
|
*/
|
|||
|
|
isSegmentInFrontOf(a: Segment, b: Segment, relativeTo: Vector2): boolean;
|
|||
|
|
/**
|
|||
|
|
* 返回略微缩短的向量:p * (1 - f) + q * f
|
|||
|
|
* @param p
|
|||
|
|
* @param q
|
|||
|
|
* @param f
|
|||
|
|
*/
|
|||
|
|
static interpolate(p: Vector2, q: Vector2, f: number): Vector2;
|
|||
|
|
/**
|
|||
|
|
* 返回点是否在直线p1-p2的 "左边"。
|
|||
|
|
* @param p1
|
|||
|
|
* @param p2
|
|||
|
|
* @param point
|
|||
|
|
*/
|
|||
|
|
static isLeftOf(p1: Vector2, p2: Vector2, point: Vector2): boolean;
|
|||
|
|
/**
|
|||
|
|
* 处理片段,以便我们稍后对它们进行分类
|
|||
|
|
*/
|
|||
|
|
updateSegments(): void;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
interface ITimer {
|
|||
|
|
context: any;
|
|||
|
|
/**
|
|||
|
|
* 调用stop以停止此计时器再次运行。这对非重复计时器没有影响。
|
|||
|
|
*/
|
|||
|
|
stop(): any;
|
|||
|
|
/**
|
|||
|
|
* 将计时器的运行时间重置为0
|
|||
|
|
*/
|
|||
|
|
reset(): any;
|
|||
|
|
/**
|
|||
|
|
* 返回投向T的上下文,作为方便
|
|||
|
|
*/
|
|||
|
|
getContext<T>(): T;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
/**
|
|||
|
|
* 私有类隐藏ITimer的实现
|
|||
|
|
*/
|
|||
|
|
class Timer implements ITimer {
|
|||
|
|
context: any;
|
|||
|
|
_timeInSeconds: number;
|
|||
|
|
_repeats: boolean;
|
|||
|
|
_onTime: (timer: ITimer) => void;
|
|||
|
|
_isDone: boolean;
|
|||
|
|
_elapsedTime: number;
|
|||
|
|
getContext<T>(): T;
|
|||
|
|
reset(): void;
|
|||
|
|
stop(): void;
|
|||
|
|
tick(): boolean;
|
|||
|
|
initialize(timeInsSeconds: number, repeats: boolean, context: any, onTime: (timer: ITimer) => void): void;
|
|||
|
|
/**
|
|||
|
|
* 空出对象引用,以便在js需要时GC可以清理它们的引用
|
|||
|
|
*/
|
|||
|
|
unload(): void;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
declare module es {
|
|||
|
|
/**
|
|||
|
|
* 允许动作的延迟和重复执行
|
|||
|
|
*/
|
|||
|
|
class TimerManager extends GlobalManager {
|
|||
|
|
_timers: Timer[];
|
|||
|
|
update(): void;
|
|||
|
|
/**
|
|||
|
|
* 调度一个一次性或重复的计时器,该计时器将调用已传递的动作
|
|||
|
|
* @param timeInSeconds
|
|||
|
|
* @param repeats
|
|||
|
|
* @param context
|
|||
|
|
* @param onTime
|
|||
|
|
*/
|
|||
|
|
schedule(timeInSeconds: number, repeats: boolean, context: any, onTime: (timer: ITimer) => void): Timer;
|
|||
|
|
}
|
|||
|
|
}
|