Feature/tilemap editor (#237)
* feat: 添加 Tilemap 编辑器插件和组件生命周期支持 * feat(editor-core): 添加声明式插件注册 API * feat(editor-core): 改进tiledmap结构合并tileset进tiledmapeditor * feat: 添加 editor-runtime SDK 和插件系统改进 * fix(ci): 修复SceneResourceManager里变量未使用问题
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310
packages/ecs-engine-bindgen/src/wasm/es_engine.d.ts
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310
packages/ecs-engine-bindgen/src/wasm/es_engine.d.ts
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/* tslint:disable */
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/* eslint-disable */
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/**
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* Initialize panic hook for better error messages in console.
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* 初始化panic hook以在控制台显示更好的错误信息。
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*/
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export function init(): void;
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/**
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* Game engine main interface exposed to JavaScript.
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* 暴露给JavaScript的游戏引擎主接口。
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*
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* This is the primary entry point for the engine from TypeScript/JavaScript.
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* 这是从TypeScript/JavaScript访问引擎的主要入口点。
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*/
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export class GameEngine {
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free(): void;
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[Symbol.dispose](): void;
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/**
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* Get camera state.
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* 获取相机状态。
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*
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* # Returns | 返回
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* Array of [x, y, zoom, rotation] | 数组 [x, y, zoom, rotation]
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*/
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getCamera(): Float32Array;
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/**
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* Set camera position, zoom, and rotation.
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* 设置相机位置、缩放和旋转。
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*
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* # Arguments | 参数
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* * `x` - Camera X position | 相机X位置
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* * `y` - Camera Y position | 相机Y位置
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* * `zoom` - Zoom level | 缩放级别
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* * `rotation` - Rotation in radians | 旋转角度(弧度)
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*/
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setCamera(x: number, y: number, zoom: number, rotation: number): void;
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/**
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* Check if a key is currently pressed.
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* 检查某个键是否当前被按下。
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*
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* # Arguments | 参数
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* * `key_code` - The key code to check | 要检查的键码
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*/
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isKeyDown(key_code: string): boolean;
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/**
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* Load a texture from URL.
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* 从URL加载纹理。
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*
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* # Arguments | 参数
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* * `id` - Unique texture identifier | 唯一纹理标识符
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* * `url` - Image URL to load | 要加载的图片URL
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*/
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loadTexture(id: number, url: string): void;
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/**
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* Update input state. Should be called once per frame.
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* 更新输入状态。应该每帧调用一次。
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*/
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updateInput(): void;
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/**
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* Create a new game engine from external WebGL context.
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* 从外部 WebGL 上下文创建引擎。
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*
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* This is designed for WeChat MiniGame and similar environments.
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* 适用于微信小游戏等环境。
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*/
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static fromExternal(gl_context: any, width: number, height: number): GameEngine;
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/**
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* Set grid visibility.
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* 设置网格可见性。
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*/
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setShowGrid(show: boolean): void;
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/**
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* Add a rectangle gizmo outline.
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* 添加矩形Gizmo边框。
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*
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* # Arguments | 参数
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* * `x` - Center X position | 中心X位置
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* * `y` - Center Y position | 中心Y位置
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* * `width` - Rectangle width | 矩形宽度
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* * `height` - Rectangle height | 矩形高度
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* * `rotation` - Rotation in radians | 旋转角度(弧度)
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* * `origin_x` - Origin X (0-1) | 原点X (0-1)
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* * `origin_y` - Origin Y (0-1) | 原点Y (0-1)
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* * `r`, `g`, `b`, `a` - Color (0.0-1.0) | 颜色
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* * `show_handles` - Whether to show transform handles | 是否显示变换手柄
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*/
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addGizmoRect(x: number, y: number, width: number, height: number, rotation: number, origin_x: number, origin_y: number, r: number, g: number, b: number, a: number, show_handles: boolean): void;
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/**
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* Resize a specific viewport.
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* 调整特定视口大小。
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*/
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resizeViewport(viewport_id: string, width: number, height: number): void;
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/**
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* Set clear color (background color).
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* 设置清除颜色(背景颜色)。
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*
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* # Arguments | 参数
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* * `r`, `g`, `b`, `a` - Color components (0.0-1.0) | 颜色分量 (0.0-1.0)
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*/
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setClearColor(r: number, g: number, b: number, a: number): void;
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/**
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* Set gizmo visibility.
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* 设置辅助工具可见性。
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*/
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setShowGizmos(show: boolean): void;
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/**
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* Get all registered viewport IDs.
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* 获取所有已注册的视口ID。
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*/
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getViewportIds(): string[];
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/**
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* Register a new viewport.
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* 注册新视口。
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*
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* # Arguments | 参数
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* * `id` - Unique viewport identifier | 唯一视口标识符
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* * `canvas_id` - HTML canvas element ID | HTML canvas元素ID
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*/
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registerViewport(id: string, canvas_id: string): void;
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/**
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* Render to a specific viewport.
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* 渲染到特定视口。
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*/
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renderToViewport(viewport_id: string): void;
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/**
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* Set transform tool mode.
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* 设置变换工具模式。
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*
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* # Arguments | 参数
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* * `mode` - 0=Select, 1=Move, 2=Rotate, 3=Scale
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*/
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setTransformMode(mode: number): void;
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/**
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* Get or load texture by path.
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* 按路径获取或加载纹理。
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*
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* # Arguments | 参数
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* * `path` - Image path/URL | 图片路径/URL
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*/
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getOrLoadTextureByPath(path: string): number;
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/**
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* Get camera for a specific viewport.
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* 获取特定视口的相机。
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*/
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getViewportCamera(viewport_id: string): Float32Array | undefined;
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/**
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* Set the active viewport.
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* 设置活动视口。
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*/
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setActiveViewport(id: string): boolean;
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/**
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* Set camera for a specific viewport.
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* 为特定视口设置相机。
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*/
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setViewportCamera(viewport_id: string, x: number, y: number, zoom: number, rotation: number): void;
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/**
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* Set viewport configuration.
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* 设置视口配置。
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*/
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setViewportConfig(viewport_id: string, show_grid: boolean, show_gizmos: boolean): void;
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/**
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* Submit sprite batch data for rendering.
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* 提交精灵批次数据进行渲染。
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*
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* # Arguments | 参数
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* * `transforms` - Float32Array [x, y, rotation, scaleX, scaleY, originX, originY] per sprite
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* 每个精灵的变换数据
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* * `texture_ids` - Uint32Array of texture IDs | 纹理ID数组
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* * `uvs` - Float32Array [u0, v0, u1, v1] per sprite | 每个精灵的UV坐标
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* * `colors` - Uint32Array of packed RGBA colors | 打包的RGBA颜色数组
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*/
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submitSpriteBatch(transforms: Float32Array, texture_ids: Uint32Array, uvs: Float32Array, colors: Uint32Array): void;
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/**
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* Unregister a viewport.
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* 注销视口。
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*/
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unregisterViewport(id: string): void;
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/**
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* Load texture by path, returning texture ID.
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* 按路径加载纹理,返回纹理ID。
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*
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* # Arguments | 参数
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* * `path` - Image path/URL to load | 要加载的图片路径/URL
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*/
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loadTextureByPath(path: string): number;
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/**
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* Get texture ID by path.
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* 按路径获取纹理ID。
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*
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* # Arguments | 参数
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* * `path` - Image path to lookup | 要查找的图片路径
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*/
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getTextureIdByPath(path: string): number | undefined;
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/**
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* Create a new game engine instance.
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* 创建新的游戏引擎实例。
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*
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* # Arguments | 参数
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* * `canvas_id` - The HTML canvas element ID | HTML canvas元素ID
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*
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* # Returns | 返回
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* A new GameEngine instance or an error | 新的GameEngine实例或错误
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*/
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constructor(canvas_id: string);
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/**
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* Clear the screen with specified color.
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* 使用指定颜色清除屏幕。
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*
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* # Arguments | 参数
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* * `r` - Red component (0.0-1.0) | 红色分量
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* * `g` - Green component (0.0-1.0) | 绿色分量
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* * `b` - Blue component (0.0-1.0) | 蓝色分量
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* * `a` - Alpha component (0.0-1.0) | 透明度分量
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*/
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clear(r: number, g: number, b: number, a: number): void;
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/**
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* Render the current frame.
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* 渲染当前帧。
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*/
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render(): void;
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/**
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* Resize viewport.
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* 调整视口大小。
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*
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* # Arguments | 参数
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* * `width` - New viewport width | 新视口宽度
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* * `height` - New viewport height | 新视口高度
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*/
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resize(width: number, height: number): void;
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/**
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* Get canvas width.
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* 获取画布宽度。
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*/
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readonly width: number;
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/**
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* Get canvas height.
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* 获取画布高度。
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*/
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readonly height: number;
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}
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export type InitInput = RequestInfo | URL | Response | BufferSource | WebAssembly.Module;
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export interface InitOutput {
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readonly memory: WebAssembly.Memory;
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readonly __wbg_gameengine_free: (a: number, b: number) => void;
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readonly gameengine_addGizmoRect: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number, l: number, m: number) => void;
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readonly gameengine_clear: (a: number, b: number, c: number, d: number, e: number) => void;
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readonly gameengine_fromExternal: (a: any, b: number, c: number) => [number, number, number];
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readonly gameengine_getCamera: (a: number) => [number, number];
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readonly gameengine_getOrLoadTextureByPath: (a: number, b: number, c: number) => [number, number, number];
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readonly gameengine_getTextureIdByPath: (a: number, b: number, c: number) => number;
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readonly gameengine_getViewportCamera: (a: number, b: number, c: number) => [number, number];
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readonly gameengine_getViewportIds: (a: number) => [number, number];
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readonly gameengine_height: (a: number) => number;
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readonly gameengine_isKeyDown: (a: number, b: number, c: number) => number;
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readonly gameengine_loadTexture: (a: number, b: number, c: number, d: number) => [number, number];
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readonly gameengine_loadTextureByPath: (a: number, b: number, c: number) => [number, number, number];
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readonly gameengine_new: (a: number, b: number) => [number, number, number];
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readonly gameengine_registerViewport: (a: number, b: number, c: number, d: number, e: number) => [number, number];
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readonly gameengine_render: (a: number) => [number, number];
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readonly gameengine_renderToViewport: (a: number, b: number, c: number) => [number, number];
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readonly gameengine_resize: (a: number, b: number, c: number) => void;
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readonly gameengine_resizeViewport: (a: number, b: number, c: number, d: number, e: number) => void;
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readonly gameengine_setActiveViewport: (a: number, b: number, c: number) => number;
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readonly gameengine_setCamera: (a: number, b: number, c: number, d: number, e: number) => void;
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readonly gameengine_setClearColor: (a: number, b: number, c: number, d: number, e: number) => void;
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readonly gameengine_setShowGizmos: (a: number, b: number) => void;
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readonly gameengine_setShowGrid: (a: number, b: number) => void;
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readonly gameengine_setTransformMode: (a: number, b: number) => void;
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readonly gameengine_setViewportCamera: (a: number, b: number, c: number, d: number, e: number, f: number, g: number) => void;
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readonly gameengine_setViewportConfig: (a: number, b: number, c: number, d: number, e: number) => void;
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readonly gameengine_submitSpriteBatch: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number) => [number, number];
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readonly gameengine_unregisterViewport: (a: number, b: number, c: number) => void;
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readonly gameengine_updateInput: (a: number) => void;
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readonly gameengine_width: (a: number) => number;
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readonly init: () => void;
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readonly wasm_bindgen__convert__closures_____invoke__hdbeb4a641c76f980: (a: number, b: number) => void;
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readonly wasm_bindgen__closure__destroy__h201da39d82f7cf6e: (a: number, b: number) => void;
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readonly __wbindgen_malloc: (a: number, b: number) => number;
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readonly __wbindgen_realloc: (a: number, b: number, c: number, d: number) => number;
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readonly __wbindgen_exn_store: (a: number) => void;
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readonly __externref_table_alloc: () => number;
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readonly __wbindgen_externrefs: WebAssembly.Table;
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readonly __wbindgen_free: (a: number, b: number, c: number) => void;
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readonly __externref_table_dealloc: (a: number) => void;
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readonly __externref_drop_slice: (a: number, b: number) => void;
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readonly __wbindgen_start: () => void;
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}
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export type SyncInitInput = BufferSource | WebAssembly.Module;
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/**
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* Instantiates the given `module`, which can either be bytes or
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* a precompiled `WebAssembly.Module`.
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*
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* @param {{ module: SyncInitInput }} module - Passing `SyncInitInput` directly is deprecated.
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*
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* @returns {InitOutput}
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*/
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export function initSync(module: { module: SyncInitInput } | SyncInitInput): InitOutput;
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/**
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* If `module_or_path` is {RequestInfo} or {URL}, makes a request and
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* for everything else, calls `WebAssembly.instantiate` directly.
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*
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* @param {{ module_or_path: InitInput | Promise<InitInput> }} module_or_path - Passing `InitInput` directly is deprecated.
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*
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* @returns {Promise<InitOutput>}
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*/
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export default function __wbg_init (module_or_path?: { module_or_path: InitInput | Promise<InitInput> } | InitInput | Promise<InitInput>): Promise<InitOutput>;
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