移除渲染模块,提供更纯净的ecs
This commit is contained in:
570
source/bin/framework.d.ts
vendored
570
source/bin/framework.d.ts
vendored
@@ -199,7 +199,6 @@ declare module es {
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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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@@ -374,7 +373,6 @@ declare module es {
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* 每帧进行调用进行更新组件
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*/
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update(): void;
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debugRender(batcher: IBatcher): void;
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/**
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* 创建组件的新实例。返回实例组件
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* @param componentType
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@@ -654,14 +652,11 @@ declare module es {
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declare module es {
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/** 场景 */
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class Scene {
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camera: ICamera;
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/** 这个场景中的实体列表 */
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readonly entities: EntityList;
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readonly renderableComponents: RenderableComponentList;
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/** 管理所有实体处理器 */
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readonly entityProcessors: EntityProcessorList;
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readonly _sceneComponents: SceneComponent[];
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_renderers: Renderer[];
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readonly identifierPool: IdentifierPool;
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private _didSceneBegin;
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constructor();
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@@ -682,10 +677,6 @@ declare module es {
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begin(): void;
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end(): void;
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update(): void;
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render(): void;
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addRenderer<T extends Renderer>(renderer: T): T;
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getRenderer<T extends Renderer>(type: new (...args: any[]) => T): T;
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removeRenderer(renderer: Renderer): void;
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/**
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* 向组件列表添加并返回SceneComponent
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* @param component
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@@ -1352,7 +1343,6 @@ declare module es {
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* 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。
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*/
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registeredPhysicsBounds: Rectangle;
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protected _colliderRequiresAutoSizing: boolean;
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_localOffsetLength: number;
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_isPositionDirty: boolean;
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_isRotationDirty: boolean;
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@@ -1468,7 +1458,6 @@ declare module es {
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* @param height
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*/
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setHeight(height: number): void;
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debugRender(batcher: IBatcher): void;
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toString(): string;
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}
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}
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@@ -1488,7 +1477,6 @@ declare module es {
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* @param radius
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*/
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setRadius(radius: number): CircleCollider;
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debugRender(batcher: IBatcher): void;
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toString(): string;
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}
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}
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@@ -1504,42 +1492,6 @@ declare module es {
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constructor(points: Vector2[]);
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}
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}
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declare module es {
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interface IRenderable {
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enabled: boolean;
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renderLayer: number;
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isVisibleFromCamera(camera: ICamera): boolean;
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render(batcher: IBatcher, camera: ICamera): void;
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debugRender(batcher: IBatcher): void;
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}
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}
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declare module es {
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abstract class RenderableComponent extends es.Component implements IRenderable {
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getwidth(): number;
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getheight(): number;
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protected _bounds: es.Rectangle;
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getbounds(): es.Rectangle;
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readonly bounds: Rectangle;
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protected _areBoundsDirty: boolean;
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color: Color;
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renderLayer: number;
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protected _renderLayer: number;
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onEntityTransformChanged(comp: ComponentTransform): void;
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localOffset: es.Vector2;
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setLocalOffset(offset: es.Vector2): this;
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isVisible: boolean;
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debugRenderEnabled: boolean;
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protected _isVisible: boolean;
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protected _localOffset: es.Vector2;
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abstract render(batcher: IBatcher, camera: ICamera): void;
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protected onBecameVisible(): void;
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protected onBecameInvisible(): void;
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setRenderLayer(renderLayer: number): RenderableComponent;
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isVisibleFromCamera(cam: ICamera): boolean;
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debugRender(batcher: IBatcher): void;
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tweenColorTo(to: Color, duration: number): RenderableColorTween;
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}
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}
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declare module es {
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interface Map<K, V> {
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clear(): void;
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@@ -1898,7 +1850,6 @@ declare module es {
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onEntityTransformChanged(comp: ComponentTransform): void;
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onEntityEnabled(): void;
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onEntityDisabled(): void;
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debugRender(batcher: IBatcher): void;
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}
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}
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declare module es {
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@@ -2097,24 +2048,6 @@ declare module es {
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one(...types: any[]): this;
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}
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}
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declare module es {
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class RenderableComponentList {
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private _components;
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private _componentsByRenderLayer;
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private _unsortedRenderLayers;
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private _componentsNeedSort;
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readonly count: number;
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get(index: number): IRenderable;
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add(component: IRenderable): void;
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remove(component: IRenderable): void;
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updateRenderableRenderLayer(component: IRenderable, oldRenderLayer: number, newRenderLayer: number): void;
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setRenderLayerNeedsComponentSort(renderLayer: number): void;
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setNeedsComponentSort(): void;
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private addToRenderLayerList;
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componentsWithRenderLayer(renderLayer: number): IRenderable[];
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updateLists(): void;
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}
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}
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declare module es {
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class StringUtils {
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/**
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@@ -2322,280 +2255,6 @@ declare module es {
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static workerMessage(worker: Worker): (...message: any[]) => Promise<{}>;
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}
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}
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declare module es {
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class Graphics {
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static instance: Graphics;
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batcher: IBatcher;
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constructor(batcher: IBatcher);
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}
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}
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declare module es {
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class Color {
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/**
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* 红色通道
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*/
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r: number;
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/**
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* 绿色通道
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*/
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g: number;
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/**
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* 蓝色通道
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*/
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b: number;
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/**
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* 透明度通道 (仅0-1之间)
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*/
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a: number;
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/**
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* 色调
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*/
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h: number;
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/**
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* 饱和
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*/
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s: number;
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/**
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* 亮度
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*/
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l: number;
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/**
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* 从 r, g, b, a 创建一个新的 Color 实例
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*
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* @param r 颜色的红色分量 (0-255)
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* @param g 颜色的绿色成分 (0-255)
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* @param b 颜色的蓝色分量 (0-255)
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* @param a 颜色的 alpha 分量 (0-1.0)
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*/
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constructor(r: number, g: number, b: number, a?: number);
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/**
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* 从 r, g, b, a 创建一个新的 Color 实例
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*
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* @param r 颜色的红色分量 (0-255)
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* @param g 颜色的绿色成分 (0-255)
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* @param b 颜色的蓝色分量 (0-255)
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* @param a 颜色的 alpha 分量 (0-1.0)
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*/
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static fromRGB(r: number, g: number, b: number, a?: number): Color;
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/**
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* 从十六进制字符串创建一个新的 Color 实例
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*
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* @param hex #ffffff 形式的 CSS 颜色字符串,alpha 组件是可选的
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*/
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static createFromHex(hex: string): Color;
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/**
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* 从 hsl 值创建一个新的 Color 实例
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*
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* @param h 色调表示 [0-1]
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* @param s 饱和度表示为 [0-1]
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* @param l 亮度表示 [0-1]
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* @param a 透明度表示 [0-1]
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*/
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static fromHSL(h: number, s: number, l: number, a?: number): Color;
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/**
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* 将当前颜色调亮指定的量
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*
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* @param factor
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*/
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lighten(factor?: number): Color;
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/**
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* 将当前颜色变暗指定的量
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*
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* @param factor
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*/
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darken(factor?: number): Color;
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/**
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* 使当前颜色饱和指定的量
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*
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* @param factor
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*/
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saturate(factor?: number): Color;
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/**
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* 按指定量降低当前颜色的饱和度
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*
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* @param factor
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*/
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desaturate(factor?: number): Color;
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/**
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* 将一种颜色乘以另一种颜色,得到更深的颜色
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*
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* @param color
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*/
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mulitiply(color: Color): Color;
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/**
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* 筛选另一种颜色,导致颜色较浅
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*
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* @param color
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*/
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screen(color: Color): Color;
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/**
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* 反转当前颜色
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*/
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invert(): Color;
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/**
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* 将当前颜色与另一个颜色平均
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*
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* @param color
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*/
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average(color: Color): Color;
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/**
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* 返回颜色的 CSS 字符串表示形式。
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*
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* @param format
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*/
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toString(format?: 'rgb' | 'hsl' | 'hex'): string;
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/**
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* 返回颜色分量的十六进制值
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* @param c
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* @see https://stackoverflow.com/questions/5623838/rgb-to-hex-and-hex-to-rgb
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*/
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private _componentToHex;
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/**
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*返回颜色的十六进制表示
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*/
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toHex(): string;
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/**
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* 从十六进制字符串设置颜色
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*
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* @param hex #ffffff 形式的 CSS 颜色字符串,alpha 组件是可选的
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*/
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fromHex(hex: string): void;
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/**
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* 返回颜色的 RGBA 表示
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*/
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toRGBA(): string;
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/**
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* 返回颜色的 HSLA 表示
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*/
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toHSLA(): string;
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/**
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* 返回颜色的 CSS 字符串表示形式
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*/
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fillStyle(): string;
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/**
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* 返回当前颜色的克隆
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*/
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clone(): Color;
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/**
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* Black (#000000)
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*/
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static Black: Color;
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/**
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* White (#FFFFFF)
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*/
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static White: Color;
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/**
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* Gray (#808080)
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*/
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static Gray: Color;
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/**
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* Light gray (#D3D3D3)
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*/
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static LightGray: Color;
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/**
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* Dark gray (#A9A9A9)
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*/
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static DarkGray: Color;
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/**
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* Yellow (#FFFF00)
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*/
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static Yellow: Color;
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/**
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* Orange (#FFA500)
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*/
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static Orange: Color;
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/**
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* Red (#FF0000)
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*/
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static Red: Color;
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/**
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* Vermillion (#FF5B31)
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*/
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static Vermillion: Color;
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/**
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* Rose (#FF007F)
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*/
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static Rose: Color;
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/**
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* Magenta (#FF00FF)
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*/
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static Magenta: Color;
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/**
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* Violet (#7F00FF)
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*/
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static Violet: Color;
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/**
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* Blue (#0000FF)
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*/
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static Blue: Color;
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/**
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* Azure (#007FFF)
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*/
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static Azure: Color;
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/**
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* Cyan (#00FFFF)
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*/
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static Cyan: Color;
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/**
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* Viridian (#59978F)
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*/
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static Viridian: Color;
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/**
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* Green (#00FF00)
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*/
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static Green: Color;
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/**
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* Chartreuse (#7FFF00)
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*/
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static Chartreuse: Color;
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/**
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* Transparent (#FFFFFF00)
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*/
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static Transparent: Color;
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}
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}
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declare module es {
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interface IBatcher {
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begin(cam: ICamera): any;
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end(): any;
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drawPoints(points: Vector2[], color: Color, thickness?: number): any;
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drawPolygon(poisition: Vector2, points: Vector2[], color: Color, closePoly: boolean, thickness?: number): any;
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drawHollowRect(x: number, y: number, width: number, height: number, color: Color, thickness?: number): any;
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drawCircle(position: Vector2, raidus: number, color: Color, thickness?: number): any;
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drawCircleLow(position: es.Vector2, radius: number, color: Color, thickness?: number, resolution?: number): any;
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drawRect(x: number, y: number, width: number, height: number, color: Color): any;
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drawLine(start: Vector2, end: Vector2, color: Color, thickness: number): any;
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drawPixel(position: Vector2, color: Color, size?: number): any;
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}
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}
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declare module es {
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interface ICamera extends Component {
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bounds: Rectangle;
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}
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}
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declare module es {
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abstract class Renderer {
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camera: ICamera;
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readonly renderOrder: number;
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shouldDebugRender: boolean;
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protected renderDirty: boolean;
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constructor(renderOrder: number, camera: ICamera);
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onAddedToScene(scene: es.Scene): void;
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unload(): void;
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protected beginRender(cam: ICamera): void;
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protected endRender(): void;
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protected onRenderChanged(): void;
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abstract render(scene: Scene): void;
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protected renderAfterStateCheck(renderable: IRenderable, cam: ICamera): void;
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protected debugRender(scene: Scene): void;
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}
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}
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declare module es {
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class DefaultRenderer extends Renderer {
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constructor(renderOrder?: number, camera?: ICamera);
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render(scene: Scene): void;
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}
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}
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declare module es {
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/**
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* 三次方和二次方贝塞尔帮助器(cubic and quadratic bezier helper)
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@@ -3616,7 +3275,6 @@ declare module es {
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* 从SpatialHash中移除所有碰撞器
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*/
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static clear(): void;
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static debugDraw(secondsToDisplay: any): void;
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/**
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* 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
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* @param center
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@@ -3764,8 +3422,6 @@ declare module es {
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*/
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removeWithBruteForce(obj: Collider): void;
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clear(): void;
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debugDraw(secondsToDisplay: number): void;
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private debugDrawCellDetails;
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/**
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* 返回边框与单元格相交的所有对象
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* @param bounds
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@@ -4143,149 +3799,6 @@ declare module es {
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static intervalDistance(minA: number, maxA: number, minB: number, maxB: number): number;
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}
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}
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declare module es {
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class Particle {
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position: Vector2;
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lastPosition: Vector2;
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mass: number;
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radius: number;
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collidesWithColliders: boolean;
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isPinned: boolean;
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acceleration: Vector2;
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pinnedPosition: Vector2;
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constructor(position: {
|
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x: number;
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y: number;
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});
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applyForce(force: Vector2): void;
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pin(): Particle;
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||||
pinTo(position: Vector2): Particle;
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unpin(): Particle;
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}
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}
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declare module es {
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class VerletWorld {
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gravity: Vector2;
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constraintIterations: number;
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maximumStepIterations: number;
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simulationBounds: Rectangle;
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allowDragging: boolean;
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selectionRadiusSquared: number;
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_draggedParticle: Particle;
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_composites: Composite[];
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static _colliders: Collider[];
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_tempCircle: Circle;
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_leftOverTime: number;
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_fixedDeltaTime: number;
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_iterationSteps: number;
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_fixedDeltaTimeSq: number;
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onHandleDrag: Function;
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constructor(simulationBounds?: Rectangle);
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update(): void;
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||||
constrainParticleToBounds(p: Particle): void;
|
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handleCollisions(p: Particle, collidesWithLayers: number): void;
|
||||
updateTiming(): void;
|
||||
addComposite<T extends Composite>(composite: T): T;
|
||||
removeComposite(composite: Composite): void;
|
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handleDragging(): void;
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||||
getNearestParticle(position: Vector2): Particle;
|
||||
debugRender(batcher: IBatcher): void;
|
||||
}
|
||||
}
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declare module es {
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||||
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 Cloth extends Composite {
|
||||
constructor(topLeftPosition: Vector2, width: number, height: number, segments?: number, stiffness?: number, tearSensitivity?: number, connectHorizontalParticles?: boolean);
|
||||
}
|
||||
}
|
||||
declare module es {
|
||||
class LineSegments extends Composite {
|
||||
constructor(vertices: Vector2[], stiffness: number);
|
||||
pinParticleAtIndex(index: number): LineSegments;
|
||||
}
|
||||
}
|
||||
declare module es {
|
||||
class Ragdoll extends Composite {
|
||||
constructor(x: number, y: number, bodyHeight: number);
|
||||
}
|
||||
}
|
||||
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。
|
||||
@@ -4315,6 +3828,38 @@ declare module es {
|
||||
static Vector2PropertyTo(self: any, memeberName: string, to: Vector2, duration: number): ITween<Vector2>;
|
||||
}
|
||||
}
|
||||
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 {
|
||||
enum LoopType {
|
||||
none = 0,
|
||||
@@ -4419,55 +3964,6 @@ declare module es {
|
||||
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 {
|
||||
/**
|
||||
@@ -4715,7 +4211,6 @@ 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;
|
||||
@@ -4723,7 +4218,6 @@ declare module es {
|
||||
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
|
||||
|
||||
Reference in New Issue
Block a user