Fix duplicate classes in the generated GDJS documentation

Don't show in changelog
This commit is contained in:
Florian Rival
2020-12-29 18:41:22 +01:00
parent 0095d7d038
commit 65d3688052
72 changed files with 5 additions and 288 deletions

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@@ -1,11 +1,6 @@
namespace gdjs {
declare var admob: any;
/**
* @memberof gdjs
* @class adMob
* @static
*/
export namespace adMob {
// Banner
export let bannerLoading = false;

View File

@@ -4,9 +4,6 @@ Copyright (c) 2013-2016 Florian Rival (Florian.Rival@gmail.com)
*/
namespace gdjs {
/**
* @class AnchorRuntimeBehavior
*/
export class AnchorRuntimeBehavior extends gdjs.RuntimeBehavior {
_relativeToOriginalWindowSize: any;
_leftEdgeAnchor: any;

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@@ -3,8 +3,6 @@ declare var MultiStyleText: any;
namespace gdjs {
/**
* The PIXI.js renderer for the BBCode Text runtime object.
*
* @class BBTextRuntimeObjectPixiRenderer
*/
export class BBTextRuntimeObjectPixiRenderer {
_object: gdjs.BBTextRuntimeObject;

View File

@@ -25,9 +25,6 @@ namespace gdjs {
/**
* Displays a rich text using BBCode markup (allowing to set parts of the text as bold, italic, use different colors and shadows).
* @memberof gdjs
* @class BBTextRuntimeObject
* @extends RuntimeObject
*/
export class BBTextRuntimeObject extends gdjs.RuntimeObject {
_opacity: float;

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@@ -7,8 +7,6 @@ namespace gdjs {
/**
* The DestroyOutsideRuntimeBehavior represents a behavior allowing objects to be
* moved using the mouse.
*
* @class DestroyOutsideRuntimeBehavior
*/
export class DestroyOutsideRuntimeBehavior extends gdjs.RuntimeBehavior {
_extraBorder: any;

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@@ -1,9 +1,4 @@
namespace gdjs {
/**
* @memberof gdjs
* @class deviceVibration
* @static
*/
export namespace deviceVibration {
/**
* Vibrate the mobile device.

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@@ -1,11 +1,6 @@
// @ts-nocheck - Weird usage of `this` in this file. Should be refactored.
namespace gdjs {
/**
* @memberof gdjs
* @class dialogueTree
* @static
*/
gdjs.dialogueTree = {};
gdjs.dialogueTree.runner = new bondage.Runner();

View File

@@ -7,8 +7,6 @@ namespace gdjs {
/**
* The DraggableRuntimeBehavior represents a behavior allowing objects to be
* moved using the mouse.
*
* @class DraggableRuntimeBehavior
*/
export class DraggableRuntimeBehavior extends gdjs.RuntimeBehavior {
_dragged: boolean = false;

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@@ -3,9 +3,6 @@ namespace gdjs {
* The DummyRuntimeBehavior changes a variable in the object that is owning
* it, at every tick before events are run, to set it to the string that was
* set in one of the behavior property.
*
* @class DummyRuntimeBehavior
* @extends gdjs.RuntimeBehavior
*/
export class DummyRuntimeBehavior extends gdjs.RuntimeBehavior {
_textToSet: string;

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@@ -1,8 +1,6 @@
namespace gdjs {
/**
* The PIXI.js renderer for the DummyRuntimeObject.
*
* @class DummyRuntimeObjectPixiRenderer
*/
export class DummyRuntimeObjectPixiRenderer {
_object: gdjs.DummyRuntimeObject;

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@@ -1,10 +1,6 @@
namespace gdjs {
/**
* A dummy object doing showing a text on screen
*
* @memberof gdjs
* @class DummyRuntimeObject
* @extends RuntimeObject
* A dummy object doing showing a text on screen.
*/
export class DummyRuntimeObject extends gdjs.RuntimeObject {
// Load any required data from the object properties.

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@@ -1,8 +1,4 @@
namespace gdjs {
/**
* @class DummyWithSharedDataRuntimeBehavior
* @extends gdjs.RuntimeBehavior
*/
export class DummyWithSharedDataRuntimeBehavior extends gdjs.RuntimeBehavior {
_textToSet: string;

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@@ -242,7 +242,6 @@ namespace gdjs {
/**
* A mocked Leaderboard, part of the mock of FBInstant.
* @class MockedLeaderboard
*/
class MockedLeaderboard {
_playerScore: any = null;
@@ -279,7 +278,6 @@ namespace gdjs {
/**
* A mocked RewardedVideo, part of the mock of FBInstant.
* @class RewardedVideo
*/
class MockedRewardedVideo {
_isLoaded: boolean = false;
@@ -302,7 +300,6 @@ namespace gdjs {
/**
* A mocked MockedInterstitial, part of the mock of FBInstant.
* @class MockedInterstitial
*/
class MockedInterstitial {
_isLoaded: boolean = false;

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@@ -13,11 +13,6 @@ namespace gdjs {
}
}
/**
* @memberof gdjs.evtTools
* @class inventory
* @static
*/
export namespace evtTools {
export namespace inventory {
export const add = function (runtimeScene, inventoryName, name) {

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@@ -1,10 +1,6 @@
namespace gdjs {
declare var rbush: any;
/**
* @memberof gdjs
* @class LightObstaclesManager
*/
export class LightObstaclesManager {
_obstacleRBush: any;
@@ -82,10 +78,6 @@ namespace gdjs {
}
}
/**
* @memberof gdjs
* @class LightObstacleRuntimeBehavior
*/
export class LightObstacleRuntimeBehavior extends gdjs.RuntimeBehavior {
_oldX: float = 0;
_oldY: float = 0;

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@@ -17,9 +17,6 @@ namespace gdjs {
/**
* Displays a Light object.
* @memberof gdjs
* @class LightRuntimeObject
* @extends RuntimeObject
*/
export class LightRuntimeObject extends gdjs.RuntimeObject {
_radius: number;

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@@ -5,9 +5,6 @@ Copyright (c) 2013-2016 Florian Rival (Florian.Rival@gmail.com)
namespace gdjs {
/**
* Manages the links between objects.
*
* @memberof gdjs
* @class LinksManager
*/
export class LinksManager {
links: any = {};
@@ -76,11 +73,6 @@ namespace gdjs {
}
}
/**
* @memberof gdjs.evtTools
* @class linkedObjects
* @static
*/
export namespace evtTools {
export namespace linkedObjects {
gdjs.registerObjectDeletedFromSceneCallback(function (runtimeScene, obj) {

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@@ -49,10 +49,6 @@ namespace gdjs {
/**
* Displays particles.
*
* @memberof gdjs
* @class ParticleEmitterObject
* @extends RuntimeObject
*/
export class ParticleEmitterObject extends gdjs.RuntimeObject {
singleAngle: boolean;

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@@ -100,9 +100,6 @@ namespace gdjs {
/**
* PathfindingObstacleRuntimeBehavior represents a behavior allowing objects to be
* considered as a obstacle by objects having Pathfinding Behavior.
*
* @class PathfindingObstacleRuntimeBehavior
* @memberof gdjs
*/
export class PathfindingObstacleRuntimeBehavior extends gdjs.RuntimeBehavior {
_impassable: boolean;

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@@ -7,9 +7,6 @@ namespace gdjs {
/**
* PathfindingRuntimeBehavior represents a behavior allowing objects to
* follow a path computed to avoid obstacles.
*
* @class PathfindingRuntimeBehavior
* @memberof gdjs
*/
export class PathfindingRuntimeBehavior extends gdjs.RuntimeBehavior {
_path: any = [];

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@@ -8,8 +8,6 @@ namespace gdjs {
/**
* Manage the common objects shared by objects having a
* physics behavior.
* @memberof gdjs
* @class PhysicsSharedData
*/
export class PhysicsSharedData {
stepped: boolean = false;
@@ -129,8 +127,6 @@ namespace gdjs {
/**
* Allows objects to be moved in a realistic way thanks to a physics engine (Box2D).
*
* @class PhysicsRuntimeBehavior
*/
export class PhysicsRuntimeBehavior extends gdjs.RuntimeBehavior {
_box2DBody: any = null;

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@@ -7,9 +7,6 @@ Copyright (c) 2013-2016 Florian Rival (Florian.Rival@gmail.com)
/**
* PlatformerObjectRuntimeBehavior represents a behavior allowing objects to be
* considered as a platform by objects having PlatformerObject Behavior.
*
* @class PlatformerObjectRuntimeBehavior
* @augments {gdjs.RuntimeBehavior}
*/
export class PlatformerObjectRuntimeBehavior extends gdjs.RuntimeBehavior {
// To achieve pixel-perfect precision when positioning object on platform or

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@@ -10,9 +10,6 @@ namespace gdjs {
* platform behavior: in particular, the platforms behaviors are required to declare
* themselves (see PlatformObjectsManager.addPlatform) to the manager of their associated scene
* (see PlatformRuntimeBehavior.getManager).
*
* @class PlatformObjectsManager
* @memberof gdjs
*/
export class PlatformObjectsManager {
_platformRBush: any;
@@ -92,9 +89,6 @@ namespace gdjs {
/**
* PlatformRuntimeBehavior represents a behavior allowing objects to be
* considered as a platform by objects having PlatformerObject Behavior.
*
* @class PlatformRuntimeBehavior
* @memberof gdjs
*/
export class PlatformRuntimeBehavior extends gdjs.RuntimeBehavior {
//Load the platform type

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@@ -35,10 +35,6 @@ namespace gdjs {
/**
* The ShapePainterRuntimeObject allows to draw graphics shapes on screen.
*
* @class ShapePainterRuntimeObject
* @extends RuntimeObject
* @memberof gdjs
*/
export class ShapePainterRuntimeObject extends gdjs.RuntimeObject {
_fillColor: integer;

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@@ -1,9 +1,4 @@
namespace gdjs {
/**
* @memberof gdjs
* @class screenshot
* @static
*/
export namespace screenshot {
/**
* Save a screenshot of the game.

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@@ -19,11 +19,6 @@ namespace gdjs {
}
}
/**
* @memberof gdjs.evtTools
* @class shopify
* @static
*/
export namespace evtTools {
export namespace shopify {
export const buildClient = function (

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@@ -25,9 +25,6 @@ This project is released under the MIT License.
/**
* The Matrix holds the basic transformation data in a matrix form.
*
* @memberof gdjs.sk
* @class Matrix
*/
gdjs.sk.Matrix = function (a = 1, b = 0, tx = 0, c = 0, d = 1, ty = 0) {
this.a = a;
@@ -137,9 +134,6 @@ This project is released under the MIT License.
/**
* The Transform is the basic class for transformable objects as bones, slots and armatures.
*
* @memberof gdjs.sk
* @class Transform
*/
gdjs.sk.Transform = function (x = 0, y = 0, rot = 0, sx = 1, sy = 1) {
this.parent = null;

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@@ -5,10 +5,6 @@ Copyright (c) 2017-2018 Franco Maciel (francomaciel10@gmail.com)
This project is released under the MIT License.
*/
/**
* @memberof gdjs.sk
* @class SharedBone
*/
gdjs.sk.SharedBone = function () {
this.x = 0;
this.y = 0;
@@ -47,10 +43,6 @@ This project is released under the MIT License.
/**
* The Bone holds basic transform data in a hierarchy tree.
*
* @memberof gdjs.sk
* @class Bone
* @extends gdjs.sk.Transform
*/
gdjs.sk.Bone = function (armature) {
gdjs.sk.Transform.call(this);

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@@ -5,10 +5,6 @@ Copyright (c) 2017-2018 Franco Maciel (francomaciel10@gmail.com)
This project is released under the MIT License.
*/
/**
* @memberof gdjs.sk
* @class SharedSlot
*/
gdjs.sk.SharedSlot = function () {
// Transform
this.x = 0;
@@ -181,10 +177,6 @@ This project is released under the MIT License.
/**
* The Slot display images transformed by animations itself and bones.
*
* @memberof gdjs.sk
* @class Slot
* @extends gdjs.sk.Transform
*/
gdjs.sk.Slot = function (armature) {
gdjs.sk.Transform.call(this);

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@@ -5,10 +5,6 @@ Copyright (c) 2017-2018 Franco Maciel (francomaciel10@gmail.com)
This project is released under the MIT License.
*/
/**
* @memberof gdjs.sk
* @class SharedArmature
*/
gdjs.sk.SharedArmature = function () {
this.name = '';
this.bones = [];
@@ -87,10 +83,6 @@ This project is released under the MIT License.
/**
* The Armature holds the bones and slots/attachments as well as its animations.
*
* @memberof gdjs.sk
* @class Armature
* @extends gdjs.sk.Transform
*/
gdjs.sk.Armature = function (
skeleton,

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@@ -5,10 +5,6 @@ Copyright (c) 2017-2018 Franco Maciel (francomaciel10@gmail.com)
This project is released under the MIT License.
*/
/**
* @memberof gdjs.sk
* @class SharedAnimation
*/
gdjs.sk.SharedAnimation = function () {
this.fps = 30;
this.name = '';
@@ -73,9 +69,6 @@ This project is released under the MIT License.
/**
* The Animation holds information to transform bones and slots through time.
*
* @memberof gdjs.sk
* @class Animation
*/
gdjs.sk.Animation = function (armature) {
this.shared = null;

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@@ -7,10 +7,6 @@ This project is released under the MIT License.
/**
* The SkeletonRuntimeObject imports and displays skeletal animations files.
*
* @memberof gdjs
* @class SkeletonRuntimeObject
* @extends RuntimeObject
*/
export class SkeletonRuntimeObject extends gdjs.RuntimeObject {
rootArmature: any;

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@@ -32,10 +32,6 @@ namespace gdjs {
/**
* Displays a text.
*
* @memberof gdjs
* @class TextRuntimeObject
* @extends RuntimeObject
*/
export class TextRuntimeObject extends gdjs.RuntimeObject {
_characterSize: number;

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@@ -15,10 +15,6 @@ namespace gdjs {
/**
* The TiledSpriteRuntimeObject displays a tiled texture.
*
* @class TiledSpriteRuntimeObject
* @extends RuntimeObject
* @memberof gdjs
*/
export class TiledSpriteRuntimeObject extends gdjs.RuntimeObject {
_xOffset: float = 0;

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@@ -7,8 +7,6 @@ namespace gdjs {
/**
* TopDownMovementRuntimeBehavior represents a behavior allowing objects to
* follow a path computed to avoid obstacles.
*
* @class TopDownMovementRuntimeBehavior
*/
export class TopDownMovementRuntimeBehavior extends gdjs.RuntimeBehavior {
//Behavior configuration:

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@@ -4,10 +4,6 @@ namespace gdjs {
export type Tweenable = any;
}
/**
* @memberof gdjs
* @class TweenRuntimeBehavior
*/
export class TweenRuntimeBehavior extends gdjs.RuntimeBehavior {
/** @type Object.<string, TweenRuntimeBehavior.TweenInstance > */
_tweens: { [key: string]: TweenRuntimeBehavior.TweenInstance } = {};

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@@ -1,8 +1,6 @@
namespace gdjs {
/**
* The PIXI.js renderer for the VideoRuntimeObject.
*
* @class VideoRuntimeObjectPixiRenderer
*/
export class VideoRuntimeObjectPixiRenderer {
_object: any;

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@@ -23,10 +23,6 @@ namespace gdjs {
* as a HTMLVideoElement). This means that two objects displaying the same
* video will have the same state for this video (paused/playing, current time,
* volume, etc...).
*
* @memberOf gdjs
* @class VideoRuntimeObject
* @extends RuntimeObject
*/
export class VideoRuntimeObject extends gdjs.RuntimeObject {
_opacity: float;

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@@ -8,9 +8,6 @@ namespace gdjs {
* Encapsulate the Cocos2D director singleton, and makes sure that
* Cocos scenes that are pushed/popped from it are done according to the
* director needs (always a scene living, different call to push the 1st scene).
*
* @class CocosDirectorManager
* @memberof gdjs
*/
export class CocosDirectorManager {
_cocosDirector: any;

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@@ -6,9 +6,6 @@
namespace gdjs {
/**
* CocosImageManager loads and stores textures that can be used by the Cocos2D-JS renderers.
*
* @class CocosImageManager
* @memberof gdjs
*/
export class CocosImageManager {
_resources: any = {};

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@@ -1,8 +1,6 @@
namespace gdjs {
/**
* Common tools that can be used for rendering with Cocos2d-JS.
* @class CocosTools
* @memberof gdjs
*/
export class CocosTools {
/**

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@@ -6,9 +6,6 @@
namespace gdjs {
/**
* The renderer for a gdjs.RuntimeGame using Cocos2D-JS.
*
* @class RuntimeGameCocosRenderer
* @memberof gdjs
*/
export class RuntimeGameCocosRenderer {
_directorManager: any;

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@@ -6,8 +6,6 @@
namespace gdjs {
/**
* Renderer for a gdjs.RuntimeScene with Cocos2d-JS.
* @memberof gdjs
* @class RuntimeSceneCocosRenderer
*/
export class RuntimeSceneCocosRenderer {
_runtimeScene: gdjs.RuntimeScene;

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@@ -4,10 +4,6 @@
* This project is released under the MIT License.
*/
namespace gdjs {
/**
* @memberof gdjs
* @class CocosEffect
*/
export class CocosEffect {
_effectId: any;
_paused: boolean = false;
@@ -67,10 +63,6 @@ namespace gdjs {
//Unsupported
/**
* @memberof gdjs
* @class CocosSoundManager
*/
export class CocosSoundManager {
_resources: any;
_availableResources: any = {};

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@@ -6,9 +6,6 @@
namespace gdjs {
/**
* A vector used to move objects.
*
* @memberof gdjs
* @class Force
*/
export class Force {
_x: float;

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@@ -12,10 +12,7 @@ namespace gdjs {
* * Extra methods `paused`, `stopped`, `getRate`/`setRate` and `canBeDestroyed` methods.
* * Automatic clamping when calling `setRate` to ensure a valid value is passed to Howler.js.
*
* See https://github.com/goldfire/howler.js#methods for the full documentation.
*
* @memberof gdjs
* @class HowlerSound
* See [Howler.js documentation](https://github.com/goldfire/howler.js#methods) for the full documentation.
*/
export class HowlerSound extends Howl {
_paused: boolean = false;
@@ -110,9 +107,6 @@ namespace gdjs {
*
* It is basically a container to associate channels to sounds and keep a list
* of all sounds being played.
*
* @memberof gdjs
* @class HowlerSoundManager
*/
export class HowlerSoundManager {
_resources: any;

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@@ -9,9 +9,6 @@ namespace gdjs {
/**
* Store input made on a canvas: mouse position, key pressed
* and touches states.
*
* @memberof gdjs
* @class InputManager
*/
export class InputManager {
static MOUSE_LEFT_BUTTON: integer = 0;

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@@ -23,9 +23,6 @@ namespace gdjs {
* Contrary to audio/fonts, json files are loaded asynchronously, when requested.
* You should properly handle errors, and give the developer/player a way to know
* that loading failed.
*
* @class JsonManager
* @memberof gdjs
*/
export class JsonManager {
_resources: any;

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@@ -8,9 +8,6 @@ namespace gdjs {
* Represents a layer of a scene, used to display objects.
*
* Viewports and multiple cameras are not supported.
*
* @class Layer
* @memberof gdjs
*/
export class Layer {
_name: string;

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@@ -73,9 +73,6 @@ namespace gdjs {
/**
* A hierarchical spatial grid containing objects and allowing fast test collisions between them.
*
* @class HSHG
* @memberof gdjs.HSHG
*/
class HSHG {
MAX_OBJECT_CELL_DENSITY: any;
@@ -368,8 +365,6 @@ namespace gdjs {
/**
* Grid
*
* @class Grid
* @memberof gdjs.HSHG
* @param cellSize {int} the pixel size of each cell of the grid
* @param cellCount {int} the total number of cells for the grid (width x height)
* @param parentHierarchy {HSHG} the HSHG to which this grid belongs
@@ -644,9 +639,6 @@ namespace gdjs {
/**
* A cell of a grid
*
* @class Cell
* @memberof gdjs.HSHG
*/
class Cell {
objectContainer: any = [];

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@@ -7,9 +7,6 @@ namespace gdjs {
/**
* OnceTriggers is used to store the status of the conditions "Trigger once",
* that are used in events to have conditions that are only valid for one frame in a row.
*
* @memberof gdjs
* @class OnceTriggers
*/
export class OnceTriggers {
_onceTriggers: any = {};

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@@ -6,9 +6,6 @@
namespace gdjs {
/**
* The renderer for a gdjs.Layer using Pixi.js.
*
* @class LayerPixiRenderer
* @memberof gdjs
*/
export class LayerPixiRenderer {
_pixiContainer: any;

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@@ -6,9 +6,6 @@
namespace gdjs {
/**
* PixiImageManager loads and stores textures that can be used by the Pixi.js renderers.
*
* @class PixiImageManager
* @memberof gdjs
*/
export class PixiImageManager {
_resources: any;

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@@ -1,8 +1,6 @@
namespace gdjs {
/**
* The renderer for a gdjs.RuntimeGame using Pixi.js.
* @class RuntimeGamePixiRenderer
* @memberof gdjs
*/
export class RuntimeGamePixiRenderer {
_game: any;

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@@ -1,8 +1,6 @@
namespace gdjs {
/**
* The renderer for a gdjs.RuntimeScene using Pixi.js.
* @class RuntimeScenePixiRenderer
* @memberof gdjs
*/
export class RuntimeScenePixiRenderer {
_pixiRenderer: PIXI.Renderer;

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@@ -1,8 +1,6 @@
namespace gdjs {
/**
* The renderer for a gdjs.SpriteRuntimeObject using Pixi.js.
* @class SpriteRuntimeObjectPixiRenderer
* @memberof gdjs
*/
export class SpriteRuntimeObjectPixiRenderer {
_object: gdjs.SpriteRuntimeObject;

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@@ -22,9 +22,6 @@ namespace gdjs {
/**
* Polygon represents a polygon which can be used to create collisions masks for RuntimeObject.
*
* @memberof gdjs
* @class Polygon
*/
export class Polygon {
/**

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@@ -1,9 +1,6 @@
namespace gdjs {
/**
* A basic profiling tool that can be used to measure time spent in sections of the engine.
* @class Profiler
* @see gdjs.RuntimeGame
* @memberof gdjs
*/
export class Profiler {
_framesMeasures: any = [];

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@@ -6,9 +6,6 @@
namespace gdjs {
/**
* RuntimeBehavior represents a behavior being used by a RuntimeObject.
*
* @class RuntimeBehavior
* @memberof gdjs
*/
export class RuntimeBehavior {
name: string;

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@@ -32,9 +32,6 @@ namespace gdjs {
/**
* Represents a game being played.
*
* @memberof gdjs
* @class RuntimeGame
*/
export class RuntimeGame {
_variables: any;

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@@ -24,10 +24,6 @@ namespace gdjs {
*
* A `gdjs.RuntimeObject` should not be instantiated directly, always a child class
* (because gdjs.RuntimeObject don't call onCreated at the end of its constructor).
*
* @memberOf gdjs
* @name RuntimeObject
* @class
*/
export class RuntimeObject {
name: string;

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@@ -6,9 +6,6 @@
namespace gdjs {
/**
* A scene being played, containing instances of objects rendered on screen.
*
* @class RuntimeScene
* @memberof gdjs
*/
export class RuntimeScene {
_eventsFunction: any = null;

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@@ -1,9 +1,6 @@
namespace gdjs {
/**
* Hold the stack of scenes (gdjs.RuntimeScene) being played.
*
* @memberof gdjs
* @class SceneStack
* Hold the stack of scenes ({@link gdjs.RuntimeScene}) being played.
*/
export class SceneStack {
_runtimeGame: gdjs.RuntimeGame;

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@@ -85,9 +85,6 @@ namespace gdjs {
*
* It contains the texture displayed as well as information like the points position
* or the collision mask.
*
* @memberOf gdjs
* @class SpriteAnimationFrame
*/
export class SpriteAnimationFrame {
image: string;
@@ -196,8 +193,6 @@ namespace gdjs {
/**
* Represents a direction of an animation of a {@link gdjs.SpriteRuntimeObject}.
*
* @class SpriteAnimationDirection
* @memberOf gdjs
* @param imageManager The game image manager
* @param directionData The direction data used to initialize the direction
*/
@@ -244,8 +239,6 @@ namespace gdjs {
/**
* Represents an animation of a {@link SpriteRuntimeObject}.
*
* @class SpriteAnimation
* @memberOf gdjs
* @param imageManager The game image manager
* @param animData The animation data used to initialize the animation
*/
@@ -290,9 +283,6 @@ namespace gdjs {
/**
* The SpriteRuntimeObject represents an object that can display images.
*
* @class SpriteRuntimeObject
* @memberOf gdjs
* @extends gdjs.RuntimeObject
* @param runtimeScene The scene the object belongs to
* @param spriteObjectData The object data used to initialize the object
*/

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@@ -7,9 +7,6 @@ namespace gdjs {
/**
* Manage the timers and times elapsed during last
* frame, since the beginning of the scene and other time related values.
*
* @class TimeManager
* @memberof gdjs
*/
export class TimeManager {
_elapsedTime: float = 0;

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@@ -6,9 +6,6 @@
namespace gdjs {
/**
* Represents a timer, which must be updated manually with {@link gdjs.Timer#updateTime}.
*
* @class Timer
* @memberof gdjs
*/
export class Timer {
_name: string;

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@@ -4,13 +4,6 @@
* This project is released under the MIT License.
*/
// ⚠️ While this file is a TypeScript type definitions file, it's used only
// for describing a serialized exported project. The game engine itself is still typed
// using JSDoc style annotations (see https://www.typescriptlang.org/docs/handbook/type-checking-javascript-files.html#supported-jsdoc).
// See this doc about supported JavaScript features and type checking in the
// game engine: https://github.com/4ian/GDevelop/blob/master/newIDE/docs/Supported-JavaScript-features-and-coding-style.md
/**
* Contains the data of a serialized exported project.
*/

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@@ -6,9 +6,6 @@
namespace gdjs {
/**
* A Variable is an object storing a value (number or a string) or children variables.
*
* @memberOf gdjs
* @class Variable
*/
export class Variable {
_value: float = 0;

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@@ -7,9 +7,6 @@ namespace gdjs {
/**
* VariablesContainer stores variables, usually for a a RuntimeGame, a RuntimeScene
* or a RuntimeObject.
*
* @memberof gdjs
* @class VariablesContainer
*/
export class VariablesContainer {
_variables: Hashtable<gdjs.Variable>;

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@@ -13,9 +13,6 @@ namespace gdjs {
/**
* Reload scripts/data of an exported game and applies the changes
* to the running runtime game.
*
* @memberof gdjs
* @class HotReloader
*/
export class HotReloader {
_runtimeGame: gdjs.RuntimeGame;

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@@ -52,9 +52,7 @@ namespace gdjs {
* the data of the current game, and receive message to change a field or
* call a function, specified by a path from the {@link RuntimeGame}.
*
* @memberof gdjs
* @class WebsocketDebuggerClient
* @param runtimeGame - The `gdjs.RuntimeGame` to be debugged
* @param runtimeGame - The `gdjs.RuntimeGame` to be debugged
*/
export class WebsocketDebuggerClient implements IDebuggerClient {
_runtimegame: gdjs.RuntimeGame;

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@@ -1,6 +1,6 @@
{
"tags": {
"allowUnknownTags": false
"allowUnknownTags": true
},
"source": {
"include": ["./Runtime/"],