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Fix duplicate classes in the generated GDJS documentation
Don't show in changelog
This commit is contained in:
@@ -1,11 +1,6 @@
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namespace gdjs {
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declare var admob: any;
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/**
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* @memberof gdjs
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* @class adMob
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* @static
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*/
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export namespace adMob {
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// Banner
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export let bannerLoading = false;
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@@ -4,9 +4,6 @@ Copyright (c) 2013-2016 Florian Rival (Florian.Rival@gmail.com)
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*/
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namespace gdjs {
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/**
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* @class AnchorRuntimeBehavior
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*/
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export class AnchorRuntimeBehavior extends gdjs.RuntimeBehavior {
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_relativeToOriginalWindowSize: any;
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_leftEdgeAnchor: any;
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@@ -3,8 +3,6 @@ declare var MultiStyleText: any;
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namespace gdjs {
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/**
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* The PIXI.js renderer for the BBCode Text runtime object.
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*
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* @class BBTextRuntimeObjectPixiRenderer
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*/
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export class BBTextRuntimeObjectPixiRenderer {
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_object: gdjs.BBTextRuntimeObject;
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@@ -25,9 +25,6 @@ namespace gdjs {
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/**
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* Displays a rich text using BBCode markup (allowing to set parts of the text as bold, italic, use different colors and shadows).
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* @memberof gdjs
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* @class BBTextRuntimeObject
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* @extends RuntimeObject
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*/
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export class BBTextRuntimeObject extends gdjs.RuntimeObject {
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_opacity: float;
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@@ -7,8 +7,6 @@ namespace gdjs {
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/**
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* The DestroyOutsideRuntimeBehavior represents a behavior allowing objects to be
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* moved using the mouse.
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*
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* @class DestroyOutsideRuntimeBehavior
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*/
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export class DestroyOutsideRuntimeBehavior extends gdjs.RuntimeBehavior {
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_extraBorder: any;
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@@ -1,9 +1,4 @@
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namespace gdjs {
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/**
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* @memberof gdjs
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* @class deviceVibration
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* @static
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*/
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export namespace deviceVibration {
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/**
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* Vibrate the mobile device.
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@@ -1,11 +1,6 @@
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// @ts-nocheck - Weird usage of `this` in this file. Should be refactored.
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namespace gdjs {
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/**
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* @memberof gdjs
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* @class dialogueTree
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* @static
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*/
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gdjs.dialogueTree = {};
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gdjs.dialogueTree.runner = new bondage.Runner();
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@@ -7,8 +7,6 @@ namespace gdjs {
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/**
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* The DraggableRuntimeBehavior represents a behavior allowing objects to be
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* moved using the mouse.
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*
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* @class DraggableRuntimeBehavior
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*/
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export class DraggableRuntimeBehavior extends gdjs.RuntimeBehavior {
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_dragged: boolean = false;
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@@ -3,9 +3,6 @@ namespace gdjs {
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* The DummyRuntimeBehavior changes a variable in the object that is owning
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* it, at every tick before events are run, to set it to the string that was
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* set in one of the behavior property.
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*
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* @class DummyRuntimeBehavior
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* @extends gdjs.RuntimeBehavior
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*/
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export class DummyRuntimeBehavior extends gdjs.RuntimeBehavior {
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_textToSet: string;
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@@ -1,8 +1,6 @@
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namespace gdjs {
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/**
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* The PIXI.js renderer for the DummyRuntimeObject.
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*
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* @class DummyRuntimeObjectPixiRenderer
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*/
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export class DummyRuntimeObjectPixiRenderer {
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_object: gdjs.DummyRuntimeObject;
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@@ -1,10 +1,6 @@
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namespace gdjs {
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/**
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* A dummy object doing showing a text on screen
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*
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* @memberof gdjs
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* @class DummyRuntimeObject
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* @extends RuntimeObject
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* A dummy object doing showing a text on screen.
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*/
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export class DummyRuntimeObject extends gdjs.RuntimeObject {
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// Load any required data from the object properties.
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@@ -1,8 +1,4 @@
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namespace gdjs {
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/**
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* @class DummyWithSharedDataRuntimeBehavior
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* @extends gdjs.RuntimeBehavior
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*/
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export class DummyWithSharedDataRuntimeBehavior extends gdjs.RuntimeBehavior {
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_textToSet: string;
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@@ -242,7 +242,6 @@ namespace gdjs {
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/**
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* A mocked Leaderboard, part of the mock of FBInstant.
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* @class MockedLeaderboard
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*/
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class MockedLeaderboard {
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_playerScore: any = null;
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@@ -279,7 +278,6 @@ namespace gdjs {
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/**
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* A mocked RewardedVideo, part of the mock of FBInstant.
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* @class RewardedVideo
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*/
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class MockedRewardedVideo {
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_isLoaded: boolean = false;
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@@ -302,7 +300,6 @@ namespace gdjs {
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/**
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* A mocked MockedInterstitial, part of the mock of FBInstant.
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* @class MockedInterstitial
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*/
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class MockedInterstitial {
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_isLoaded: boolean = false;
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@@ -13,11 +13,6 @@ namespace gdjs {
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}
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}
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/**
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* @memberof gdjs.evtTools
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* @class inventory
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* @static
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*/
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export namespace evtTools {
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export namespace inventory {
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export const add = function (runtimeScene, inventoryName, name) {
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@@ -1,10 +1,6 @@
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namespace gdjs {
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declare var rbush: any;
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/**
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* @memberof gdjs
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* @class LightObstaclesManager
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*/
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export class LightObstaclesManager {
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_obstacleRBush: any;
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@@ -82,10 +78,6 @@ namespace gdjs {
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}
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}
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/**
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* @memberof gdjs
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* @class LightObstacleRuntimeBehavior
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*/
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export class LightObstacleRuntimeBehavior extends gdjs.RuntimeBehavior {
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_oldX: float = 0;
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_oldY: float = 0;
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@@ -17,9 +17,6 @@ namespace gdjs {
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/**
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* Displays a Light object.
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* @memberof gdjs
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* @class LightRuntimeObject
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* @extends RuntimeObject
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*/
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export class LightRuntimeObject extends gdjs.RuntimeObject {
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_radius: number;
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@@ -5,9 +5,6 @@ Copyright (c) 2013-2016 Florian Rival (Florian.Rival@gmail.com)
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namespace gdjs {
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/**
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* Manages the links between objects.
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*
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* @memberof gdjs
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* @class LinksManager
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*/
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export class LinksManager {
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links: any = {};
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@@ -76,11 +73,6 @@ namespace gdjs {
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}
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}
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/**
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* @memberof gdjs.evtTools
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* @class linkedObjects
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* @static
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*/
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export namespace evtTools {
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export namespace linkedObjects {
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gdjs.registerObjectDeletedFromSceneCallback(function (runtimeScene, obj) {
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@@ -49,10 +49,6 @@ namespace gdjs {
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/**
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* Displays particles.
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*
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* @memberof gdjs
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* @class ParticleEmitterObject
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* @extends RuntimeObject
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*/
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export class ParticleEmitterObject extends gdjs.RuntimeObject {
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singleAngle: boolean;
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@@ -100,9 +100,6 @@ namespace gdjs {
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/**
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* PathfindingObstacleRuntimeBehavior represents a behavior allowing objects to be
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* considered as a obstacle by objects having Pathfinding Behavior.
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*
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* @class PathfindingObstacleRuntimeBehavior
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* @memberof gdjs
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*/
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export class PathfindingObstacleRuntimeBehavior extends gdjs.RuntimeBehavior {
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_impassable: boolean;
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@@ -7,9 +7,6 @@ namespace gdjs {
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/**
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* PathfindingRuntimeBehavior represents a behavior allowing objects to
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* follow a path computed to avoid obstacles.
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*
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* @class PathfindingRuntimeBehavior
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* @memberof gdjs
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*/
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export class PathfindingRuntimeBehavior extends gdjs.RuntimeBehavior {
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_path: any = [];
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@@ -8,8 +8,6 @@ namespace gdjs {
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/**
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* Manage the common objects shared by objects having a
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* physics behavior.
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* @memberof gdjs
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* @class PhysicsSharedData
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*/
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export class PhysicsSharedData {
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stepped: boolean = false;
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@@ -129,8 +127,6 @@ namespace gdjs {
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/**
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* Allows objects to be moved in a realistic way thanks to a physics engine (Box2D).
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*
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* @class PhysicsRuntimeBehavior
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*/
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export class PhysicsRuntimeBehavior extends gdjs.RuntimeBehavior {
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_box2DBody: any = null;
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@@ -7,9 +7,6 @@ Copyright (c) 2013-2016 Florian Rival (Florian.Rival@gmail.com)
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/**
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* PlatformerObjectRuntimeBehavior represents a behavior allowing objects to be
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* considered as a platform by objects having PlatformerObject Behavior.
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*
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* @class PlatformerObjectRuntimeBehavior
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* @augments {gdjs.RuntimeBehavior}
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*/
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export class PlatformerObjectRuntimeBehavior extends gdjs.RuntimeBehavior {
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// To achieve pixel-perfect precision when positioning object on platform or
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@@ -10,9 +10,6 @@ namespace gdjs {
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* platform behavior: in particular, the platforms behaviors are required to declare
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* themselves (see PlatformObjectsManager.addPlatform) to the manager of their associated scene
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* (see PlatformRuntimeBehavior.getManager).
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*
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* @class PlatformObjectsManager
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* @memberof gdjs
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*/
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export class PlatformObjectsManager {
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_platformRBush: any;
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@@ -92,9 +89,6 @@ namespace gdjs {
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/**
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* PlatformRuntimeBehavior represents a behavior allowing objects to be
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* considered as a platform by objects having PlatformerObject Behavior.
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*
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* @class PlatformRuntimeBehavior
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* @memberof gdjs
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*/
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export class PlatformRuntimeBehavior extends gdjs.RuntimeBehavior {
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//Load the platform type
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@@ -35,10 +35,6 @@ namespace gdjs {
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/**
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* The ShapePainterRuntimeObject allows to draw graphics shapes on screen.
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*
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* @class ShapePainterRuntimeObject
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* @extends RuntimeObject
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* @memberof gdjs
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*/
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export class ShapePainterRuntimeObject extends gdjs.RuntimeObject {
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_fillColor: integer;
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@@ -1,9 +1,4 @@
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namespace gdjs {
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/**
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* @memberof gdjs
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* @class screenshot
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* @static
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*/
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export namespace screenshot {
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/**
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* Save a screenshot of the game.
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@@ -19,11 +19,6 @@ namespace gdjs {
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}
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}
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/**
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* @memberof gdjs.evtTools
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* @class shopify
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* @static
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*/
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export namespace evtTools {
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export namespace shopify {
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export const buildClient = function (
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@@ -25,9 +25,6 @@ This project is released under the MIT License.
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/**
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* The Matrix holds the basic transformation data in a matrix form.
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*
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* @memberof gdjs.sk
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* @class Matrix
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*/
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gdjs.sk.Matrix = function (a = 1, b = 0, tx = 0, c = 0, d = 1, ty = 0) {
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this.a = a;
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@@ -137,9 +134,6 @@ This project is released under the MIT License.
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/**
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* The Transform is the basic class for transformable objects as bones, slots and armatures.
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*
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* @memberof gdjs.sk
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* @class Transform
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*/
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gdjs.sk.Transform = function (x = 0, y = 0, rot = 0, sx = 1, sy = 1) {
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this.parent = null;
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|
@@ -5,10 +5,6 @@ Copyright (c) 2017-2018 Franco Maciel (francomaciel10@gmail.com)
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This project is released under the MIT License.
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*/
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/**
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* @memberof gdjs.sk
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* @class SharedBone
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*/
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gdjs.sk.SharedBone = function () {
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this.x = 0;
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this.y = 0;
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@@ -47,10 +43,6 @@ This project is released under the MIT License.
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/**
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* The Bone holds basic transform data in a hierarchy tree.
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*
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* @memberof gdjs.sk
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* @class Bone
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* @extends gdjs.sk.Transform
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*/
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gdjs.sk.Bone = function (armature) {
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gdjs.sk.Transform.call(this);
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|
@@ -5,10 +5,6 @@ Copyright (c) 2017-2018 Franco Maciel (francomaciel10@gmail.com)
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This project is released under the MIT License.
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*/
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/**
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* @memberof gdjs.sk
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* @class SharedSlot
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*/
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gdjs.sk.SharedSlot = function () {
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// Transform
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this.x = 0;
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@@ -181,10 +177,6 @@ This project is released under the MIT License.
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/**
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* The Slot display images transformed by animations itself and bones.
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*
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* @memberof gdjs.sk
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* @class Slot
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* @extends gdjs.sk.Transform
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*/
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gdjs.sk.Slot = function (armature) {
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gdjs.sk.Transform.call(this);
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|
@@ -5,10 +5,6 @@ Copyright (c) 2017-2018 Franco Maciel (francomaciel10@gmail.com)
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This project is released under the MIT License.
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*/
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/**
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* @memberof gdjs.sk
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* @class SharedArmature
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*/
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gdjs.sk.SharedArmature = function () {
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this.name = '';
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this.bones = [];
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@@ -87,10 +83,6 @@ This project is released under the MIT License.
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/**
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* The Armature holds the bones and slots/attachments as well as its animations.
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*
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* @memberof gdjs.sk
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* @class Armature
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* @extends gdjs.sk.Transform
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*/
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gdjs.sk.Armature = function (
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skeleton,
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|
@@ -5,10 +5,6 @@ Copyright (c) 2017-2018 Franco Maciel (francomaciel10@gmail.com)
|
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This project is released under the MIT License.
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*/
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/**
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* @memberof gdjs.sk
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* @class SharedAnimation
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*/
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gdjs.sk.SharedAnimation = function () {
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this.fps = 30;
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this.name = '';
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@@ -73,9 +69,6 @@ This project is released under the MIT License.
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/**
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* The Animation holds information to transform bones and slots through time.
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*
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* @memberof gdjs.sk
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* @class Animation
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*/
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gdjs.sk.Animation = function (armature) {
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this.shared = null;
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|
@@ -7,10 +7,6 @@ This project is released under the MIT License.
|
||||
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||||
/**
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* The SkeletonRuntimeObject imports and displays skeletal animations files.
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||||
*
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||||
* @memberof gdjs
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* @class SkeletonRuntimeObject
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* @extends RuntimeObject
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*/
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export class SkeletonRuntimeObject extends gdjs.RuntimeObject {
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rootArmature: any;
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||||
|
@@ -32,10 +32,6 @@ namespace gdjs {
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||||
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/**
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||||
* Displays a text.
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||||
*
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||||
* @memberof gdjs
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* @class TextRuntimeObject
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||||
* @extends RuntimeObject
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||||
*/
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||||
export class TextRuntimeObject extends gdjs.RuntimeObject {
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||||
_characterSize: number;
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|
@@ -15,10 +15,6 @@ namespace gdjs {
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||||
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/**
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* The TiledSpriteRuntimeObject displays a tiled texture.
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*
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||||
* @class TiledSpriteRuntimeObject
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* @extends RuntimeObject
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||||
* @memberof gdjs
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*/
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||||
export class TiledSpriteRuntimeObject extends gdjs.RuntimeObject {
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_xOffset: float = 0;
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||||
|
@@ -7,8 +7,6 @@ namespace gdjs {
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||||
/**
|
||||
* TopDownMovementRuntimeBehavior represents a behavior allowing objects to
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||||
* follow a path computed to avoid obstacles.
|
||||
*
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||||
* @class TopDownMovementRuntimeBehavior
|
||||
*/
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||||
export class TopDownMovementRuntimeBehavior extends gdjs.RuntimeBehavior {
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||||
//Behavior configuration:
|
||||
|
@@ -4,10 +4,6 @@ namespace gdjs {
|
||||
export type Tweenable = any;
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||||
}
|
||||
|
||||
/**
|
||||
* @memberof gdjs
|
||||
* @class TweenRuntimeBehavior
|
||||
*/
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||||
export class TweenRuntimeBehavior extends gdjs.RuntimeBehavior {
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||||
/** @type Object.<string, TweenRuntimeBehavior.TweenInstance > */
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||||
_tweens: { [key: string]: TweenRuntimeBehavior.TweenInstance } = {};
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||||
|
@@ -1,8 +1,6 @@
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||||
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,
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||||
* volume, etc...).
|
||||
*
|
||||
* @memberOf gdjs
|
||||
* @class VideoRuntimeObject
|
||||
* @extends RuntimeObject
|
||||
*/
|
||||
export class VideoRuntimeObject extends gdjs.RuntimeObject {
|
||||
_opacity: float;
|
||||
|
@@ -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;
|
||||
|
@@ -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 = {};
|
||||
|
@@ -1,8 +1,6 @@
|
||||
namespace gdjs {
|
||||
/**
|
||||
* Common tools that can be used for rendering with Cocos2d-JS.
|
||||
* @class CocosTools
|
||||
* @memberof gdjs
|
||||
*/
|
||||
export class CocosTools {
|
||||
/**
|
||||
|
@@ -6,9 +6,6 @@
|
||||
namespace gdjs {
|
||||
/**
|
||||
* The renderer for a gdjs.RuntimeGame using Cocos2D-JS.
|
||||
*
|
||||
* @class RuntimeGameCocosRenderer
|
||||
* @memberof gdjs
|
||||
*/
|
||||
export class RuntimeGameCocosRenderer {
|
||||
_directorManager: any;
|
||||
|
@@ -6,8 +6,6 @@
|
||||
namespace gdjs {
|
||||
/**
|
||||
* Renderer for a gdjs.RuntimeScene with Cocos2d-JS.
|
||||
* @memberof gdjs
|
||||
* @class RuntimeSceneCocosRenderer
|
||||
*/
|
||||
export class RuntimeSceneCocosRenderer {
|
||||
_runtimeScene: gdjs.RuntimeScene;
|
||||
|
@@ -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 = {};
|
||||
|
@@ -6,9 +6,6 @@
|
||||
namespace gdjs {
|
||||
/**
|
||||
* A vector used to move objects.
|
||||
*
|
||||
* @memberof gdjs
|
||||
* @class Force
|
||||
*/
|
||||
export class Force {
|
||||
_x: float;
|
||||
|
@@ -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;
|
||||
|
@@ -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;
|
||||
|
@@ -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;
|
||||
|
@@ -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;
|
||||
|
@@ -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 = [];
|
||||
|
@@ -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 = {};
|
||||
|
@@ -6,9 +6,6 @@
|
||||
namespace gdjs {
|
||||
/**
|
||||
* The renderer for a gdjs.Layer using Pixi.js.
|
||||
*
|
||||
* @class LayerPixiRenderer
|
||||
* @memberof gdjs
|
||||
*/
|
||||
export class LayerPixiRenderer {
|
||||
_pixiContainer: any;
|
||||
|
@@ -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;
|
||||
|
@@ -1,8 +1,6 @@
|
||||
namespace gdjs {
|
||||
/**
|
||||
* The renderer for a gdjs.RuntimeGame using Pixi.js.
|
||||
* @class RuntimeGamePixiRenderer
|
||||
* @memberof gdjs
|
||||
*/
|
||||
export class RuntimeGamePixiRenderer {
|
||||
_game: any;
|
||||
|
@@ -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;
|
||||
|
@@ -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;
|
||||
|
@@ -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 {
|
||||
/**
|
||||
|
@@ -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 = [];
|
||||
|
@@ -6,9 +6,6 @@
|
||||
namespace gdjs {
|
||||
/**
|
||||
* RuntimeBehavior represents a behavior being used by a RuntimeObject.
|
||||
*
|
||||
* @class RuntimeBehavior
|
||||
* @memberof gdjs
|
||||
*/
|
||||
export class RuntimeBehavior {
|
||||
name: string;
|
||||
|
@@ -32,9 +32,6 @@ namespace gdjs {
|
||||
|
||||
/**
|
||||
* Represents a game being played.
|
||||
*
|
||||
* @memberof gdjs
|
||||
* @class RuntimeGame
|
||||
*/
|
||||
export class RuntimeGame {
|
||||
_variables: any;
|
||||
|
@@ -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;
|
||||
|
@@ -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;
|
||||
|
@@ -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;
|
||||
|
@@ -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
|
||||
*/
|
||||
|
@@ -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;
|
||||
|
@@ -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;
|
||||
|
7
GDJS/Runtime/types/project-data.d.ts
vendored
7
GDJS/Runtime/types/project-data.d.ts
vendored
@@ -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).
|
||||
|
||||
// ℹ️ 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.
|
||||
*/
|
||||
|
@@ -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;
|
||||
|
@@ -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>;
|
||||
|
@@ -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;
|
||||
|
@@ -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;
|
||||
|
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"tags": {
|
||||
"allowUnknownTags": false
|
||||
"allowUnknownTags": true
|
||||
},
|
||||
"source": {
|
||||
"include": ["./Runtime/"],
|
||||
|
Reference in New Issue
Block a user