-
Notifications
You must be signed in to change notification settings - Fork 7
Expand file tree
/
Copy pathsafe.d.ts
More file actions
79 lines (79 loc) · 6.01 KB
/
Copy pathsafe.d.ts
File metadata and controls
79 lines (79 loc) · 6.01 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
import { $, trigger, Context, trigger_function, group_fn as group, color_fn as color, object, hsv, unknown_g, unknown_c, unknown_b, extract, level, ignore_context_change, speed, range, obj_props, $group, $color, $block, levelstring, wait } from './core';
import type { Counter, FloatCounter, GJsEvent, Gamescene, Song, OptionsTrigger, TriggerFunctionGroup, GJsObject, ExportConfig, ExportOptions, KnownIds, Dictionary, KnownIdKind, TriggerCallback, Level } from './core';
import { ITEM, TIMER, EQ, ADD, SUB, MUL, DIV, GREATER, GREATER_OR_EQ, LESS, LESS_OR_EQ, NOT_EQ, ABS, NEG, RND, FLR, CEI, ELASTIC_OUT, BACK_IN_OUT, BOUNCE_IN, BACK_OUT, EASE_OUT, EASE_IN, EASE_IN_OUT, ELASTIC_IN_OUT, BOUNCE_OUT, EXPONENTIAL_IN, EXPONENTIAL_OUT, SINE_IN_OUT, BOUNCE_IN_OUT, SINE_IN, ELASTIC_IN, SINE_OUT, EXPONENTIAL_IN_OUT, BACK_IN, NONE, EQUAL_TO, LARGER_THAN, SMALLER_THAN, MODE_STOP, MODE_LOOP, MODE_LAST, LEFT_EDGE, RIGHT_EDGE, UP_EDGE, DOWN_EDGE, obj_ids, BG, GROUND, LINE, _3DLINE, OBJECT, GROUND2, BLACK, WHITE, LIGHTER, MIDDLEGROUND, MIDDLEGROUND_2 } from './constants';
import { on, touch, touch_end, collision, collision_exit, death, count, x_position, event, gamescene, frame, render_frame } from './lib/events';
import { spawn_trigger, remappable, sequence, call_with_delay, equal_to, less_than, greater_than, for_loop, frame_loop, frames, render_frames, render_frame_loop } from './lib/control-flow';
import { item_edit, item_comp, compare } from './lib/items';
import { counter, float_counter, timer } from './lib/counter';
import { camera_offset, camera_static, camera_zoom, camera_mode, camera_rotate, camera_edge, song, teleport, move_trigger, timewarp, color_trigger, toggle_on_trigger, toggle_off_trigger, hide_player, gradient, random, advanced_random, gravity, options, end, player_control, particle_system, spawn_particle } from './lib/general-purpose';
import { shader_layers, shader_layer, sepia, hue_shift, grayscale, pixelate, chromatic, glitch, bulge, split_screen } from './lib/shaders';
import keyframe_system from './lib/keyframes';
import particle_props from './properties/particles';
import events from './properties/game_events';
import { log } from './lib/log';
import { LevelReader, SingleLevelReader } from './reader';
import { exportConfig } from './core';
declare const animations: {
big_beast: {
bite: number;
attack01: number;
attack01_end: number;
idle01: number;
};
bat: {
idle01: number;
idle02: number;
idle03: number;
attack01: number;
attack02: number;
attack02_end: number;
sleep: number;
sleep_loop: number;
sleep_end: number;
attack02_loop: number;
};
spikeball: {
idle01: number;
idle02: number;
toAttack01: number;
attack01: number;
attack02: number;
toAttack03: number;
attack03: number;
idle03: number;
fromAttack03: number;
};
};
/**
* Returns an RGB array
* @category Functions
*/
declare const rgb: (r: number, g: number, b: number) => number[];
/**
* Returns an RGBA array
* @category Functions
*/
declare const rgba: (r: number, g: number, b: number, a: number) => number[];
/**
* Reverses level direction
* @category Functions
*/
declare const reverse: () => void;
/**
* Creates a repeating trigger system that repeats while a condition is true.
* @param {any} r Condition that defines whether the loop should keep on running (less_than/equal_to/greater_than(counter, number)).
* @param {Function} triggerFunction Function to run while the condition is true.
* @param {number} [del=0.05] Delay between each cycle.
* @category Functions
*/
declare const while_loop: (r: any, triggerFunction: (group: any) => void, del?: number) => void;
/**
* A type of trigger function that, when called, lets you block all other triggers until a trigger function stops executing.
* @param {Function} func Trigger function; callback provides parameter `stop_exec` that lets you stop blocking at a specific place.
* @returns {TriggerFunctionGroup} Group ID of trigger function.
* @category Functions
*/
declare const blocking_trigger_fn: (func: (stop_exec: () => void) => void) => TriggerFunctionGroup;
export { ITEM, TIMER, EQ, ADD, SUB, MUL, DIV, GREATER, GREATER_OR_EQ, LESS, LESS_OR_EQ, NOT_EQ, ABS, NEG, RND, FLR, CEI, ELASTIC_OUT, BACK_IN_OUT, BOUNCE_IN, BACK_OUT, EASE_OUT, EASE_IN, EASE_IN_OUT, ELASTIC_IN_OUT, BOUNCE_OUT, EXPONENTIAL_IN, EXPONENTIAL_OUT, SINE_IN_OUT, BOUNCE_IN_OUT, SINE_IN, ELASTIC_IN, SINE_OUT, EXPONENTIAL_IN_OUT, BACK_IN, NONE, EQUAL_TO, LARGER_THAN, SMALLER_THAN, MODE_STOP, MODE_LOOP, MODE_LAST, LEFT_EDGE, RIGHT_EDGE, UP_EDGE, DOWN_EDGE, BG, GROUND, LINE, _3DLINE, OBJECT, GROUND2, BLACK, WHITE, LIGHTER, MIDDLEGROUND, MIDDLEGROUND_2, on, touch, touch_end, collision, collision_exit, death, count, x_position, event, gamescene, frame, render_frame, spawn_trigger, remappable, sequence, call_with_delay, equal_to, less_than, greater_than, for_loop, frame_loop, frames, render_frames, render_frame_loop, item_edit, item_comp, compare, counter, float_counter, timer, camera_offset, camera_static, camera_zoom, camera_mode, camera_rotate, camera_edge, song, teleport, move_trigger, timewarp, color_trigger, toggle_on_trigger, toggle_off_trigger, hide_player, gradient, random, advanced_random, gravity, options, end, player_control, particle_system, spawn_particle, shader_layers, shader_layer, sepia, hue_shift, grayscale, pixelate, chromatic, glitch, bulge, split_screen, keyframe_system, particle_props, events, log, LevelReader, SingleLevelReader, trigger, object, trigger_function, group, color, range, Context, level, ignore_context_change, hsv, speed, animations, obj_ids, blocking_trigger_fn, while_loop, rgb, rgba, reverse, unknown_g, unknown_c, unknown_b, extract, exportConfig, $, obj_props, $group, $color, $block, levelstring, wait };
export type { Counter, FloatCounter, GJsEvent, Gamescene, Song, OptionsTrigger, TriggerFunctionGroup, GJsObject, ExportConfig, ExportOptions, KnownIds, Dictionary, KnownIdKind, TriggerCallback, Level };
export default $;