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impact-core.d.ts
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impact-core.d.ts
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export {};
declare global {
interface Vec2 {
x: number;
y: number;
}
namespace Vec2 {
function create(otherVec?: Nullable<Vec2>): Vec2;
function createC(x?: Nullable<number>, y?: Nullable<number>): Vec2;
function assign(v1: Vec2, v2: Vec2): Vec2;
function assignC(v: Vec2, x?: Nullable<number>, y?: Nullable<number>): Vec2;
function add(v1: Vec2, v2: Vec2, dest?: Nullable<Vec2>): Vec2;
function addMulF(v1: Vec2, v2: Vec2, factor: number, dest?: Nullable<Vec2>): Vec2;
function addC(v1: Vec2, x: number, y?: Nullable<number>, dest?: Nullable<Vec2>): Vec2;
function sub(v1: Vec2, v2: Vec2, dest?: Nullable<Vec2>): Vec2;
function subC(v1: Vec2, x: number, y?: Nullable<number>, dest?: Nullable<Vec2>): Vec2;
function mul(v1: Vec2, v2: Vec2, dest?: Nullable<Vec2>): Vec2;
function mulC(v: Vec2, x: number, y?: Nullable<number>, dest?: Nullable<Vec2>): Vec2;
function mulF(v1: Vec2, f: number, dest?: Vec2): Vec2;
function div(v1: Vec2, v2: Vec2, dest?: Nullable<Vec2>): Vec2;
function divC(v: Vec2, x: number, y?: Nullable<number>, dest?: Nullable<Vec2>): Vec2;
function dot(v1: Vec2, v2: Vec2): Vec2;
function dotR(v1: Vec2, v2: Vec2): Vec2;
//the length function behaves differently depending if newLength is passed in.
function length(v: Vec2): number;
function length(v: Vec2, newLength: number, dest?: Nullable<Vec2>): Vec2;
function limit(v: Vec2, min: number, max: number, dest?: Nullable<Vec2>): Vec2;
function normalize(v: Vec2, dest?: Nullable<Vec2>): Vec2;
function clockangle(v: Vec2): Vec2;
function angle(v1: Vec2, v2: Vec2): number;
function angle3Point(start: Vec2, dest1: Vec2, dest2: Vec2): number;
function areClockwise(v1: Vec2, v2: Vec2): boolean;
function isAngleInRange(testVec: Vec2, destVec: Vec2, startAngle: number, endAngle: number): boolean;
function rotate(v: Vec2, angle: number, dest?: Vec2): Vec2;
function rotate90CW(v: Vec2, dest?: Vec2): Vec2
function rotate90CCW(v: Vec2, dest?: Vec2): Vec2
function flip(v: Vec2, dest?: Vec2): Vec2;
function rotateToward(v1: Vec2, v2: Vec2, maxAngle: number): boolean;
function equal(v1: Vec2, v2: Vec2): boolean;
function epsilonEquals(v1: Vec2, v2: Vec2, epsilon: number): boolean;
function distance(v1: Vec2, v2: Vec2): number;
function lengthVec(v: Vec2): number;
function distanceC(x1: number, y1: number, x2: number, y2: number): number
function squareDistance(v1: Vec2, v2: Vec2): number;
function lerp(v1: Vec2, v2: Vec2, i: number, dest?: Vec2): number;
function isZero(v: Vec2): boolean
function lengthVec(v: Vec2): number;
function min(v1: Vec2, v2: Vec2, dest?: Vec2): Vec2;
function minC(v: Vec2, x: number, y: number, dest?: Vec2): Vec2;
function max(v1: Vec2, v2: Vec2, dest?: Vec2): Vec2;
function maxC(v: Vec2, x: number, y: number, dest?: Vec2): Vec2;
function print(x: number, y: number): string;
function round(v: Vec2, maxAngle: number): Vec2;
}
interface Vec3 {
x: number;
y: number;
z: number;
}
namespace Vec3 {
function create(): Vec3;
function createC(x?: number, y?: number, z?: number): Vec3;
function assign(v1: Vec3, v2: Vec3): Vec3;
function assignC(v: Vec3, x?: number, y?: number, z?: number): Vec3;
function add(v1: Vec3, v2: Vec3, dest?: Vec3): Vec3
function addMulF(v1: Vec3, v2: Vec3, factor: number, dest?: Vec3): Vec3;
function addC(v1: Vec3, x?: number, y?: number, z?: number, dest?: Vec3): Vec3;
function sub(v1: Vec3, v2: Vec3, dest?: Vec3): Vec3
function subC(v1: Vec3, x?: number, y?: number, z?: number, dest?: Vec3): Vec3;
function mul(v1: Vec3, v2: Vec3, dest?: Vec3): Vec3;
function mulC(v1: Vec3, x?: number, y?: number, z?: number, dest?: Vec3): Vec3;
function mulF(v1: Vec3, f: number, dest?: Vec3): Vec3;
function div(v1: Vec3, v2: Vec3, dest?: Vec3): Vec3;
function divC(v1: Vec3, x?: number, y?: number, z?: number, dest?: Vec3): Vec3;
function dot(v1: Vec3, v2: Vec3): number;
function length(v: Vec3, newLength?: number, dest?: Vec3): number;
function normalize(v: Vec3, dest?: Vec3): void;
function flip(v: Vec3, dest?: Vec3): Vec3;
function equal(v1: Vec3, v2: Vec3): boolean;
function distance(v1: Vec3, v2: Vec3): number;
function lerp(v1: Vec3, v2: Vec3, i: number, dest?: Vec3): number;
function clockangle(a: Vec3): Vec3;
function print(x: number, y: number, z: number): string;
function isZero(v: Vec3): boolean;
}
interface KeySpline {
get(t: number): number;
}
// note that `KeySpline` is not an impact class
interface KeySplineConstructor {
// eslint-disable-next-line @typescript-eslint/prefer-function-type
new (x1: number, y1: number, x2: number, y2: number): KeySpline;
}
var KeySpline: KeySplineConstructor;
namespace KEY_SPLINES {
var EASE_IN_OUT: KeySpline;
var EASE_OUT: KeySpline;
var EASE_IN: KeySpline;
var EASE: KeySpline;
var EASE_SOUND: KeySpline;
var LINEAR: KeySpline;
var JUMPY: KeySpline;
var EASE_OUT_STRONG: KeySpline;
var EASE_IN_STRONG: KeySpline;
}
namespace ig {
var currentLang: string;
namespace Resource {
type LoadCallback = (type: string, path: string, success: boolean) => void;
}
interface Resource {
cacheType: string;
path: string;
load(this: this, loadCallback?: ig.Resource.LoadCallback): void;
}
var resources: ig.Resource[];
var ready: boolean;
var loading: boolean;
var baked: boolean;
var nocache: number;
var root: string;
var lib: string;
interface Module {
name?: string;
requires: string[];
loaded: boolean;
body: (() => void) | null;
}
var modules: Record<string, ig.Module>;
var _current: ig.Module | null;
var _waitForOnload: number;
function $new<K extends keyof HTMLElementTagNameMap>(tagName: K): HTMLElementTagNameMap[K];
function $new(tagName: string): HTMLElement;
function copy<T>(object: T): T;
function merge<T, U>(original: T, extended: U, noArrayMerge?: Nullable<boolean>): T & U;
function module(name: string): typeof ig;
function requires(...names: string[]): typeof ig;
function defines(body: () => void): void;
function addResource(resource: ig.Resource): void;
function getCacheSuffix(): string;
function addGameAddon(callback: () => ig.GameAddon): void;
function initGameAddons(): ig.GameAddon[];
function _execModules(): void;
function _loadScript(name: string, requirer?: string): void;
interface Class {
readonly classId: number;
}
interface ClassConstructor extends ImpactClass<Class> {
new (): Class;
}
var Class: ClassConstructor;
var langFileList: string[];
function log(...args: unknown[]): void;
function blog(arg: string): string;
function debug(...args: unknown[]): void;
function warn(...args: unknown[]): void;
function info(...args: unknown[]): void;
function error(...args: unknown[]): void;
interface Config<T = unknown> extends ig.Class {
_data: T;
copy(this: this): this;
}
interface ConfigConstructor<T = unknown> extends ImpactClass<Config<T>> {
new (data: T): Config<T>;
}
var Config: ConfigConstructor;
enum PLATFORM_TYPES {
UNKNOWN = 0,
DESKTOP = 1,
BROWSER = 2,
MOBILE = 3,
WIIU = 4,
}
var platform: ig.PLATFORM_TYPES;
interface Perf {
update: boolean;
deferredUpdate: boolean;
draw: boolean;
drawSprites: boolean;
spriteFilter: boolean;
spriteShadow: boolean;
spriteOverlapSolver: boolean;
smoothMapRendering: boolean;
showImageAtlas: boolean;
showHitBoxes: boolean;
gui: boolean;
lighting: boolean;
weather: boolean;
navigationMarker: boolean;
overlay: boolean;
envParticles: boolean;
fullEnemyFibula: boolean;
fullLoreList: boolean;
hitNumberFactors: boolean;
aiSmart: boolean;
grantArenaBonus: boolean;
enableArenaRound: boolean;
gameSense: boolean;
skipDmgModifiers: boolean;
}
var perf: Perf;
}
namespace sc {}
interface Number {
map(min1: number, max1: number, min2: number, max2: number): number;
limit(min: number, max: number): number;
round(precision: number): number;
floor(): number;
ceil(): number;
toInt(): number;
}
interface Array<T> {
erase(item: T): this;
last(): T;
intersect(otherArray: T[]): boolean;
random(): T;
}
interface String {
toPath(prefix: string, suffix: string): string;
toDir(prefix: string): string;
toKey(prefix: string, suffix: string): string;
toCamel(): string;
}
var IG_ROOT: string;
var IG_GAME_CACHE: number;
var IG_GAME_DEBUG: boolean;
var IG_GAME_BETA: boolean;
var IG_SOUND_VOLUME: number;
var IG_MUSIC_VOLUME: number;
var IG_WEB_AUDIO_BGM: boolean;
var IG_FORCE_HTML5_AUDIO: boolean;
var IG_KEEP_WINDOW_FOCUS: boolean;
var IG_LANG: string;
var IG_ENTITY_KILL_CALL: boolean;
var IG_IGNORE_OPTIONS: boolean;
var IG_SCREEN_MODE: number;
var IG_USE_WEBAUDIO: boolean;
var IG_GAME_SCALE: number;
var IG_WIDTH: number;
var IG_HEIGHT: number;
var MENU_ON_GAME_START: string;
var IG_LOAD_SLOT: string;
var IG_GAME_FPS: number;
var SC_SKIP_TITLE: boolean;
var LOAD_LEVEL_ON_GAME_START: string | undefined | null;
var MARKER_ON_GAME_START: string | undefined | null;
}