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Tiled Type aliases

TileData

TileData: { frame: Point; x: number; y: number }

Type for tile data.

Type declaration

  • [key: string]: any
  • frame: Point
  • x: number
  • y: number

Tiled Functions

tiledParser

  • Parses a Tiled map object into a simpler form.

    There must be at least two layers in the Tiled map:

    • "level" - containing the tiles for the level
    • "entities" - containing at least one entity (usually player starting location)

    Parameters

    • jsonObj: Map

      Object from Tiled JSON export.

    • Optional extraLayers: ExtraLayer[]

    Returns TiledMap

math Functions

angle

  • angle(a: Vec, b: Vec): number
  • Gets the angle from one Vec to another.

    Parameters

    • a: Vec

      Vec to get angle from.

    • b: Vec

      Vec to get angle to.

    Returns number

clamp

  • clamp(x: number, min?: number, max?: number): number
  • Clamps a number to fall between min and max values.

    Parameters

    • x: number

      Value to be clamped.

    • Default value min: number = 0

      Minimum allowed value.

    • Default value max: number = 1

      Maximum allowed value.

    Returns number

dirTo

  • dirTo(angle: number): Vec
  • Gets a direction Vec to the provided angle.

    Parameters

    • angle: number

      An angle in radians.

    Returns Vec

distance

  • distance(a: Vec, b: Vec): number
  • Gets the distance between to Vecs.

    Parameters

    • a: Vec

      Vec to get distance from.

    • b: Vec

      Vec to get distance to.

    Returns number

gauss

  • gauss(x: number): number
  • Simple gaussian implementation.

    Parameters

    • x: number

      Number to apply gauss to.

    Returns number

gaussDistance

  • gaussDistance(x: number, center: number, dist: number): number
  • Simple gaussian distance.

    Parameters

    • x: number

      Number to apply gauss to.

    • center: number

      Number representing center.

    • dist: number

      Number represeting distance.

    Returns number

lerp

  • lerp(x: number, min?: number, max?: number): number
  • Simple linear interpolation.

    Parameters

    • x: number

      Number to interpolate from.

    • Default value min: number = 0

      Minimum interpolation value.

    • Default value max: number = 1

      Maximum interpolation value.

    Returns number

mix

  • mix(min: number, max: number, p: number): number
  • Simple bayesian inference implementation.

    Parameters

    • min: number

      Minimum number to mix.

    • max: number

      Maximum number to mix.

    • p: number

      Number to mix.

    Returns number

rand

  • rand(min?: number, max?: number): number
  • Returns a random whole number in the provided range.

    Parameters

    • Default value min: number = 0

      Minimum random value.

    • Optional max: number

      Maximum random value.

    Returns number

randOneFrom

  • randOneFrom(items: any[]): any
  • Returns a random item from an array.

    Parameters

    • items: any[]

      Array of items to select from.

    Returns any

randOneIn

  • randOneIn(max?: number): boolean
  • Returns a boolean with a probability for true of 1 in the provided max.

    Parameters

    • Default value max: number = 2

      Maximum random value

    Returns boolean

randf

  • randf(min: number, max?: number): number
  • Returns a random number in the provided range.

    Parameters

    • min: number

      Minimum random value.

    • Optional max: number

      Maximum random value.

    Returns number

randomSeed

  • randomSeed(s?: number): number
  • Sets the seed value for random number generation.

    Parameters

    • Optional s: number

      Seed value to use for random numbers.

    Returns number

smoothStep

  • smoothStep(value: number, min?: number, max?: number): number
  • Easing function to provide a smooth step in value changes.

    Parameters

    • value: number

      Value to step.

    • Default value min: number = 0

      Minimum interpolation value.

    • Default value max: number = 1

      Maximum interpolation value.

    Returns number

useSeededRandom

  • useSeededRandom(useSeeded?: boolean): void
  • Sets whether or not to use the seeded random number generator.

    Parameters

    • Default value useSeeded: boolean = true

      If seeded random number generator should be used.

    Returns void

physics Functions

applyForce

  • Applies the provided force to the acceleration of the provided VecEntity.

    Parameters

    • e: VecEntity

      VecEntity to set acceleration on.

    • force: Vec

      Force to apply to VecEntity.

    Returns void

applyFriction

  • applyFriction(e: VecEntity, amount: number): void
  • Applies the provided friction to the provided VecEntity.

    Parameters

    • e: VecEntity

      VecEntity to apply friction to.

    • amount: number

      Amount of friction to apply.

    Returns void

applyHorizontalFriction

  • applyHorizontalFriction(e: VecEntity, amount: number): void
  • Applies the provided friction to the provided VecEntity in only the X axis.

    Parameters

    • e: VecEntity

      VecEntity to apply horizontal friction to.

    • amount: number

      Amount of friction to apply.

    Returns void

applyImpulse

  • Applies the provided impulse to the provided VecEntity.

    Parameters

    • e: VecEntity

      VecEntity to apply impulse to.

    • force: Vec

      Vec to apply as impulse.

    • dt: number

      Delta time since last update.

    Returns void

integrate

  • Integrates acceleration and velocity with delta time.

    Parameters

    • e: VecEntity

      VecEntity to integrate.

    • dt: number

      Delta time since last update.

    Returns Vec

integratePos

  • Integrates the position with delta time.

    Parameters

    • e: VecEntity

      VecEntity to integrate.

    • dt: number

      Delta time since last update.

    Returns Vec

speed

  • speed(vel: Vec): number
  • Converts a velocity vector to a speed.

    Parameters

    • vel: Vec

      The Vec to convert to a speed.

    Returns number

sprite Functions

addDebug

  • Adds display Rect for the sprite's size and hitbox (if set).

    Parameters

    • entity: Sprite

      Sprite entity to have debug display added.

    Returns Sprite

angle

  • Gets the angle from one sprite to another.

    Parameters

    • a: Sprite

      Sprite to get angle from.

    • b: Sprite

      Sprite to get angle to.

    Returns number

bounds

center

  • Gets the center point of a tile sprite.

    Parameters

    • entity: Sprite

      Sprite to get center from.

    Returns Vec

distance

  • Gets the distance from one tile sprite to another.

    Parameters

    • a: Sprite

      Sprite to get distance from.

    • b: Sprite

      Sprite to get distance to.

    Returns number

hit

  • Tests for collision between two sprites.

    Parameters

    • a: Sprite

      Sprite to test for collision.

    • b: Sprite

      Other sprite to test for collision.

    Returns boolean

hits

  • Checks a sprite for collisions with any child of the provided container.

    Parameters

    • entity: Sprite

      Sprite to check against children of container.

    • container: Container

      Container of sprites to test against.

    • hitCallback: Function

      Function to call when a collision is detected.

    Returns void

math Object literals

Const ease

ease: object

A collection of easing functions.

cubicIn

  • cubicIn(x: number): number

cubicInOut

  • cubicInOut(x: number): number

cubicOut

  • cubicOut(x: number): number

elasticOut

  • elasticOut(x: number): number

quadIn

  • quadIn(x: number): number

quadOut

  • quadOut(x: number): number