Commit 269a6735 authored by rockyl's avatar rockyl

删除dts

parent dbe171a4
...@@ -5,8 +5,6 @@ ...@@ -5,8 +5,6 @@
"removeComments": true, "removeComments": true,
"noEmitOnError": true, "noEmitOnError": true,
"noEmitHelpers": true, "noEmitHelpers": true,
"declarationDir": "types",
"declaration": true,
"experimentalDecorators": true, "experimentalDecorators": true,
"outDir": "dist", "outDir": "dist",
"lib": [ "lib": [
......
export default class Block extends engine.Container {
private body;
type: any;
dir: any;
constructor();
reset({ type, }: {
type: any;
}): void;
playEnter(index: any, animation: any): Promise<{}>;
playLeave(): void;
playEffect(): void;
stop(): void;
}
import Block from "./Block";
import { Background } from "./Background";
import Player from "./Player";
import { Base } from "./Base";
import { GuideLayer } from "./GuideLayer";
export default class GameView extends engine.Container {
background: Background;
base: Base;
frontContainer: engine.Container;
blockContainer: engine.Container;
guideLayer: GuideLayer;
player: Player;
hitEffect: svga.Svga;
currentBlock: Block;
needHitTest: any;
index: number;
blockComplete: any;
baseOffset: number;
timer: any;
_pos: any;
_score: any;
_remainToShowGoldBag: any;
lastLandType: any;
_touchEnabled: any;
private _hasSetup;
constructor();
setup(): void;
reset(revive?: boolean): Promise<void>;
resetPlayer(revive?: boolean): Promise<void>;
start(revive?: boolean): Promise<void>;
pause(): void;
resume(): void;
revive(): Promise<void>;
addBlock(animation?: boolean): void;
private goldBags;
addGoldBag(): void;
private nextToUpdateScore;
playOpenGoldBag(): Promise<void>;
onPlayerJumpOnTop(): void;
readonly blockCount: number;
pos: any;
updatePos(): void;
private onEnterFrame;
onHitOn(dir: any): Promise<void>;
jump(): Promise<void>;
private scoreChange;
playHitEffect(dir: any): void;
playZoom(type: 'in' | 'out', duration?: number): Promise<{}>;
playShake(): Promise<{}>;
}
export declare class GoldBag extends engine.Container {
private svga;
private avatar;
remain: number;
constructor();
setup(): void;
reset(data: any): void;
playOpen(): Promise<{}>;
}
export declare class JumpHigh extends engine.Container {
private _status;
private _gameView;
constructor();
reset(): void;
start(event: engine.Event): void;
pause(): void;
resume(): void;
revive(): void;
private onTap;
}
export default class Player extends engine.Container {
private jumpPromise;
private playing;
private vy;
private g;
private baseY;
private aboveBlock;
private _aniName;
private _currentAni;
private _prefectLandCounting;
private aniJump;
private aniFall;
private aniLandNormal;
private aniLandSide;
private aniHit;
private aniParachute;
private prefectEffect;
private landEffect;
constructor();
switchAni(name: any, dir?: number, play?: boolean, loop?: boolean): Promise<{}>;
setup(): void;
reset(revive: any): void;
playReady(): Promise<{}>;
private onEnterFrame;
changeBaseY(v: any): void;
jump(): Promise<{}>;
playLand(type: any, dir: any): Promise<void>;
hitAway(dir: any): Promise<void>;
parachute(dir: any): Promise<{}>;
}
export declare function getTexture(uuid: any): engine.Texture;
export declare function getTextureByName(name: any): engine.Texture;
export declare function getBlockAsset(type: any): any;
export declare function createSvga(name: any, anchorName: any): svga.Svga;
export declare function playSound(name: any): void;
import { JumpHigh } from "./game/JumpHigh";
export default function (props: any): JumpHigh;
export declare class Background extends engine.Container {
private _bg;
private _minScale;
constructor();
setup(): void;
playZoom(type: 'in' | 'out', duration?: number): Promise<{}>;
}
export declare class Base extends engine.Image {
constructor();
setup(): void;
reset(): void;
}
export default class Block extends engine.Container {
private body;
type: any;
dir: any;
constructor();
reset({ type, }: {
type: any;
}): void;
playEnter(index: any, animation: any): Promise<{}>;
playLeave(): void;
playEffect(): void;
stop(): void;
}
import { Turntable } from "./Turntable";
export declare class BreakUpPart extends engine.Container {
private _body;
private _turntable;
private _from;
private _to;
private _fromR;
private _toR;
constructor(turntable: Turntable, from: any, to: any);
updateMask(): void;
playFall(rotation: any): Promise<{}>;
readonly body: engine.Image;
}
import { GuideLayer } from "./GuideLayer";
import { Turntable } from "./Turntable";
export default class GameView extends engine.Container {
turntable: Turntable;
guideLayer: GuideLayer;
private _counting;
_touchEnabled: any;
private _hasSetup;
private _countdown;
private _stick;
private _timer;
constructor();
setup(): void;
reset(revive?: boolean, options?: any): Promise<void>;
start(): Promise<void>;
startCountDown(): void;
stopCountDown(): void;
prepareStick(): void;
recycleStick(): void;
pause(): void;
resume(): void;
revive(): Promise<void>;
private countDownStep;
private onTimeout;
private onHit;
tap(e: any): void;
}
export declare class GameWrapper extends engine.Container {
private _status;
private _gameView;
private _touchLayer;
constructor();
private onAddedToStage;
reset(event: engine.Event): void;
start(event: engine.Event): void;
pause(): void;
resume(): void;
revive(): void;
clear(): void;
private onTap;
}
export declare class GoldBag extends engine.Container {
private svga;
constructor();
setup(): void;
reset(data: any): void;
playOpen(): Promise<{}>;
}
export declare class GuideLayer extends engine.Container {
private guideMask;
private label;
constructor();
private setup;
show(id: any, options: any): Promise<{}>;
createRect(container: any, x: any, y: any, width: any, height: any): void;
}
export declare class JumpHigh extends engine.Container {
private _status;
private _gameView;
constructor();
reset(): void;
start(event: engine.Event): void;
pause(): void;
resume(): void;
revive(): void;
private onTap;
}
export declare class LipstickTurntable extends engine.Container {
private _status;
private _gameView;
constructor();
reset(): void;
start(event: engine.Event): void;
pause(): void;
resume(): void;
revive(): void;
private onTap;
}
export declare class LispstickTurntable extends engine.Container {
private _status;
private _gameView;
constructor();
reset(): void;
start(event: engine.Event): void;
pause(): void;
resume(): void;
revive(): void;
private onTap;
}
export declare class LisptickTurntable extends engine.Container {
private _status;
private _gameView;
constructor();
reset(): void;
start(event: engine.Event): void;
pause(): void;
resume(): void;
revive(): void;
private onTap;
}
export default class Player extends engine.Container {
private jumpPromise;
private playing;
private vy;
private g;
private baseY;
private aboveBlock;
private _aniName;
private _currentAni;
private _prefectLandCounting;
private aniJump;
private aniFall;
private aniLandNormal;
private aniLandPrefect;
private aniLandSide;
private aniHit;
private aniParachute;
constructor();
switchAni(name: any, dir?: number, play?: boolean, loop?: boolean): Promise<{}>;
setup(): void;
reset(): void;
private onEnterFrame;
changeBaseY(v: any): void;
jump(): Promise<{}>;
playLand(type: any, dir: any): Promise<void>;
hitAway(dir: any): Promise<void>;
parachute(): Promise<{}>;
}
export declare class Stick extends engine.Container {
private _body;
private _toY;
constructor();
reset(): void;
playSend(y: any, callback: any): void;
stopSend(): void;
playFall(): Promise<{}>;
anchorOffsetY: any;
}
import { Stick } from "./Stick";
export declare class Turntable extends engine.Container {
private _wrapper;
private _stickContainer;
private _body;
private _breakUpContainer;
private _dir;
private _radius;
private _items;
private rotationRange;
constructor();
private resetAsset;
reset(options: any): void;
readonly radius: any;
start(): void;
pause(): void;
resume(): void;
addStick(stick: Stick): boolean;
parseAngle(r: any): number;
hideSticks(): void;
playBreakUp(): Promise<void>;
private shake;
private rotateOnce;
}
export declare function getTexture(uuid: any): engine.Texture;
export declare function getTextureByName(name: any): engine.Texture;
export declare function playSound(name: any): void;
import { GameWrapper } from "./game/GameWrapper";
export default function (props: any): GameWrapper;
export declare let props: any;
export declare function prepareProps(): void;
export declare function injectProps(p: any): void;
import GameObject from "./GameObject";
import Collider from "../Phycics/Collider";
export default class Car extends GameObject {
private imgParticel;
private fireTimer;
touchWall: 1 | -1 | 0;
onDied: () => void;
private isDied;
private fireParticleTimer;
private invincible;
private rowBulletNum;
private fireSpeed;
private collider;
constructor();
private fire;
private die;
onCollisionEnter(other: Collider): void;
onCollisionStay(other: Collider): void;
private onceBlink;
revive(): void;
move(deltaX: number): void;
onCollisionExit(other: Collider): void;
private onUpdate;
}
export default class GuideMask extends engine.Container {
constructor(index: number, x1: number, y1: number);
onClick: (context: GuideMask) => void;
}
export declare namespace MConfigs {
function updateConfig(): void;
const size: number[];
const drop: {
[key: number]: {
type: "bullet" | "power";
value: number;
textColor: number;
fileIndex: string;
};
};
const dropPool: {
0: {
num: number;
factor: {
0: number;
1: number;
2: number;
3: number;
4: number;
};
};
1: {
num: number;
factor: {
0: number;
1: number;
2: number;
3: number;
4: number;
};
};
2: {
num: number;
factor: {
0: number;
1: number;
2: number;
3: number;
4: number;
};
};
};
const guide: {
[key: number]: {
mask: string;
text: {
str: string;
offsetToMask: {
x: number;
y: number;
};
};
};
};
}
export default class GuideMgr {
private static _instance;
static readonly instance: GuideMgr;
guideFlag: boolean;
private done;
readonly guideDone: boolean;
private currentGuideMask;
runGuide(index: number, x: number, y: number, end?: boolean): void;
}
import Game from "./Game/Game";
export declare class ShootPlanet extends engine.Container {
game: Game;
constructor();
onActive(): void;
onSleep(): void;
onRevive(): void;
onPause(): void;
onResume(): void;
private init;
private customProperty;
}
import { ShootPlanet } from "./game/ShootPlanet";
export default function (props: any): ShootPlanet;
export declare let props: any;
export declare function prepareProps(): void;
export declare function injectProps(p: any): void;
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment