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creator.d.ts
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creator.d.ts
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/** The main namespace of Cocos2d-JS, all engine core classes, functions, properties and constants are defined in this namespace */
declare module cc {
/** Init Debug setting.
*/
export function _initDebugSetting(mode : DebugMode) : void;
/** Outputs an error message to the Cocos Creator Console (editor) or Web Console (runtime).
- In Cocos Creator, error is red.
- In Chrome, error have a red icon along with red message text.
@param obj A JavaScript string containing zero or more substitution strings.
@param subst JavaScript objects with which to replace substitution strings within msg. This gives you additional control over the format of the output.
*/
export function error(obj : any, subst : any) : void;
/** Outputs a warning message to the Cocos Creator Console (editor) or Web Console (runtime).
- In Cocos Creator, warning is yellow.
- In Chrome, warning have a yellow warning icon with the message text.
@param obj A JavaScript string containing zero or more substitution strings.
@param subst JavaScript objects with which to replace substitution strings within msg. This gives you additional control over the format of the output.
*/
export function warn(obj : any, subst : any) : void;
/** Outputs a message to the Cocos Creator Console (editor) or Web Console (runtime).
@param obj A JavaScript string containing zero or more substitution strings.
@param subst JavaScript objects with which to replace substitution strings within msg. This gives you additional control over the format of the output.
*/
export function log(obj : any, subst : any) : void;
/** Outputs an informational message to the Cocos Creator Console (editor) or Web Console (runtime).
- In Cocos Creator, info is blue.
- In Firefox and Chrome, a small "i" icon is displayed next to these items in the Web Console's log.
@param obj A JavaScript string containing zero or more substitution strings.
@param subst JavaScript objects with which to replace substitution strings within msg. This gives you additional control over the format of the output.
*/
export function info(obj : any, subst : any) : void;
/** Gets the current running speed. <br />
Will get a percentage number, compared to the original speed.
*/
export function getSpeed() : number;
/** alter the speed of the inner function in runtime.
*/
export function setSpeed(speed : number) : void;
/** initializes the action.
*/
export function initWithAction(action : ActionInterval, speed : number) : boolean;
/** Set inner Action.
*/
export function setInnerAction(action : ActionInterval) : void;
/** Get inner Action.
*/
export function getInnerAction() : ActionInterval;
/** Creates the speed action which changes the speed of an action, making it take longer (speed > 1)
or less (speed < 1) time. <br/>
Useful to simulate 'slow motion' or 'fast forward' effect.
*/
export function speed(action : ActionInterval, speed : number) : Action;
/** Create a follow action which makes its target follows another node.
@example
```js
// example
// creates the action with a set boundary
var followAction = cc.follow(targetNode, cc.rect(0, 0, screenWidth * 2 - 100, screenHeight));
node.runAction(followAction);
// creates the action with no boundary set
var followAction = cc.follow(targetNode);
node.runAction(followAction);
```
*/
export function follow(followedNode : Node, rect : Rect) : Action;
/** creates an action with a Cardinal Spline array of points and tension.
@param points array of control points
@example
```js
//create a cc.CardinalSplineTo
var action1 = cc.cardinalSplineTo(3, array, 0);
```
*/
export function cardinalSplineTo(duration : number, points : any[], tension : number) : ActionInterval;
/** creates an action with a Cardinal Spline array of points and tension.
*/
export function cardinalSplineBy(duration : number, points : any[], tension : number) : ActionInterval;
/** creates an action with a Cardinal Spline array of points and tension.
@example
```js
var action1 = cc.catmullRomTo(3, array);
```
*/
export function catmullRomTo(dt : number, points : any[]) : ActionInterval;
/** Creates an action with a Cardinal Spline array of points and tension
@example
```js
var action1 = cc.catmullRomBy(3, array);
```
*/
export function catmullRomBy(dt : number, points : any[]) : ActionInterval;
/** Creates the action easing object with the rate parameter. <br />
From slow to fast.
@example
```js
// example
action.easing(cc.easeIn(3.0));
```
*/
export function easeIn(rate : number) : any;
/** Creates the action easing object with the rate parameter. <br />
From fast to slow.
@example
```js
// example
action.easing(cc.easeOut(3.0));
```
*/
export function easeOut(rate : number) : any;
/** Creates the action easing object with the rate parameter. <br />
Slow to fast then to slow.
@example
```js
//The new usage
action.easing(cc.easeInOut(3.0));
```
*/
export function easeInOut(rate : number) : any;
/** Creates the action easing object with the rate parameter. <br />
Reference easeInExpo: <br />
http://www.zhihu.com/question/21981571/answer/19925418
@example
```js
// example
action.easing(cc.easeExponentialIn());
```
*/
export function easeExponentialIn() : any;
/** creates the action easing object. <br />
Reference easeOutExpo: <br />
http://www.zhihu.com/question/21981571/answer/19925418
@example
```js
// example
action.easing(cc.easeExponentialOut());
```
*/
export function easeExponentialOut() : any;
/** creates an EaseExponentialInOut action easing object. <br />
Reference easeInOutExpo: <br />
http://www.zhihu.com/question/21981571/answer/19925418
@example
```js
// example
action.easing(cc.easeExponentialInOut());
```
*/
export function easeExponentialInOut() : any;
/** creates an EaseSineIn action. <br />
Reference easeInSine: <br />
http://www.zhihu.com/question/21981571/answer/19925418
@example
```js
// example
action.easing(cc.easeSineIn());
```
*/
export function easeSineIn() : any;
/** Creates an EaseSineOut action easing object. <br />
Reference easeOutSine: <br />
http://www.zhihu.com/question/21981571/answer/19925418
@example
```js
// example
action.easing(cc.easeSineOut());
```
*/
export function easeSineOut() : any;
/** creates the action easing object. <br />
Reference easeInOutSine: <br />
http://www.zhihu.com/question/21981571/answer/19925418
@example
```js
// example
action.easing(cc.easeSineInOut());
```
*/
export function easeSineInOut() : any;
/** Creates the action easing obejct with the period in radians (default is 0.3). <br />
Reference easeInElastic: <br />
http://www.zhihu.com/question/21981571/answer/19925418
@example
```js
// example
action.easing(cc.easeElasticIn(3.0));
```
*/
export function easeElasticIn(period? : number) : any;
/** Creates the action easing object with the period in radians (default is 0.3). <br />
Reference easeOutElastic: <br />
http://www.zhihu.com/question/21981571/answer/19925418
@example
```js
// example
action.easing(cc.easeElasticOut(3.0));
```
*/
export function easeElasticOut(period? : number) : any;
/** Creates the action easing object with the period in radians (default is 0.3). <br />
Reference easeInOutElastic: <br />
http://www.zhihu.com/question/21981571/answer/19925418
@example
```js
// example
action.easing(cc.easeElasticInOut(3.0));
```
*/
export function easeElasticInOut(period? : number) : any;
/** Creates the action easing object. <br />
Eased bounce effect at the beginning.
@example
```js
// example
action.easing(cc.easeBounceIn());
```
*/
export function easeBounceIn() : any;
/** Creates the action easing object. <br />
Eased bounce effect at the ending.
@example
```js
// example
action.easing(cc.easeBounceOut());
```
*/
export function easeBounceOut() : any;
/** Creates the action easing object. <br />
Eased bounce effect at the begining and ending.
@example
```js
// example
action.easing(cc.easeBounceInOut());
```
*/
export function easeBounceInOut() : any;
/** Creates the action easing object. <br />
In the opposite direction to move slowly, and then accelerated to the right direction.
@example
```js
// example
action.easing(cc.easeBackIn());
```
*/
export function easeBackIn() : any;
/** Creates the action easing object. <br />
Fast moving more than the finish, and then slowly back to the finish.
@example
```js
// example
action.easing(cc.easeBackOut());
```
*/
export function easeBackOut() : any;
/** Creates the action easing object. <br />
Begining of cc.EaseBackIn. Ending of cc.EaseBackOut.
@example
```js
// example
action.easing(cc.easeBackInOut());
```
*/
export function easeBackInOut() : any;
/** Creates the action easing object. <br />
Into the 4 reference point. <br />
To calculate the motion curve.
@param p0 The first bezier parameter
@param p1 The second bezier parameter
@param p2 The third bezier parameter
@param p3 The fourth bezier parameter
@example
```js
// example
action.easing(cc.easeBezierAction(0.5, 0.5, 1.0, 1.0));
```
*/
export function easeBezierAction(p0 : number, p1 : number, p2 : number, p3 : number) : any;
/** Creates the action easing object. <br />
Reference easeInQuad: <br />
http://www.zhihu.com/question/21981571/answer/19925418
@example
```js
//example
action.easing(cc.easeQuadraticActionIn());
```
*/
export function easeQuadraticActionIn() : any;
/** Creates the action easing object. <br />
Reference easeOutQuad: <br />
http://www.zhihu.com/question/21981571/answer/19925418
@example
```js
//example
action.easing(cc.easeQuadraticActionOut());
```
*/
export function easeQuadraticActionOut() : any;
/** Creates the action easing object. <br />
Reference easeInOutQuad: <br />
http://www.zhihu.com/question/21981571/answer/19925418
@example
```js
//example
action.easing(cc.easeQuadraticActionInOut());
```
*/
export function easeQuadraticActionInOut() : any;
/** Creates the action easing object. <br />
Reference easeIntQuart: <br />
http://www.zhihu.com/question/21981571/answer/19925418
@example
```js
//example
action.easing(cc.easeQuarticActionIn());
```
*/
export function easeQuarticActionIn() : any;
/** Creates the action easing object. <br />
Reference easeOutQuart: <br />
http://www.zhihu.com/question/21981571/answer/19925418
@example
```js
//example
action.easing(cc.QuarticActionOut());
```
*/
export function easeQuarticActionOut() : any;
/** Creates the action easing object. <br />
Reference easeInOutQuart: <br />
http://www.zhihu.com/question/21981571/answer/19925418
*/
export function easeQuarticActionInOut() : any;
/** Creates the action easing object. <br />
Reference easeInQuint: <br />
http://www.zhihu.com/question/21981571/answer/19925418
@example
```js
//example
action.easing(cc.easeQuinticActionIn());
```
*/
export function easeQuinticActionIn() : any;
/** Creates the action easing object. <br />
Reference easeOutQuint: <br />
http://www.zhihu.com/question/21981571/answer/19925418
@example
```js
//example
action.easing(cc.easeQuadraticActionOut());
```
*/
export function easeQuinticActionOut() : any;
/** Creates the action easing object. <br />
Reference easeInOutQuint: <br />
http://www.zhihu.com/question/21981571/answer/19925418
@example
```js
//example
action.easing(cc.easeQuinticActionInOut());
```
*/
export function easeQuinticActionInOut() : any;
/** Creates the action easing object. <br />
Reference easeInCirc: <br />
http://www.zhihu.com/question/21981571/answer/19925418
@example
```js
//example
action.easing(cc.easeCircleActionIn());
```
*/
export function easeCircleActionIn() : any;
/** Creates the action easing object. <br />
Reference easeOutCirc: <br />
http://www.zhihu.com/question/21981571/answer/19925418
*/
export function easeCircleActionOut() : any;
/** Creates the action easing object. <br />
Reference easeInOutCirc: <br />
http://www.zhihu.com/question/21981571/answer/19925418
@example
```js
//example
action.easing(cc.easeCircleActionInOut());
```
*/
export function easeCircleActionInOut() : any;
/** Creates the action easing object. <br />
Reference easeInCubic: <br />
http://www.zhihu.com/question/21981571/answer/19925418
@example
```js
//example
action.easing(cc.easeCubicActionIn());
```
*/
export function easeCubicActionIn() : any;
/** Creates the action easing object. <br />
Reference easeOutCubic: <br />
http://www.zhihu.com/question/21981571/answer/19925418
@example
```js
//example
action.easing(cc.easeCubicActionOut());
```
*/
export function easeCubicActionOut() : any;
/** Creates the action easing object. <br />
Reference easeInOutCubic: <br />
http://www.zhihu.com/question/21981571/answer/19925418
*/
export function easeCubicActionInOut() : any;
/** Show the Node.
@example
```js
// example
var showAction = cc.show();
```
*/
export function show() : ActionInstant;
/** Hide the node.
@example
```js
// example
var hideAction = cc.hide();
```
*/
export function hide() : ActionInstant;
/** Toggles the visibility of a node.
@example
```js
// example
var toggleVisibilityAction = cc.toggleVisibility();
```
*/
export function toggleVisibility() : ActionInstant;
/** Create a RemoveSelf object with a flag indicate whether the target should be cleaned up while removing.
@example
```js
// example
var removeSelfAction = cc.removeSelf();
```
*/
export function removeSelf(isNeedCleanUp? : boolean) : ActionInstant;
/** Create a FlipX action to flip or unflip the target.
@param flip Indicate whether the target should be flipped or not
@example
```js
var flipXAction = cc.flipX(true);
```
*/
export function flipX(flip : boolean) : ActionInstant;
/** Create a FlipY action to flip or unflip the target.
@example
```js
var flipYAction = cc.flipY(true);
```
*/
export function flipY(flip : boolean) : ActionInstant;
/** Creates a Place action with a position.
@example
```js
// example
var placeAction = cc.place(cc.p(200, 200));
var placeAction = cc.place(200, 200);
```
*/
export function place(pos : Vec2|number, y? : number) : ActionInstant;
/** Creates the action with the callback
@param data data for function, it accepts all data types.
@example
```js
// example
// CallFunc without data
var finish = cc.callFunc(this.removeSprite, this);
// CallFunc with data
var finish = cc.callFunc(this.removeFromParentAndCleanup, this._grossini, true);
```
*/
export function callFunc(selector : Function, selectorTarget? : any|void, data? : any|void) : ActionInstant;
/** Helper constructor to create an array of sequenceable actions
The created action will run actions sequentially, one after another.
@example
```js
// example
// create sequence with actions
var seq = cc.sequence(act1, act2);
// create sequence with array
var seq = cc.sequence(actArray);
todo: It should be use new
```
*/
export function sequence(tempArray : any[]|FiniteTimeAction) : ActionInterval;
/** Creates a Repeat action. Times is an unsigned integer between 1 and pow(2,30)
@example
```js
// example
var rep = cc.repeat(cc.sequence(jump2, jump1), 5);
```
*/
export function repeat(action : FiniteTimeAction, times : number) : ActionInterval;
/** Create a acton which repeat forever
@example
```js
// example
var repeat = cc.repeatForever(cc.rotateBy(1.0, 360));
```
*/
export function repeatForever(action : FiniteTimeAction) : ActionInterval;
/** Create a spawn action which runs several actions in parallel.
@example
```js
// example
var action = cc.spawn(cc.jumpBy(2, cc.p(300, 0), 50, 4), cc.rotateBy(2, 720));
todo:It should be the direct use new
```
*/
export function spawn(tempArray : any[]|FiniteTimeAction) : FiniteTimeAction;
/** Rotates a Node object to a certain angle by modifying its rotation property. <br/>
The direction will be decided by the shortest angle.
@param duration duration in seconds
@param deltaAngleX deltaAngleX in degrees.
@param deltaAngleY deltaAngleY in degrees.
@example
```js
// example
var rotateTo = cc.rotateTo(2, 61.0);
```
*/
export function rotateTo(duration : number, deltaAngleX : number, deltaAngleY? : number) : ActionInterval;
/** Rotates a Node object clockwise a number of degrees by modifying its rotation property.
Relative to its properties to modify.
@param duration duration in seconds
@param deltaAngleX deltaAngleX in degrees
@param deltaAngleY deltaAngleY in degrees
@example
```js
// example
var actionBy = cc.rotateBy(2, 360);
```
*/
export function rotateBy(duration : number, deltaAngleX : number, deltaAngleY? : number) : ActionInterval;
/** Moves a Node object x,y pixels by modifying its position property. <br/>
x and y are relative to the position of the object. <br/>
Several MoveBy actions can be concurrently called, and the resulting <br/>
movement will be the sum of individual movements.
@param duration duration in seconds
@example
```js
// example
var actionTo = cc.moveBy(2, cc.p(windowSize.width - 40, windowSize.height - 40));
```
*/
export function moveBy(duration : number, deltaPos : Vec2|number, deltaY : number) : ActionInterval;
/** Moves a Node object to the position x,y. x and y are absolute coordinates by modifying its position property. <br/>
Several MoveTo actions can be concurrently called, and the resulting <br/>
movement will be the sum of individual movements.
@param duration duration in seconds
@example
```js
// example
var actionBy = cc.moveTo(2, cc.p(80, 80));
```
*/
export function moveTo(duration : number, position : Vec2, y : number) : ActionInterval;
/** Create a action which skews a Node object to given angles by modifying its skewX and skewY properties.
Changes to the specified value.
@param t time in seconds
@example
```js
// example
var actionTo = cc.skewTo(2, 37.2, -37.2);
```
*/
export function skewTo(t : number, sx : number, sy : number) : ActionInterval;
/** Skews a Node object by skewX and skewY degrees. <br />
Relative to its property modification.
@param t time in seconds
@param sx sx skew in degrees for X axis
@param sy sy skew in degrees for Y axis
@example
```js
// example
var actionBy = cc.skewBy(2, 0, -90);
```
*/
export function skewBy(t : number, sx : number, sy : number) : ActionInterval;
/** Moves a Node object simulating a parabolic jump movement by modifying it's position property.
Relative to its movement.
@example
```js
// example
var actionBy = cc.jumpBy(2, cc.p(300, 0), 50, 4);
var actionBy = cc.jumpBy(2, 300, 0, 50, 4);
```
*/
export function jumpBy(duration : number, position : Vec2|number, y? : number, height : number, jumps : number) : ActionInterval;
/** Moves a Node object to a parabolic position simulating a jump movement by modifying its position property. <br />
Jump to the specified location.
@example
```js
// example
var actionTo = cc.jumpTo(2, cc.p(300, 300), 50, 4);
var actionTo = cc.jumpTo(2, 300, 300, 50, 4);
```
*/
export function jumpTo(duration : number, position : Vec2|number, y? : number, height : number, jumps : number) : ActionInterval;
/** An action that moves the target with a cubic Bezier curve by a certain distance.
Relative to its movement.
@param t time in seconds
@param c Array of points
@example
```js
// example
var bezier = [cc.p(0, windowSize.height / 2), cc.p(300, -windowSize.height / 2), cc.p(300, 100)];
var bezierForward = cc.bezierBy(3, bezier);
```
*/
export function bezierBy(t : number, c : any[]) : ActionInterval;
/** An action that moves the target with a cubic Bezier curve to a destination point.
@param c array of points
@example
```js
// example
var bezier = [cc.p(0, windowSize.height / 2), cc.p(300, -windowSize.height / 2), cc.p(300, 100)];
var bezierTo = cc.bezierTo(2, bezier);
```
*/
export function bezierTo(t : number, c : any[]) : ActionInterval;
/** Scales a Node object to a zoom factor by modifying it's scale property.
@param sx scale parameter in X
@param sy scale parameter in Y, if Null equal to sx
@example
```js
// example
// It scales to 0.5 in both X and Y.
var actionTo = cc.scaleTo(2, 0.5);
// It scales to 0.5 in x and 2 in Y
var actionTo = cc.scaleTo(2, 0.5, 2);
```
*/
export function scaleTo(duration : number, sx : number, sy? : number) : ActionInterval;
/** Scales a Node object a zoom factor by modifying it's scale property.
Relative to its changes.
@param duration duration in seconds
@param sx sx scale parameter in X
@param sy sy scale parameter in Y, if Null equal to sx
@example
```js
// example without sy, it scales by 2 both in X and Y
var actionBy = cc.scaleBy(2, 2);
//example with sy, it scales by 0.25 in X and 4.5 in Y
var actionBy2 = cc.scaleBy(2, 0.25, 4.5);
```
*/
export function scaleBy(duration : number, sx : number, sy? : number|void) : ActionInterval;
/** Blinks a Node object by modifying it's visible property.
@param duration duration in seconds
@param blinks blinks in times
@example
```js
// example
var action = cc.blink(2, 10);
```
*/
export function blink(duration : number, blinks : number) : ActionInterval;
/** Fades an object that implements the cc.RGBAProtocol protocol. It modifies the opacity from the current value to a custom one.
@param opacity 0-255, 0 is transparent
@example
```js
// example
var action = cc.fadeTo(1.0, 0);
```
*/
export function fadeTo(duration : number, opacity : number) : ActionInterval;
/** Fades In an object that implements the cc.RGBAProtocol protocol. It modifies the opacity from 0 to 255.
@param duration duration in seconds
@example
```js
//example
var action = cc.fadeIn(1.0);
```
*/
export function fadeIn(duration : number) : ActionInterval;
/** Fades Out an object that implements the cc.RGBAProtocol protocol. It modifies the opacity from 255 to 0.
@param d duration in seconds
@example
```js
// example
var action = cc.fadeOut(1.0);
```
*/
export function fadeOut(d : number) : ActionInterval;
/** Tints a Node that implements the cc.NodeRGB protocol from current tint to a custom one.
@param red 0-255
@param green 0-255
@param blue 0-255
@example
```js
// example
var action = cc.tintTo(2, 255, 0, 255);
```
*/
export function tintTo(duration : number, red : number, green : number, blue : number) : ActionInterval;
/** Tints a Node that implements the cc.NodeRGB protocol from current tint to a custom one.
Relative to their own color change.
@param duration duration in seconds
@example
```js
// example
var action = cc.tintBy(2, -127, -255, -127);
```
*/
export function tintBy(duration : number, deltaRed : number, deltaGreen : number, deltaBlue : number) : ActionInterval;
/** Delays the action a certain amount of seconds
@param d duration in seconds
@example
```js
// example
var delay = cc.delayTime(1);
```
*/
export function delayTime(d : number) : ActionInterval;
/** Executes an action in reverse order, from time=duration to time=0.
@example
```js
// example
var reverse = cc.reverseTime(this);
```
*/
export function reverseTime(action : FiniteTimeAction) : ActionInterval;
/** Constructor
*/
export function HashElement() : void;
/** cc.view is the shared view object. */
export var view : View;
export var director : Director;
/** cc.winSize is the alias object for the size of the current game window. */
export var winSize : Size;
export var game : Game;
/** Checks whether subclass is child of superclass or equals to superclass
*/
export function isChildClassOf(subclass : Function, superclass : Function) : boolean;
/** !#en Defines a CCClass using the given specification, please see [Class](/en/scripting/class/) for details.
!#zh 定义一个 CCClass,传入参数必须是一个包含类型参数的字面量对象,具体用法请查阅[类型定义](/zh/scripting/class/)。
@example
```js
// define base class
var Node = cc.Class();
// define sub class
var Sprite = cc.Class({
name: 'Sprite',
extends: Node,
ctor: function () {
this.url = "";
this.id = 0;
},
properties {
width: {
default: 128,
type: 'Integer',
tooltip: 'The width of sprite'
},
height: 128,
size: {
get: function () {
return cc.v2(this.width, this.height);
}
}
},
load: function () {
// load this.url
};
});
// instantiate
var obj = new Sprite();
obj.url = 'sprite.png';
obj.load();
// define static member
Sprite.count = 0;
Sprite.getBounds = function (spriteList) {
// ...
};
```
*/
export function Class(options : { name? : string; extends? : Function; ctor? : Function; properties? : any; statics? : any; mixins? : Function[]; editor? : any; update? : Function; lateUpdate? : Function; onLoad? : Function; start? : Function; onEnable? : Function; onDisable? : Function; onDestroy? : Function; onFocusInEditor? : Function; onLostFocusInEditor? : Function; onRestore? : Function; _getLocalBounds? : Function; }) : Function;
/** whether enable accelerometer event
*/
export function setAccelerometerEnabled(isEnable : boolean) : void;
/** set accelerometer interval value
*/
export function setAccelerometerInterval(interval : number) : void;
/** Checks whether the object is non-nil and not yet destroyed
*/
export function isValid(value : any) : boolean;
/** Specify that the input value must be integer in Inspector.
Also used to indicates that the elements in array should be type integer. */
export var Integer : string;
/** Indicates that the elements in array should be type double. */
export var Float : string;
/** Indicates that the elements in array should be type boolean. */
export var Boolean : string;
/** Indicates that the elements in array should be type string. */
export var String : string;
/** !#en Deserialize json to cc.Asset
!#zh 将 JSON 反序列化为对象实例。
当指定了 target 选项时,如果 target 引用的其它 asset 的 uuid 不变,则不会改变 target 对 asset 的引用,
也不会将 uuid 保存到 result 对象中。
@param data the serialized cc.Asset json string or json object.
@param result additional loading result
*/
export function deserialize(data : string|any, result? : Details, options? : any) : any;
/** !#en Clones the object original and returns the clone.
See [Clone exists Entity](/en/scripting/create-destroy-entities/#instantiate)
!#zh 复制给定的对象
详细用法可参考[复制已有Entity](/zh/scripting/create-destroy-entities/#instantiate)
Instantiate 时,function 和 dom 等非可序列化对象会直接保留原有引用,Asset 会直接进行浅拷贝,可序列化类型会进行深拷贝。
<del>对于 Entity / Component 等 Scene Object,如果对方也会被一起 Instantiate,则重定向到新的引用,否则保留为原来的引用。</del>
@param original An existing object that you want to make a copy of.
*/
export function instantiate(original : any) : any;
/** Finds a node by hierarchy path, the path is case-sensitive.
It will traverse the hierarchy by splitting the path using '/' character.
This function will still returns the node even if it is inactive.
It is recommended to not use this function every frame instead cache the result at startup.
*/
export function find(path : string, referenceNode? : Node) : Node;
/** Define an enum type. If a enum item has a value of -1, it will be given an Integer number according to it's order in the list. Otherwise it will use the value specified by user who writes the enum definition.
@param obj a JavaScript literal object containing enum names and values
@example
```js
Texture.WrapMode = cc.Enum({
Repeat: -1,
Clamp: -1
});
// Texture.WrapMode.Repeat == 0
// Texture.WrapMode.Clamp == 1
// Texture.WrapMode[0] == "Repeat"
// Texture.WrapMode[1] == "Clamp"
var FlagType = cc.Enum({
Flag1: 1,
Flag2: 2,
Flag3: 4,
Flag4: 8,
});
var AtlasSizeList = cc.Enum({
128: 128,
256: 256,
512: 512,
1024: 1024,
});
```
*/
export function Enum(obj : any) : any;
/** Returns opposite of point.
*/
export function pNeg(point : Vec2) : Vec2;
/** Calculates sum of two points.
*/
export function pAdd(v1 : Vec2, v2 : Vec2) : Vec2;
/** Calculates difference of two points.
*/
export function pSub(v1 : Vec2, v2 : Vec2) : Vec2;
/** Returns point multiplied by given factor.
*/
export function pMult(point : Vec2, floatVar : number) : Vec2;
/** Calculates midpoint between two points.
*/
export function pMidpoint(v1 : Vec2, v2 : Vec2) : Vec2;
/** Calculates dot product of two points.
*/
export function pDot(v1 : Vec2, v2 : Vec2) : number;
/** Calculates cross product of two points.
*/
export function pCross(v1 : Vec2, v2 : Vec2) : number;
/** Calculates perpendicular of v, rotated 90 degrees counter-clockwise -- cross(v, perp(v)) greater than 0
*/
export function pPerp(point : Vec2) : Vec2;
/** Calculates perpendicular of v, rotated 90 degrees clockwise -- cross(v, rperp(v)) smaller than 0
*/
export function pRPerp(point : Vec2) : Vec2;
/** Calculates the projection of v1 over v2.
*/
export function pProject(v1 : Vec2, v2 : Vec2) : Vec2;
/** Rotates two points.
*/
export function pRotate(v1 : Vec2, v2 : Vec2) : Vec2;
/** Unrotates two points.
*/
export function pUnrotate(v1 : Vec2, v2 : Vec2) : Vec2;
/** Calculates the square length of a cc.Vec2 (not calling sqrt() )
*/
export function pLengthSQ(v : Vec2) : number;
/** Calculates the square distance between two points (not calling sqrt() )
*/
export function pDistanceSQ(point1 : Vec2, point2 : Vec2) : number;
/** Calculates distance between point an origin
*/
export function pLength(v : Vec2) : number;
/** Calculates the distance between two points
*/
export function pDistance(v1 : Vec2, v2 : Vec2) : number;
/** Returns point multiplied to a length of 1.
*/
export function pNormalize(v : Vec2) : Vec2;
/** Converts radians to a normalized vector.
*/
export function pForAngle(a : number) : Vec2;
/** Converts a vector to radians.
*/
export function pToAngle(v : Vec2) : number;
/** Clamp a value between from and to.
*/