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tobspr_shapez.io/src/js/globals.d.ts

206 lines
4.8 KiB

4 years ago
// Globals defined by webpack
declare const G_IS_DEV: boolean;
declare function assert(condition: boolean | object | string, ...errorMessage: string[]): void;
declare function assertAlways(condition: boolean | object | string, ...errorMessage: string[]): void;
declare const abstract: void;
declare const G_APP_ENVIRONMENT: string;
declare const G_HAVE_ASSERT: boolean;
declare const G_BUILD_TIME: number;
declare const G_IS_STANDALONE: boolean;
declare const G_IS_BROWSER: boolean;
declare const G_IS_MOBILE_APP: boolean;
declare const G_BUILD_COMMIT_HASH: string;
declare const G_TRACKING_ENDPOINT: string;
declare const G_BUILD_VERSION: string;
declare const G_ALL_UI_IMAGES: Array<string>;
declare const G_IS_RELEASE: boolean;
declare const G_CHINA_VERSION: boolean;
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// Polyfills
declare interface String {
replaceAll(search: string, replacement: string): string;
}
declare interface CanvasRenderingContext2D {
beginRoundedRect(x: number, y: number, w: number, h: number, r: number): void;
beginCircle(x: number, y: number, r: number): void;
msImageSmoothingEnabled: boolean;
mozImageSmoothingEnabled: boolean;
webkitImageSmoothingEnabled: boolean;
}
// Just for compatibility with the shared code
declare interface Logger {
log(...args);
warn(...args);
info(...args);
error(...args);
}
// Cordova
declare interface Device {
uuid: string;
platform: string;
available: boolean;
version: string;
cordova: string;
model: string;
manufacturer: string;
isVirtual: boolean;
serial: string;
}
declare interface MobileAccessibility {
usePreferredTextZoom(boolean);
}
declare interface Window {
// Cordova
device: Device;
StatusBar: any;
AndroidFullScreen: any;
AndroidNotch: any;
plugins: any;
// Adinplay
aiptag: any;
adPlayer: any;
aipPlayer: any;
MobileAccessibility: MobileAccessibility;
LocalFileSystem: any;
// Debugging
activeClickDetectors: Array<any>;
// Experimental/Newer apis
FontFace: any;
TouchEvent: undefined | TouchEvent;
// Thirdparty
XPayStationWidget: any;
Sentry: any;
LogRocket: any;
grecaptcha: any;
gtag: any;
cpmstarAPI: any;
// Mods
registerMod: any;
anyModLoaded: any;
webkitRequestAnimationFrame();
assert(condition: boolean, failureMessage: string);
coreThreadLoadedCb();
}
declare interface Navigator {
app: any;
device: any;
splashscreen: any;
}
// FontFace
declare interface Document {
fonts: any;
}
// Webpack
declare interface WebpackContext {
keys(): Array<string>;
}
declare interface NodeRequire {
context(src: string, flag: boolean, regexp: RegExp): WebpackContext;
}
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declare interface Object {
entries(obj: object): Array<[string, any]>;
}
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declare interface Math {
radians(number): number;
degrees(number): number;
}
declare type Class<T = unknown> = new (...args: any[]) => T;
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declare interface String {
padStart(size: number, fill?: string): string;
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padEnd(size: number, fill: string): string;
}
declare interface FactoryTemplate<T> {
entries: Array<Class<T>>;
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entryIds: Array<string>;
idToEntry: any;
getId(): string;
getAllIds(): Array<string>;
register(entry: Class<T>): void;
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hasId(id: string): boolean;
findById(id: string): Class<T>;
getEntries(): Array<Class<T>>;
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getNumEntries(): number;
}
declare interface SingletonFactoryTemplate<T> {
entries: Array<T>;
idToEntry: any;
getId(): string;
getAllIds(): Array<string>;
register(classHandle: Class<T>): void;
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hasId(id: string): boolean;
findById(id: string): T;
findByClass(classHandle: Class<T>): T;
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getEntries(): Array<T>;
getNumEntries(): number;
}
declare interface SignalTemplate0 {
add(receiver: () => string | void, scope: null | any);
dispatch(): string | void;
remove(receiver: () => string | void);
removeAll();
}
declare class TypedTrackedState<T> {
constructor(callbackMethod?: (value: T) => void, callbackScope?: any);
set(value: T, changeHandler?: (value: T) => void, changeScope?: any): void;
setSilent(value: any): void;
get(): T;
}
declare const STOP_PROPAGATION = "stop_propagation";
declare interface TypedSignal<T extends Array<any>> {
add(receiver: (...args: T) => /* STOP_PROPAGATION */ string | void, scope?: object);
Puzzle DLC (#1172) * Puzzle mode (#1135) * Add mode button to main menu * [WIP] Add mode menu. Add factory-based gameMode creation * Add savefile migration, serialize, deserialize * Add hidden HUD elements, zone, and zoom, boundary constraints * Clean up lint issues * Add building, HUD exclusion, building exclusion, and refactor - [WIP] Add ConstantProducer building that combines ConstantSignal and ItemProducer functionality. Currently using temp assets. - Add pre-placement check to the zone - Use Rectangles for zone and boundary - Simplify zone drawing - Account for exclusion in savegame data - [WIP] Add puzzle play and edit buttons in puzzle mode menu * [WIP] Add building, component, and systems for producing and accepting user-specified items and checking goal criteria * Add ingame puzzle mode UI elements - Add minimal menus in puzzle mode for back, next navigation - Add lower menu for changing zone dimenensions Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com> * Performance optimizations (#1154) * 1.3.1 preparations * Minor fixes, update translations * Fix achievements not working * Lots of belt optimizations, ~15% performance boost * Puzzle mode, part 1 * Puzzle mode, part 2 * Fix missing import * Puzzle mode, part 3 * Fix typo * Puzzle mode, part 4 * Puzzle Mode fixes: Correct zone restrictions and more (#1155) * Hide Puzzle Editor Controls in regular game mode, fix typo * Disallow shrinking zone if there are buildings * Fix multi-tile buildings for shrinking * Puzzle mode, Refactor hud * Puzzle mode * Fixed typo in latest puzzle commit (#1156) * Allow completing puzzles * Puzzle mode, almost done * Bump version to 1.4.0 * Fixes * [puzzle] Prevent pipette cheats (miners, emitters) (#1158) * Puzzle mode, almost done * Allow clearing belts with 'B' * Multiple users for the puzzle dlc * Bump api key * Minor adjustments * Update * Minor fixes * Fix throughput * Fix belts * Minor puzzle adjustments * New difficulty * Minor puzzle improvements * Fix belt path * Update translations * Added a button to return to the menu after a puzzle is completed (#1170) * added another button to return to the menu * improved menu return * fixed continue button to not go back to menu * [Puzzle] Added ability to lock buildings in the puzzle editor! (#1164) * initial test * tried to get it to work * added icon * added test exclusion * reverted css * completed flow for building locking * added lock option * finalized look and changed locked building to same sprite * removed unused art * added clearing every goal acceptor on lock to prevent creating impossible puzzles * heavily improved validation and prevented autocompletion * validation only checks every 100 ticks to improve performance * validation only checks every 100 ticks to improve performance * removed clearing goal acceptors as it isn't needed because of validation * Add soundtrack, puzzle dlc fixes Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com> Co-authored-by: dengr1065 <dengr1065@gmail.com> Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
3 years ago
addToTop(receiver: (...args: T) => /* STOP_PROPAGATION */ string | void, scope?: object);
remove(receiver: (...args: T) => /* STOP_PROPAGATION */ string | void);
dispatch(...args: T): /* STOP_PROPAGATION */ string | void;
removeAll();
}
declare type Layer = "regular" | "wires";
declare type ItemType = "shape" | "color" | "boolean";
declare module "worker-loader?inline=true&fallback=false!*" {
class WebpackWorker extends Worker {
constructor();
}
export default WebpackWorker;
}