Removed old scripted types

This commit is contained in:
2026-07-10 13:24:21 -05:00
parent 470c0eba7a
commit 28754ffbf2
37 changed files with 0 additions and 1483 deletions
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/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
/** A single keyframe descriptor passed to the Animation constructor. */
interface AnimationKeyframe {
/** Time offset in seconds. */
time: number;
/** Value at this keyframe. */
value: number;
/** Easing type (EASING_* constant). Defaults to EASING_LINEAR. */
easing?: number;
}
/** Keyframe-based float animation. */
interface AnimationInstance {
/**
* Interpolates the animation at the given time.
* @param time Time in seconds.
* @returns Interpolated value.
*/
getValue(time: number): number;
}
/** Constructs a new Animation from an array of keyframe descriptors. */
declare var Animation: {
new (keyframes: AnimationKeyframe[]): AnimationInstance;
};
/** Easing function utilities. */
interface EasingNamespace {
/**
* Applies the given easing function to normalized time t.
* @param type An EASING_* constant.
* @param t Normalized time in [0, 1].
* @returns Eased value in [0, 1].
*/
apply(type: number, t: number): number;
}
declare var Easing: EasingNamespace;
declare var EASING_LINEAR: number;
declare var EASING_IN_SINE: number;
declare var EASING_OUT_SINE: number;
declare var EASING_IN_OUT_SINE: number;
declare var EASING_IN_QUAD: number;
declare var EASING_OUT_QUAD: number;
declare var EASING_IN_OUT_QUAD: number;
declare var EASING_IN_CUBIC: number;
declare var EASING_OUT_CUBIC: number;
declare var EASING_IN_OUT_CUBIC: number;
declare var EASING_IN_QUART: number;
declare var EASING_OUT_QUART: number;
declare var EASING_IN_OUT_QUART: number;
declare var EASING_IN_BACK: number;
declare var EASING_OUT_BACK: number;
declare var EASING_IN_OUT_BACK: number;
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/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
/** Asset archive queries and cache management. */
interface AssetNamespace {
// Loader type constants
readonly TYPE_MESH: number;
readonly TYPE_TEXTURE: number;
readonly TYPE_TILESET: number;
readonly TYPE_LOCALE: number;
readonly TYPE_JSON: number;
readonly TYPE_SCRIPT: number;
// Mesh axis input constants (pass as `input` to lock with TYPE_MESH)
readonly MESH_AXIS_Y_UP: number;
readonly MESH_AXIS_Z_UP: number;
readonly MESH_AXIS_X_UP: number;
readonly MESH_AXIS_Y_DOWN: number;
readonly MESH_AXIS_Z_DOWN: number;
readonly MESH_AXIS_X_DOWN: number;
/**
* Returns `true` if the given path exists in the asset archive (`dusk.dsk`).
*
* @param path - Archive-relative path, e.g. `"init.js"` or `"ui/hud.png"`.
*/
exists(path: string): boolean;
/**
* Locks an entry in the asset cache and returns an `AssetEntry`.
* The entry begins loading in the background. Call `entry.requireLoaded()`
* to block until it is ready.
*
* The lock is released when the `AssetEntry` is GC'd or `entry.unlock()`
* is called explicitly.
*
* @param path - Archive-relative path.
* @param type - Loader type constant (`Asset.TYPE_*`).
* @param input - Optional loader-specific input constant.
* `TYPE_TEXTURE` → `Texture.FORMAT_*`
* `TYPE_MESH` → `Asset.MESH_AXIS_*`
*
* @example
* const entry = Asset.lock('data/map.json');
* entry.requireLoaded();
*/
lock(path: string, type: number, input?: number): AssetEntry;
/**
* Blocks until the given entry is fully loaded.
* Returns the entry for chaining.
* @throws If the load fails.
*
* @example
* const entry = Asset.requireLoaded(Asset.lock('map.json', Asset.TYPE_JSON));
*/
requireLoaded(entry: AssetEntry): AssetEntry;
/**
* Releases the lock on an asset by path.
* Prefer calling `entry.unlock()` on the `AssetEntry` object directly.
*
* @param path - The path originally passed to `lock`.
*/
unlock(path: string): void;
}
declare var Asset: AssetNamespace;
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/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
/**
* Descriptor for one entry in an `AssetBatch`.
*
* `format` - texture format constant (`Texture.FORMAT_*`). Alias for `input`
* when the type is `Asset.TYPE_TEXTURE`.
* `axis` - mesh axis constant (`Asset.MESH_AXIS_*`). Alias for `input`
* when the type is `Asset.TYPE_MESH`.
* `input` - generic numeric input for all other loader types.
*/
interface AssetBatchDescriptor {
path: string;
type: number;
format?: number;
axis?: number;
input?: number;
}
/** A group of asset entries locked and queued for loading together. */
interface AssetBatch {
/** Number of entries in the batch. */
readonly count: number;
/** `true` when every entry has reached `LOADED`. */
readonly isLoaded: boolean;
/** `true` if any entry is in an `ERROR` state. */
readonly hasError: boolean;
/**
* Returns a Promise that resolves when all entries have loaded, or rejects
* if any entry errors. Use with `await`.
*/
loaded(): Promise<void>;
/**
* Blocks (spin-waits) until every entry is loaded.
* Returns `this` for chaining.
* @throws If any entry fails to load.
*/
requireLoaded(): this;
/**
* Acquires one additional lock on every entry.
* Returns `this` for chaining.
*/
lock(): this;
/**
* Releases all locks and clears the batch.
* After this call the object is invalid - do not use it again.
*/
unlock(): void;
/**
* Returns the `AssetEntry` at `index`, adding an independent lock.
* The returned entry must be unlocked separately when no longer needed.
* Returns `undefined` if `index` is out of range or the batch is disposed.
*/
entry(index: number): AssetEntry | undefined;
/**
* Returns the first `AssetEntry` whose path matches, adding an
* independent lock. Returns `undefined` if no entry matches.
* The returned entry must be unlocked separately when no longer needed.
*/
getAssetByPath(path: string): AssetEntry | undefined;
/**
* Fires once when every entry has loaded successfully.
* Subscribe with `onLoaded[0] = () => { ... }`.
*/
readonly onLoaded: AssetEventProxy;
/**
* Fires each time a single entry finishes loading.
* Subscribe with `onEntryLoaded[0] = () => { ... }`.
*/
readonly onEntryLoaded: AssetEventProxy;
/**
* Fires once when all entries have finished but at least one errored.
* Subscribe with `onError[0] = () => { ... }`.
*/
readonly onError: AssetEventProxy;
/**
* Fires each time a single entry transitions to an error state.
* Subscribe with `onEntryError[0] = () => { ... }`.
*/
readonly onEntryError: AssetEventProxy;
toString(): string;
}
interface AssetBatchConstructor {
/** Creates a batch from an array of descriptors. Works with or without `new`. */
(descriptors: AssetBatchDescriptor[]): AssetBatch;
new(descriptors: AssetBatchDescriptor[]): AssetBatch;
}
declare var AssetBatch: AssetBatchConstructor;
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/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
/**
* A live reference to an entry in the asset cache.
* Holds a lock that keeps the entry alive; the lock is released automatically
* when the object is garbage collected, or immediately via `unlock()`.
*/
interface AssetEntry {
/** Archive-relative path used as the cache key. */
readonly name: string;
/** Current loading state - compare against `AssetEntry.*` state constants. */
readonly state: number;
/** Loader type - one of the `AssetEntry.TYPE_*` constants. */
readonly type: number;
/** `true` when the entry has fully loaded (`state === AssetEntry.LOADED`). */
readonly isLoaded: boolean;
/**
* Returns a `Texture` for this entry when it is a loaded texture asset.
* The `Texture` holds its own asset lock - independent of this `AssetEntry`.
* Returns `undefined` if the entry is not of type `Asset.TYPE_TEXTURE` or
* is not yet loaded.
*/
readonly texture: Texture | undefined;
/** Event proxy - subscribe up to 4 callbacks for when loading completes. */
readonly onLoaded: AssetEventProxy;
/** Event proxy - subscribe up to 4 callbacks for when the entry is disposed. */
readonly onUnloaded: AssetEventProxy;
/** Event proxy - subscribe up to 4 callbacks for when loading fails. */
readonly onError: AssetEventProxy;
/**
* Returns a Promise that resolves when the entry is loaded, or rejects on
* error. Use with `await`.
*/
loaded(): Promise<void>;
/**
* Blocks (spin-waits) until the entry reaches `LOADED` (or `ERROR`).
* Returns `this` for chaining.
* @throws If the load fails.
*/
requireLoaded(): this;
/**
* Releases the lock immediately.
* After this call the object is invalid - do not use it again.
*/
unlock(): void;
toString(): string;
}
interface AssetEntryConstructor {
// Loading state constants
readonly NOT_STARTED: number;
readonly PENDING: number;
readonly LOADING: number;
readonly LOADED: number;
readonly ERROR: number;
new(): never;
}
declare var AssetEntry: AssetEntryConstructor;
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/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
/**
* An event proxy with up to 4 subscribable callback slots (indices 03).
* Assign a function to subscribe; assign `null` to unsubscribe.
*
* @example
* assets.onLoaded[0] = () => { Console.print('all loaded'); };
* assets.onLoaded[0] = null; // unsubscribe
*/
interface AssetEventProxy {
0: (() => void) | null;
1: (() => void) | null;
2: (() => void) | null;
3: (() => void) | null;
/** Number of available slots (always 4). */
readonly length: number;
}
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/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
/** Interface for the in-game developer console. */
interface ConsoleNamespace {
/**
* Prints one or more values to the in-game console, separated by tabs.
* Each argument is coerced to a string before printing.
*
* @example
* Console.print("x =", player.x, "y =", player.y);
*/
print(...args: unknown[]): void;
/**
* Whether the in-game console overlay is currently visible.
* Set to `true` to show the console, `false` to hide it.
*/
visible: boolean;
}
/** In-game developer console. */
declare var Console: ConsoleNamespace;
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/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
/** An RGBA color with channels in the range 0255. */
declare class Color {
/** @param r Red 0255 (default 0) */
/** @param g Green 0255 (default 0) */
/** @param b Blue 0255 (default 0) */
/** @param a Alpha 0255 (default 255) */
constructor(r?: number, g?: number, b?: number, a?: number);
r: number;
g: number;
b: number;
a: number;
toString(): string;
// Named color constants
static readonly WHITE: Color;
static readonly BLACK: Color;
static readonly RED: Color;
static readonly GREEN: Color;
static readonly BLUE: Color;
static readonly YELLOW: Color;
static readonly CYAN: Color;
static readonly MAGENTA: Color;
static readonly TRANSPARENT: Color;
static readonly GRAY: Color;
static readonly LIGHT_GRAY: Color;
static readonly DARK_GRAY: Color;
static readonly ORANGE: Color;
static readonly PURPLE: Color;
static readonly PINK: Color;
static readonly TEAL: Color;
static readonly CORNFLOWER_BLUE: Color;
}
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/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
/** Read-only information about the current display surface. */
interface ScreenNamespace {
/** Current render-target width in pixels. */
readonly width: number;
/** Current render-target height in pixels. */
readonly height: number;
/** Aspect ratio: `width / height`. */
readonly aspect: number;
}
/** Current display / render-target dimensions. */
declare var Screen: ScreenNamespace;
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/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
/**
* A loaded texture asset. Holds a lock on the underlying asset entry -
* the lock is released automatically when the object is garbage collected.
*/
interface Texture {
/** Pixel width of the texture. */
readonly width: number;
/** Pixel height of the texture. */
readonly height: number;
toString(): string;
}
interface TextureConstructor {
/** RGBA 32-bit format (4 channels × 8 bits). */
readonly FORMAT_RGBA: number;
/** Paletted format. */
readonly FORMAT_PALETTE: number;
new(): never;
}
declare var Texture: TextureConstructor;
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/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
/** Controls over the engine main loop. */
interface EngineNamespace {
/**
* Whether the engine main loop is still running.
* Becomes `false` after `Engine.exit()` is called.
*/
readonly running: boolean;
/**
* Requests an orderly shutdown. Sets `running` to `false`; the main loop
* exits at the end of the current tick.
*/
exit(): void;
}
/** Engine lifecycle controls. */
declare var Engine: EngineNamespace;
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/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
/**
* Returns a Promise that resolves on the next engine frame.
*
* @example
* await frame();
* Console.print('one frame later');
*/
declare function frame(): Promise<void>;
/**
* Returns a Promise that resolves after `ms` milliseconds of engine time.
*
* @example
* await timeout(500);
* Console.print('half a second later');
*/
declare function timeout(ms: number): Promise<void>;
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/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
/**
* Base type for all components. `entity.add()` returns a subtype when the
* component type has a dedicated module; cast with `as Position` etc. when
* you need the specific API.
*/
interface Component {
/** Entity ID this component belongs to. */
readonly entity: number;
/** Component slot index. */
readonly id: number;
toString(): string;
}
interface ComponentConstructor {
readonly POSITION: number;
readonly CAMERA: number;
readonly RENDERABLE: number;
readonly PHYSICS: number;
readonly TRIGGER: number;
new(): never;
}
declare var Component: ComponentConstructor;
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/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
/** Camera projection component. Only one camera is active at a time. */
interface Camera extends Component {
/** Field of view in radians (perspective only). */
fov: number;
/** Near clip plane distance. */
nearClip: number;
/** Far clip plane distance. */
farClip: number;
/** One of `Camera.PERSPECTIVE`, `Camera.PERSPECTIVE_FLIPPED`, or `Camera.ORTHOGRAPHIC`. */
projType: number;
toString(): string;
}
interface CameraConstructor {
readonly PERSPECTIVE: number;
readonly PERSPECTIVE_FLIPPED: number;
readonly ORTHOGRAPHIC: number;
new(): never;
}
declare var Camera: CameraConstructor;
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/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
/**
* Interactable component. Fires a callback when the player activates it.
*
* Assign a JS function to `onInteract` to handle the event from script.
* Call `trigger()` to fire the callback imperatively from C or JS.
*/
interface Interactable extends Component {
/** Called when the player interacts with this entity. Set to null to clear. */
onInteract: (() => void) | null;
/** Fires the registered callback immediately (no-op if none is set). */
trigger(): void;
toString(): string;
}
interface InteractableConstructor {
new(): never;
}
declare var Interactable: InteractableConstructor;
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/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
/** Overworld character component (player or NPC). */
interface Overworld extends Component {
/**
* Entity type - `Overworld.PLAYER` or `Overworld.NPC`.
*/
type: number;
/**
* Facing direction - one of the `Overworld.FACING_*` constants.
*/
facing: number;
/** Component ID of the linked Renderable, or INVALID if none. */
readonly renderComponentId: number;
/** Component ID of the linked Physics body, or INVALID if none. */
readonly physicsComponentId: number;
toString(): string;
}
interface OverworldConstructor {
readonly PLAYER: number;
readonly NPC: number;
readonly FACING_DOWN: number;
readonly FACING_UP: number;
readonly FACING_LEFT: number;
readonly FACING_RIGHT: number;
readonly FACING_SOUTH: number;
readonly FACING_NORTH: number;
readonly FACING_WEST: number;
readonly FACING_EAST: number;
new(): never;
}
declare var Overworld: OverworldConstructor;
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/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
/**
* Overworld follow-camera component.
* Smoothly tracks a target entity's Position each frame.
*/
interface OverworldCamera extends Component {
/** Entity ID to follow. */
targetEntity: number;
/** Position component ID on the target entity. */
targetPositionComponent: number;
/** World-space offset added to the target's position before placing the camera. */
targetOffset: Vec3;
/** Eye-space offset applied on top of targetOffset. */
eyeOffset: Vec3;
/** Orthographic scale factor (larger = wider view). */
scale: number;
/**
* Convenience setter - equivalent to assigning `targetEntity` and
* `targetPositionComponent` individually.
*/
setTarget(targetEntityId: number, targetPositionComponentId: number): void;
toString(): string;
}
interface OverworldCameraConstructor {
new(): never;
}
declare var OverworldCamera: OverworldCameraConstructor;
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/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
/**
* Overworld AABB trigger. Fires callbacks as the player enters, stays inside,
* exits, or remains outside the defined bounding box each frame.
*/
interface OverworldTrigger extends Component {
/** Minimum corner of the trigger AABB. */
min: Vec3;
/** Maximum corner of the trigger AABB. */
max: Vec3;
/** `true` while the player is inside the trigger bounds. */
readonly playerInside: boolean;
/** Fired once when the player first enters the bounds. */
onEnter: (() => void) | null;
/** Fired once when the player leaves the bounds. */
onExit: (() => void) | null;
/** Fired every frame while the player remains inside the bounds. */
onStay: (() => void) | null;
/** Fired every frame while the player remains outside the bounds. */
onOutside: (() => void) | null;
/** Convenience setter for both corners at once. */
setBounds(min: Vec3, max: Vec3): void;
toString(): string;
}
interface OverworldTriggerConstructor {
new(): never;
}
declare var OverworldTrigger: OverworldTriggerConstructor;
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/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
/** Physics body component. */
interface Physics extends Component {
/** Body simulation type - `Physics.STATIC`, `DYNAMIC`, or `KINEMATIC`. */
bodyType: number;
/**
* Collision shape type - one of the `Physics.SHAPE_*` constants.
* Changing the type preserves existing velocity and ground state.
*/
shape: number;
/** Current linear velocity (Vec3). */
velocity: Vec3;
/** Gravity multiplier. 0 = no gravity, 1 = full, negative = inverted. */
gravityScale: number;
/** `true` if the body rested on a surface during the last simulation step. */
readonly onGround: boolean;
/** Applies an instantaneous velocity change. No-op on STATIC bodies. */
applyImpulse(impulse: Vec3): void;
toString(): string;
}
interface PhysicsConstructor {
readonly STATIC: number;
readonly DYNAMIC: number;
readonly KINEMATIC: number;
readonly SHAPE_CUBE: number;
readonly SHAPE_SPHERE: number;
readonly SHAPE_CAPSULE: number;
readonly SHAPE_PLANE: number;
new(): never;
}
declare var Physics: PhysicsConstructor;
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/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
/** Player movement component. Controls walk and run speeds. */
interface Player extends Component {
/** Walk speed in world units per second. */
speed: number;
/** Run speed in world units per second. */
runSpeed: number;
toString(): string;
}
interface PlayerConstructor {
new(): never;
}
declare var Player: PlayerConstructor;
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/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
/** Transform component - local/world PRS with an optional parent hierarchy. */
interface Position extends Component {
/**
* Local-space position. Reading returns a Vec3 copy; assigning a Vec3
* writes through to the C transform and marks descendants dirty.
*/
localPosition: Vec3;
/** World-space position (full parent-chain applied). */
worldPosition: Vec3;
/** Local euler rotation in radians (XYZ order). */
localRotation: Vec3;
/** World euler rotation in radians. */
worldRotation: Vec3;
/** Local scale. */
localScale: Vec3;
/** World scale (extracted from parent-chain matrix). */
worldScale: Vec3;
/**
* Orients the transform so it faces `target`. Uses the current local
* position as the eye. `up` defaults to world Y-up.
*/
lookAt(target: Vec3, up?: Vec3): void;
/**
* Attaches this transform to a parent. Pass `null` / `undefined` to detach.
*/
setParent(parent: Position | null | undefined): void;
toString(): string;
}
interface PositionConstructor {
new(): never;
}
declare var Position: PositionConstructor;
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/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
/** A Renderable component. Returned by `entity.add(Component.RENDERABLE)`. */
interface Renderable extends Component {
/** Current render type - one of the `Renderable.*` type constants. */
type: number;
/** Render priority. 0 = auto. Higher = drawn later. */
priority: number;
/**
* Unlit material color. Reading returns a fresh `Color` copy; assigning
* a `Color` instance writes through to the C material.
*
* @example
* r.color = Color.RED;
* r.color = new Color(255, 128, 0);
*/
color: Color;
/**
* The bound texture. Assigning a `Texture` switches the renderable to
* `SPRITEBATCH` mode and pins the object against GC. Reading returns the
* same `Texture` instance that was assigned, or `undefined` if none.
*/
texture: Texture | undefined;
/**
* Sprite list. Reading returns a JS array of 10-element sub-arrays
* `[x1,y1,z1, x2,y2,z2, u1,v1, u2,v2]` - one per sprite.
*
* Assigning an array replaces all sprites. Each element may be:
* - 10 numbers (3D): `[x1,y1,z1, x2,y2,z2, u1,v1, u2,v2]`
* - 8 numbers (2D, z defaults to 0): `[x1,y1, x2,y2, u1,v1, u2,v2]`
*
* @example
* r.sprites = [[-0.5, 0, 0.5, 1, 0, 0, 1, 1]];
* r.sprites = []; // clear
*/
sprites: number[][];
toString(): string;
}
interface RenderableConstructor {
readonly SHADER_MATERIAL: number;
readonly SPRITEBATCH: number;
readonly CUSTOM: number;
new(): never;
}
declare var Renderable: RenderableConstructor;
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/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
/** AABB trigger volume. `contains` tests whether a world point is inside. */
interface Trigger extends Component {
/** Minimum corner of the AABB (Vec3). */
min: Vec3;
/** Maximum corner of the AABB (Vec3). */
max: Vec3;
/** Sets both corners at once. */
setBounds(min: Vec3, max: Vec3): void;
/** Returns `true` if `point` is inside `[min, max]`. */
contains(point: Vec3): boolean;
toString(): string;
}
interface TriggerConstructor {
new(): never;
}
declare var Trigger: TriggerConstructor;
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/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
interface Entity {
/**
* Adds a component of the given type and returns it.
* Returns a typed subclass when the component has a dedicated module
* (`Position`, `Camera`, `Renderable`, `Trigger`, `Physics`); otherwise
* returns the base `Component`. Cast with `as Position` etc. when needed.
*/
add(type: number): Component;
toString(): string;
}
interface EntityConstructor {
/** Sentinel for an invalid entity ID. */
readonly INVALID: number;
/** Allocates a new entity from the fixed pool (max 64). */
create(): Entity;
/** Disposes the entity and all of its components. */
dispose(entity: Entity): void;
new(): never;
}
declare var Entity: EntityConstructor;
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/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*
* Root type declarations for the Dusk engine built-in JavaScript modules.
* These globals are injected by the native JerryScript runtime - they are not
* ES modules and cannot be imported.
*
* Reference this file from a jsconfig.json or tsconfig.json to get
* IntelliSense across all game scripts:
*
* { "compilerOptions": { "typeRoots": ["./types"] } }
*/
// module system
/// <reference path="./require.d.ts" />
// math
/// <reference path="./math/vec3.d.ts" />
// display
/// <reference path="./display/color.d.ts" />
/// <reference path="./display/screen.d.ts" />
/// <reference path="./display/texture.d.ts" />
// asset
/// <reference path="./asset/asseteventproxy.d.ts" />
/// <reference path="./asset/assetentry.d.ts" />
/// <reference path="./asset/assetbatch.d.ts" />
/// <reference path="./asset/asset.d.ts" />
// animation
/// <reference path="./animation/animation.d.ts" />
// overworld
/// <reference path="./overworld/overworld.d.ts" />
// item system
/// <reference path="./item/item.d.ts" />
/// <reference path="./item/backpack.d.ts" />
// story system
/// <reference path="./story/story.d.ts" />
// locale
/// <reference path="./locale/locale.d.ts" />
// save
/// <reference path="./save/save.d.ts" />
// ui
/// <reference path="./ui/fullbox.d.ts" />
/// <reference path="./ui/textbox.d.ts" />
// engine systems
/// <reference path="./console/console.d.ts" />
/// <reference path="./engine/engine.d.ts" />
/// <reference path="./engine/globals.d.ts" />
/// <reference path="./input/input.d.ts" />
/// <reference path="./scene/scene.d.ts" />
/// <reference path="./system/system.d.ts" />
// entity / components
/// <reference path="./entity/component.d.ts" />
/// <reference path="./entity/component/camera.d.ts" />
/// <reference path="./entity/component/physics.d.ts" />
/// <reference path="./entity/component/position.d.ts" />
/// <reference path="./entity/component/renderable.d.ts" />
/// <reference path="./entity/component/trigger.d.ts" />
/// <reference path="./entity/entity.d.ts" />
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/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
/** Opaque type alias for input action identifiers. */
type InputAction = number;
/** Polling-based input queries and button rebinding. */
interface InputNamespace {
/** Returns `true` while the given action is held down this frame. */
isDown(action: InputAction): boolean;
/** Returns `true` if the given action was held down last frame. */
wasDown(action: InputAction): boolean;
/** Returns `true` on the first frame the action transitions up → down. */
pressed(action: InputAction): boolean;
/** Returns `true` on the first frame the action transitions down → up. */
released(action: InputAction): boolean;
/** Continuous (analog) value in `0.01.0`. Digital buttons return 0 or 1. */
getValue(action: InputAction): number;
/**
* Signed axis value `-1.01.0`: `getValue(pos) - getValue(neg)`.
* @param neg - Action mapped to the negative direction.
* @param pos - Action mapped to the positive direction.
*/
axis(neg: InputAction, pos: InputAction): number;
/**
* Rebinds a physical button to a logical action at runtime.
* @param buttonName - Platform-specific button name, e.g. `"A"`, `"START"`.
* @param action - Target `INPUT_ACTION_*` constant.
*/
bind(buttonName: string, action: InputAction): void;
}
/** Polling-based input system. */
declare var Input: InputNamespace;
// Input action constants - injected as globals by the engine at startup.
declare var INPUT_ACTION_UP: InputAction;
declare var INPUT_ACTION_DOWN: InputAction;
declare var INPUT_ACTION_LEFT: InputAction;
declare var INPUT_ACTION_RIGHT: InputAction;
declare var INPUT_ACTION_ACCEPT: InputAction;
declare var INPUT_ACTION_CANCEL: InputAction;
declare var INPUT_ACTION_RAGEQUIT: InputAction;
declare var INPUT_ACTION_CONSOLE: InputAction;
declare var INPUT_ACTION_POINTERX: InputAction;
declare var INPUT_ACTION_POINTERY: InputAction;
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/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
/** The player's item backpack (a fixed 20-slot inventory). */
interface BackpackNamespace {
/** `true` when all 20 storage slots are occupied by distinct items. */
readonly isFull: boolean;
/**
* Returns the quantity of `itemId` in the backpack (0 if absent).
* @param itemId - An `ITEM_ID_*` constant.
*/
getCount(itemId: ItemId): number;
/**
* Returns `true` if `itemId` is present with quantity greater than 0.
* @param itemId - An `ITEM_ID_*` constant.
*/
has(itemId: ItemId): boolean;
/**
* Returns `true` if the stack for `itemId` is at maximum quantity (255).
* @param itemId - An `ITEM_ID_*` constant.
*/
isItemFull(itemId: ItemId): boolean;
/**
* Sets the quantity of `itemId`; passing 0 removes the stack entirely.
* @param itemId - An `ITEM_ID_*` constant.
* @param quantity - New quantity, 0255.
*/
set(itemId: ItemId, quantity: number): void;
/**
* Adds `quantity` units of `itemId` to the backpack.
* @param itemId - An `ITEM_ID_*` constant.
* @param quantity - Amount to add, 1255.
*/
add(itemId: ItemId, quantity: number): void;
/**
* Removes `itemId` entirely from the backpack.
* @param itemId - An `ITEM_ID_*` constant.
*/
remove(itemId: ItemId): void;
/**
* Sorts the backpack contents.
* @param sortBy - `INVENTORY_SORT_BY_ID` or `INVENTORY_SORT_BY_TYPE`.
* @param reverse - Optional; pass `true` to reverse the sort order.
*/
sort(sortBy: number, reverse?: boolean): void;
}
declare var Backpack: BackpackNamespace;
// Inventory sort constants - injected as globals by the engine at startup.
declare var INVENTORY_SORT_BY_ID: number;
declare var INVENTORY_SORT_BY_TYPE: number;
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/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
/** Opaque type alias for item identifier constants. */
type ItemId = number;
/** Opaque type alias for item type constants. */
type ItemType = number;
/** Item data lookup. */
interface ItemNamespace {
/**
* Returns the string name for the given item ID.
* @param itemId - An `ITEM_ID_*` constant.
*/
getName(itemId: ItemId): string;
/**
* Returns the type constant for the given item ID.
* @param itemId - An `ITEM_ID_*` constant.
* @returns An `ITEM_TYPE_*` constant.
*/
getType(itemId: ItemId): ItemType;
}
declare var Item: ItemNamespace;
// Item ID constants - injected as globals by the engine at startup.
declare var ITEM_ID_POTION: ItemId;
declare var ITEM_ID_POTATO: ItemId;
declare var ITEM_ID_APPLE: ItemId;
// Item type constants - injected as globals by the engine at startup.
declare var ITEM_TYPE_MEDICINE: ItemType;
declare var ITEM_TYPE_FOOD: ItemType;
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/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
/** Locale string lookup and language switching. */
interface LocaleNamespace {
/**
* Returns the translated string for the given message ID.
*
* @param id - PO message ID, e.g. `"ITEM_POTION_NAME"`.
* @param pluralCount - Optional count used to select the plural form.
* Defaults to 1 (singular).
* @param args - Optional substitution values (`%s`, `%d`, `%f`).
*/
getText(
id: string,
pluralCount?: number,
...args: Array<string | number>
): string;
/**
* Switches the active locale.
* @param name - Locale name string, e.g. `"en-US"`.
*/
setLocale(name: string): void;
}
declare var Locale: LocaleNamespace;
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/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
/** A three-component float vector (x, y, z). */
declare class Vec3 {
constructor(x?: number, y?: number, z?: number);
x: number;
y: number;
z: number;
toString(): string;
}
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/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
/** Map loading and world-position management. */
interface OverworldNamespace {
/**
* Loads the map with the given handle, disposing any currently loaded map.
* @param handle Map handle string (max 31 chars).
*/
loadMap(handle: string): void;
/**
* Returns `true` when a map is currently loaded.
*/
isLoaded(): boolean;
/**
* Slides the loaded chunk window to the given tile-space position.
* @param x Tile X.
* @param y Tile Y.
* @param z Tile Z.
*/
setPosition(x: number, y: number, z: number): void;
/**
* Advances the map one tick. Call once per frame.
*/
update(): void;
/**
* Unloads the current map.
*/
dispose(): void;
}
declare var Overworld: OverworldNamespace;
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/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
/**
* CommonJS-style module loader.
*
* Modules are cached after their first load. Subsequent calls with the same
* resolved path return the cached exports without re-executing the file.
*
* Path rules: the string is passed verbatim to the asset loader and resolved
* from the archive root. The `.js` extension must be included explicitly.
*
* @example
* const NPC = require('./entities/NPC');
*/
declare function require(path: string): any;
/**
* Asynchronous module loader. Loads the module at `path` in the background
* and returns a Promise that resolves to the module's `exports`.
*
* If the module is already cached it resolves immediately. On load failure
* the Promise is rejected.
*
* Path rules are identical to `require`.
*
* @example
* const NPC = await requireAsync('./entities/NPC');
*/
declare function requireAsync(path: string): Promise<any>;
/**
* The module object for the currently executing script.
* Assign `module.exports` to control what `require()` returns to callers.
*/
declare var module: { exports: any };
/**
* Shorthand for `module.exports`. Direct assignment (`exports = ...`) does
* NOT update `module.exports`; use `module.exports = ...` for that.
*/
declare var exports: any;
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/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
/** Slot-based save file management. */
interface SaveNamespace {
/**
* Returns `true` if a save file is present for the given slot.
* @param slot - Save slot index (02).
*/
exists(slot: number): boolean;
/**
* Loads the save file for the given slot from persistent storage.
* Throws if the load fails.
* @param slot - Save slot index (02).
*/
load(slot: number): void;
/**
* Writes the save file for the given slot to persistent storage.
* Throws if the write fails.
* @param slot - Save slot index (02).
*/
write(slot: number): void;
/**
* Deletes the save file for the given slot from persistent storage.
* Throws if the delete fails.
* @param slot - Save slot index (02).
*/
delete(slot: number): void;
}
declare var Save: SaveNamespace;
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/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
/**
* The object a JS scene module must export.
* All methods are optional.
*
* @example
* // assets/scenes/game.js
* var scene = {};
*
* scene.init = function() { Console.print('scene started'); };
* scene.update = function() { /* per-frame logic *\/ };
* scene.dispose = function() { };
*
* module.exports = scene;
*/
interface SceneObject {
/** Called when this scene becomes active. Optional. */
init?(): void;
/** Called every frame while this scene is active. Optional. */
update?(): void;
/** Called when the scene is replaced or the engine shuts down. Optional. */
dispose?(): void;
}
/** Scene management. */
interface SceneNamespace {
/** The currently active scene object, or `null` if none. */
current: SceneObject | null;
/**
* Replaces the active scene. Calls `dispose()` on the previous scene (if
* any), then calls `init()` on the new one. Pass `null` to clear.
*
* @example
* const myScene = require('./scenes/game');
* Scene.set(myScene);
*/
set(newScene: SceneObject | null): void;
/** Called each frame by the engine - drives `current.update()`. */
update(): void;
/** Called each frame by the engine for dynamic/physics updates. */
dynamicUpdate(): void;
/** Disposes the current scene and sets `current` to `null`. */
dispose(): void;
}
declare var Scene: SceneNamespace;
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/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
/** Opaque type alias for story flag identifier constants. */
type StoryFlag = number;
/** Story flag read/write access. */
interface StoryNamespace {
/**
* Returns the current value of a story flag (0255).
* @param flagId - A `STORY_FLAG_*` constant.
*/
get(flagId: StoryFlag): number;
/**
* Sets a story flag to a new value.
* @param flagId - A `STORY_FLAG_*` constant.
* @param value - New value, 0255.
*/
set(flagId: StoryFlag, value: number): void;
}
declare var Story: StoryNamespace;
// Story flag constants - injected as globals by the engine at startup.
declare var STORY_FLAG_TEST: StoryFlag;
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/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
/** Runtime platform detection. */
interface SystemNamespace {
/**
* Numeric identifier for the current platform.
* Compare against the `System.PLATFORM_*` constants.
*
* @example
* if(System.platform === System.PLATFORM_PSP) { useLowResAssets(); }
*/
readonly platform: number;
readonly PLATFORM_LINUX: number;
readonly PLATFORM_KNULLI: number;
readonly PLATFORM_PSP: number;
readonly PLATFORM_GAMECUBE: number;
readonly PLATFORM_WII: number;
}
/** Platform detection and system-level information. */
declare var System: SystemNamespace;
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/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
/** A full-screen color overlay. */
interface UIFullboxInstance {
/**
* Sets the overlay to a solid color with no animation.
* Returns a Promise that resolves immediately.
* @param color - The color to apply.
*/
setColor(color: Color): Promise<void>;
/**
* Animates the overlay from one color to another.
* Returns a Promise that resolves when the transition completes.
* Starting a new transition while one is in progress resolves the
* old Promise immediately before beginning the new one.
* @param from - Starting color.
* @param to - Ending color.
* @param duration - Duration in seconds.
* @param easing - Optional EASING_* constant (default: EASING_LINEAR).
*/
transition(
from: Color,
to: Color,
duration: number,
easing?: number
): Promise<void>;
}
/** Full-screen overlay drawn on top of all UI elements. */
declare var UIFullboxOver: UIFullboxInstance;
/** Full-screen overlay drawn below all UI elements. */
declare var UIFullboxUnder: UIFullboxInstance;
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/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
/** VN-style typewriter textbox singleton. */
interface UITextboxNamespace {
/** `true` when the typewriter has fully revealed the current page. */
readonly isPageComplete: boolean;
/** `true` when at least one more page follows the current one. */
readonly hasNextPage: boolean;
/** Zero-based index of the current page. */
readonly currentPage: number;
/** Total number of pages for the current text. */
readonly pageCount: number;
/**
* Sets the textbox content and rebuilds the word-wrap layout.
* Resets to page 0 and scroll 0.
* @param text - Text to display (max 1024 chars).
*/
setText(text: string): void;
/**
* Advances to the next page; no-op on the last page.
*/
nextPage(): void;
/**
* Advances the typewriter scroll by one tick.
* Call once per frame before `draw()`.
*/
update(): void;
/**
* Draws the frame and currently visible text.
* Call once per frame after `update()`.
*/
draw(): void;
/**
* Sets the input action that auto-advances the textbox when held.
* @param action - An `INPUT_ACTION_*` constant.
*/
setAdvanceAction(action: InputAction): void;
}
declare var UITextbox: UITextboxNamespace;