Builds and works on Gamecube
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+18
-14
@@ -32,27 +32,31 @@ interface RenderableMaterial extends Renderable {
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/**
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* Renderable in `SPRITEBATCH` mode.
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* Activated by calling `setTexture`.
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*
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* Set `texture` to activate spritebatch rendering (also switches `type`
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* to `Renderable.SPRITEBATCH` automatically).
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*/
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interface RenderableSpritebatch extends Renderable {
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/**
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* Assigns a texture and switches to `SPRITEBATCH` mode.
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* The Texture object is pinned (GC-safe) for the component's lifetime.
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* The bound texture. Assigning a `Texture` switches the renderable to
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* `SPRITEBATCH` mode and pins the object against GC. Reading returns the
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* same `Texture` instance that was assigned, or `undefined` if none.
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*/
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setTexture(texture: Texture): void;
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texture: Texture | undefined;
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/**
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* Adds a sprite quad to the spritebatch.
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* Sprite list. Reading returns a JS array of 10-element sub-arrays
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* `[x1,y1,z1, x2,y2,z2, u1,v1, u2,v2]` — one per sprite.
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*
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* 3D form (10 args): `addSprite(x1,y1,z1, x2,y2,z2, u1,v1, u2,v2)`
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* 2D form (8 args): `addSprite(x1,y1, x2,y2, u1,v1, u2,v2)` — z defaults to 0
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* Assigning an array replaces all sprites. Each element may be:
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* - 10 numbers (3D): `[x1,y1,z1, x2,y2,z2, u1,v1, u2,v2]`
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* - 8 numbers (2D, z defaults to 0): `[x1,y1, x2,y2, u1,v1, u2,v2]`
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*
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* @example
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* r.sprites = [[-0.5, 0, 0.5, 1, 0, 0, 1, 1]];
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* r.sprites = []; // clear
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*/
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addSprite(
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x1: number, y1: number, z1OrX2: number,
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x2OrY2: number, y2OrZ2?: number, z2?: number,
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u1?: number, v1?: number, u2?: number, v2?: number
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): void;
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/** Resets the sprite count to zero. */
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clearSprites(): void;
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sprites: number[][];
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}
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/**
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