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FullScreenMario.d.ts
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declare module FullScreenMario {
/**
* A simple container for Map attributes given by switching to an Area within
* that map. A bounding box of the current viewport is kept, along with a bag
* of assorted variable values.
*/
export interface IMapScreenr extends MapScreenr.IMapScreenr {
/**
* The bottom position to spawn infinitely floating platforms to and from.
*/
bottomPlatformMax: number;
/**
* Whether the screen may current scroll horizontally.
*/
canscroll: boolean;
/**
* How far from the top of the screen Floor objects should be placed.
*/
floor: number;
/**
* How much to increase y-velocity of Characters that aren't resting.
*/
gravity: number;
/**
* A modifier to calculate a jumping Player's y-velocity.
*/
jumpmod: number;
/**
* A singleton Lakitu that may be active in-game.
*/
lakitu?: ILakitu;
/**
* The maximum falling y-velocity for a Player.
*/
maxyvel: number;
/**
* The maximum upward velocity for a jumping Player.
*/
maxyvelinv: number;
/**
* Whether user input keys are currently disabled.
*/
nokeys: boolean;
/**
* Whether decreasing game time is currently disabled.
*/
notime: boolean;
/**
* Whether a Castle loop section has been passed.
*/
sectionPassed?: boolean;
/**
* Whether the game screen is currently spawning CheepCheeps.
*/
spawningCheeps?: boolean;
/**
* Whether the game screen is currently spawning BulletBills.
*/
spawningBulletBills?: boolean;
/**
* Whether the current Area is underwater.
*/
underwater?: boolean;
}
/**
* A Map parsed from its raw JSON-friendly description.
*/
export interface IMap extends MapsCreatr.IMapsCreatrMap {
/**
* The default location for the Map.
*/
locationDefault?: string;
/**
* A starting seed to initialize random number generation.
*/
seed?: number | number[];
/**
* The default starting time.
*/
time?: number;
}
/**
* An Area parsed from a JSON-friendly Map description.
*/
export interface IArea extends MapsCreatr.IMapsCreatrArea {
/**
* Any additional attributes that should add extra properties to this Area.
*/
attributes?: {
[i: string]: any;
};
/**
* A Location to transport to instead of dieing upon falling through the floor.
*/
exit?: string | number;
/**
* The background color to display behind all Things.
*/
background: string;
/**
* A description of the environment, such as "Overworld".
*/
setting: string;
/**
* A callback to initialize the Area background as a function of its setting.
*
* @param area The Area having its background set.
*/
setBackground: (area: IArea) => void;
/**
* A callback for when a Player runs out of lives.
*
* @param FSM
*/
onGameOver: (FSM: IFullScreenMario) => void;
/**
* How long to wait before calling onGameOver.
*/
onGameOverTimeout: number;
/**
* A callback for when a Player loses a life (dies).
*
* @param FSM
*/
onPlayerDeath: (FSM: IFullScreenMario) => void;
/**
* How long to wait before calling onPlayerDeath.
*/
onPlayerDeathTimeout: number;
/**
* Components of stretchable Castle sections.
*/
sections?: any[];
/**
* A starting time to use instead of the container Map's.
*/
time?: number;
}
/**
* A Location parsed from a raw JSON-friendly Map description.
*/
export interface ILocation extends MapsCreatr.IMapsCreatrLocation {
/**
* How far this is from the left-most edge of the parent Area.
*/
xloc: number;
/**
* A Thing to snap a Player and xloc to when spawning at this Location.
*/
entrance?: IThing;
}
/**
* Current status of device motion across all recognized axis.
*/
export interface IDeviceMotionStatus {
/**
* Whether the device is currently moving to the left.
*/
motionLeft: boolean;
/**
* Whether the device is currently moving to the right.
*/
motionRight: boolean;
/**
* The device's current horizontal acceleration.
*/
x: number;
/**
* The device's current vertical acceleration.
*/
y: number;
/**
* How much the vertical acceleration has changed since the last upkeep.
*/
dy: number;
}
/**
* A position holder around an in-game Thing.
*/
export interface IPreThing extends MapsCreatr.IPreThing {
/**
* The in-game Thing.
*/
thing: IThing;
}
/**
* An in-game Thing with size, velocity, position, and other information.
*/
export interface IThing extends GameStartr.IThing {
/**
* The parent IFullScreenMario controlling this Thing.
*/
FSM: IFullScreenMario;
/**
* Whether this is currently alive and able to move.
*/
alive: boolean;
/**
* Whether this has been killed.
*/
dead?: boolean;
/**
* Whether this is "flickering" (switching hidden on and off).
*/
flickering?: boolean;
/**
* How many quadrants this is currently a member of.
*/
numquads: number;
/**
* Whether this is allowed to exist outside the Quadrant boundaries, as
* `true` for when to the right of the delx, or `2` for always.
*/
outerok: boolean | number;
/**
* Whether this is allowed to fall due to gravity.
*/
nofall?: boolean;
/**
* Scratch variable for whether this is allowed to fall due to gravity.
*/
nofallOld?: boolean;
/**
* Whether this is barred from colliding with other Things.
*/
nocollide?: boolean;
/**
* Scratch flag for whether this is barred from colliding with other Things.
*/
nocollideOld?: boolean;
/**
* Scratch storage for the normal Function to move during an upkeep event.
*/
movementOld?: Function;
/**
* Other Things in the same collection as this one.
*/
partners?: {
[i: string]: IThing
};
/**
* Whether to shift this to the "beginning" or "end" of its Things group.
*/
position?: string;
/**
* Horizontal tolerance for not colliding with another Thing.
*/
tolx: number;
/**
* Vertical tolerance for not colliding with another Thing.
*/
toly: number;
/**
* Original x-position, copied from the PreThing settings.
*/
x: number;
/**
* Original y-position, copied from the PreThing settings.
*/
y: number;
}
/**
* An in-game Thing that can float up and down.
*/
export interface IThingFloating extends IThing {
/**
* The beginning y-position of floatation.
*/
begin: number;
/**
* The end y-position of floatation.
*/
end: number;
/**
* The maximum velocity of floatation.
*/
maxvel: number;
}
/**
* An in-game Thing that can float side to side.
*/
export interface IThingSliding extends IThing {
/**
* The beginning x-position of floatation.
*/
begin: number;
/**
* The end x-position of floatation.
*/
end: number;
/**
* The maximum velocity of floatation.
*/
maxvel: number;
}
/**
* An in-game Thing wrapping around some number of Text Things.
*/
export interface ICustomText extends IThing {
/**
* Children Text Things spawned as characters.
*/
children: IText[];
/**
* What type of text the children should be, as "", "Colored", "Large", or "Huge".
*/
size: string;
/**
* How much horizontal space to put between children.
*/
spacingHorizontal: number;
/**
* How much vertical space to put between lines of children.
*/
spacingVertical: number;
/**
* How much vertical space to use when a blank line is given.
*/
spacingVerticalBlank: number;
/**
* Any additional attributes to give to children.
*/
textAttributes?: any;
/**
* Raw descriptions of text to display as children Text Things.
*/
texts: ICustomTextInfo[];
}
/**
* A line of text in a CustomText Thing.
*/
export interface ICustomTextInfo {
/**
* The line of text to display.
*/
text: string;
/**
* How much horizontal offset to put before the line of text.
*/
offset: number;
}
/**
* A single character of text in a line of characters.
*/
export interface IText extends IThing {
/**
* What type of text this is, as "", "Colored", "Large", or "Huge".
*/
size: string;
}
/**
* Text title replacements for Text Things.
*/
export interface ITextMappings {
[i: string]: string;
}
/**
* A solid Thing that may be rested upon or bumped into.
*/
export interface ISolid extends IThing {
/**
* A callback for when a Player actively runs into this from the left.
*
* @param thing The Character running into other from the left.
* @param other The Solid being run into by thing.
* @param transport Other's transport property, if it exists.
*/
actionLeft?: (thing: ICharacter, other: ISolid, transport?: any) => void;
/**
* A callback for when a Player actively attemps to crouch on top of this.
*
* @param thing The Character crouching on other.
* @param other The Solid being crouched on by thing.
* @param transport Other's transport property, if it exists.
*/
actionTop?: (thing: ICharacter, other: ISolid, transport?: any) => void;
/**
* A Character holding onto this, such as with a Vine or Flagpole.
*/
attachedCharacter?: ICharacter;
/**
* A callback for when a Player jumps up and hits the bottom of this.
*
* @param thing The Character bumping into other from the bottom.
* @param other The Solid being run into by thing.
*/
bottomBump?: (thing: ISolid, other: ICharacter) => void;
/**
* A callback for when a Character collides with this.
*
* @param thing The Character colliding into other.
* @param other The Solid being collided into by thing.
*/
collide: (thing: ICharacter, other: ISolid) => void;
/**
* Whether this can be collided with while hidden.
*/
collideHidden?: boolean;
/**
* Whether this should be killed when a level is completed, either as a Boolean
* for true/false or a callback Function to do so.
*/
killonend?: boolean | { (thing: ISolid, group: ISolid[], i: number): void };
/**
* A callback for when a Character starts resting on this.
*
* @param thing The Character now resting on other.
* @param other The Solid being rested on by thing.
*/
onRestedUpon?: (thing: ISolid, other: ICharacter) => void;
/**
* Whether this is a solid (always true for Solids, but not for other Things).
*/
solid: boolean;
/**
* A Map and/or Location transportation description to take a Player to when
* a transportation action is triggered.
*/
transport?: any;
/**
* A Character that bottom-bumped this Solid into being "up".
*/
up?: ICharacter;
}
/**
* A Brick Solid.
*/
export interface IBrick extends ISolid {
/**
* Whether this is currently breakable.
*/
breakable: boolean;
/**
* Name of a Thing held inside.
*/
contents?: string;
/**
* Whether this has coins and the last one has been reached.
*/
lastcoin?: boolean;
/**
* Whether this has been used up.
*/
used: boolean;
}
/**
* A Block Solid.
*/
export interface IBlock extends ISolid {
/**
* Name of a Thing held inside, if not "Coin".
*/
contents: string;
/**
* Whether this has been used up.
*/
used: boolean;
}
/**
* A Cannon solid.
*/
export interface ICannon extends ISolid {
/**
* How often this should fire a BulletBill.
*/
frequency: number;
/**
* Whether this should never fire a BulletBill.
*/
noBullets?: boolean;
}
/**
* A CastleAxe Solid.
*/
export interface ICastleAxe extends ISolid { }
/**
* A CastleBlock Solid, which may have a line Fireballs rotating around it.
*/
export interface ICastleBlock extends ISolid {
/**
* What angle the attached line Fireballs are facing.
*/
angle?: number;
/**
* The direction of Fireball spinning, as -1 for counter-clockwise or 1
* for clockwise (by default, clockwise).
*/
direction: number;
/**
* How rapidly the Fireballs are rotating (difference in theta).
*/
dt?: number;
/**
* How many Fireballs should extend from this.
*/
fireballs: number;
/**
* How rapidly change the Fireball line's angle, as 7 / Math.abs(speed).
*/
speed: number;
}
/**
* An activateable detector Solid. After a single activation, it will kill itself.
*/
export interface IDetector extends ISolid {
/**
* Callback for when a Thing activates this.
*
* @param thing The Thing that activated this.
*/
activate(thing: IThing): void;
}
/**
* A collision detector Solid for when a Player collides with this.
*/
export interface IDetectCollision extends IDetector {
/**
* A callback for when a non-Player Character collides with this,
* called from activate instead of Player functionality.
*
* @param thing The Character activating this detector.
*/
activateFail?: (thing: ICharacter) => void;
/**
* A callback for when a Character collides with this.
*
* @param thing The Character activating other.
* @param other The detector being activated by thing.
*/
activate: (thing: ICharacter, other?: IDetectCollision) => void;
/**
* Whether this should abstain from killing itself after an activation.
*/
noActivateDeath?: boolean;
}
/**
* A detector that activates itself when it scrolls into view.
*/
export interface IDetectWindow extends IDetector {
/**
* Callback for when this scrolls into view.
*
* @param thing This window detector.
*/
activate(thing: IThing): void;
}
/**
* A window detector that decides which looping Castle sub-section to spawn.
*/
export interface ISectionDetector extends IDetectWindow {
/**
* The section whose sub-sections are to be chosen from.
*/
section: number;
}
/**
* A window detector that spawns a random map section.
*/
export interface IRandomSpawner extends IDetectWindow {
/**
* The name of the possibilities container to spawn from.
*/
randomization: string;
/**
* The top boundary for the randomization area.
*/
randomTop: number;
/**
* The right boundary for the randomization area.
*/
randomRight: number;
/**
* The bottom boundary for the randomization area.
*/
randomBottom: number;
/**
* How wide the randomization area should be.
*/
randomWidth: number;
}
/**
* A window detector that immediately disables window scrolling.
*/
export interface IScrollBlocker extends IDetectWindow {
/**
* Whether this has more than scrolled into view, and should trigger
* a reverse scroll to compensate.
*/
setEdge: boolean;
}
/**
* A Pipe Solid.
*/
export interface IPipe extends ISolid { }
/**
* A Platform Solid that may be floating, sliding, a transport, a falling trigger,
* or a part of a partner-based Scale.
*/
export interface IPlatform extends ISolid {
/**
* How much this is currently accelerating downward.
*/
acceleration?: number;
/**
* Whether this has gone far enough down to be in a free-fall.
*/
freefall?: boolean;
/**
* The y-velocity to start falling down, if a falling trigger.
*/
fallThresholdStart?: number;
/**
* The maximum velocity achievable when in free fall.
*/
fallThresholdEnd?: number;
/**
* The total y-velocity in this Platform, which is the inverse of
* a Scale group's partner platform.
*/
tension?: number;
/**
* Partners in a Scale group.
*/
partners?: {
/**
* This Platform's String Scenery.
*/
ownString: IScenery;
/**
* The partner Platform.
*/
partnerPlatform: IPlatform;
/**
* The partner Platform's String Scenery.
*/
partnerString: IScenery;
[i: string]: IScenery | IPlatform;
};
}
/**
* A normally-invisible Solid to catch a respawning Player.
*/
export interface IRestingStone extends ISolid {
/**
* Whether a Player has landed on this.
*/
activated: boolean;
}
/**
* A bouncy Springboard Solid.
*/
export interface ISpringboard extends ISolid {
/**
* Scratch variable for the normal height of this Springboard.
*/
heightNormal: number;
/**
* How much tension a Player's vertical velocity has added to this.
*/
tension: number;
/**
* Scratch variable for how much tension a Player's vertical velocity has
* added to this.
*/
tensionSave?: number;
}
/**
* A Vine Solid.
*/
export interface IVine extends ISolid {
/**
* The Solid this Vine is growing out of.
*/
attachedSolid: ISolid;
/**
* How rapidly this Vine should grow.
*/
speed: number;
}
/**
* A Character Thing.
*/
export interface ICharacter extends IThing {
/**
* Whether this shouldn't be killed by "up" Solids.
*/
allowUpSolids?: boolean;
/**
* A callback to animate this, such as when emerging from a Solid.
*
* @param thing The Charater being animated.
* @param other An optional Solid used as the animation source.
*/
animate?: (thing: ICharacter, other?: ISolid) => void;
/**
* If this was spawned as a Solid's contents, the spawning Solid.
*/
blockparent?: ISolid;
/**
* Whether this should check for any overlapping Solids.
*/
checkOverlaps?: boolean;
/**
* A callback for when this collides with another Thing.
*
* @param thing The "primary" (first) Thing colliding.
* @param other The "secondary" (second) Thing colliding.
*/
collide?: (thing: IThing, other: IThing) => void;
/**
* Whether this should always be the first Thing in collide arguments.
*/
collidePrimary?: boolean;
/**
* A callback for when this dies.
*
* @param thing The dieing Thing.
* @param severity How severe the death is, as 1 for normal or 2 for instant.
*/
death: (thing: IThing, severity?: number) => void;
/**
* What direction this is facing.
*/
direction: number;
/**
* A callback for when this has finished emerging from a spawning Solid.
*
* @param thing This Character.
* @param other The spawning Solid.
*/
emergeOut?: (thing: ICharacter, other: ISolid) => void;
/**
* How much to increase this Character's y-velocity each upkeep while falling.
*/
gravity?: number;
/**
* How high to jump, if movement is moveJumping.
*/
jumpheight?: number;
/**
* Whether this is currently visually looking to the left.
*/
lookleft: boolean;
/**
* A callback to kill this Character on end, instead of killNormal.
*
* @param thing The Thing being killed on end.
*/
killonend?: (thing: IThing) => void;
/**
* Whether this is a Player.
*/
player?: boolean;
/**
* Whether this is currently facing to the left (by default, false).
*/
moveleft: boolean;
/**
* Whether this is barred from colliding with other Characters.
*/
nocollidechar?: boolean;
/**
* Whether this is barred from colliding with Player Characters.
*/
nocollideplayer?: boolean;
/**
* Whether this is barred from colliding with Solids.
*/
nocollidesolid?: boolean;
/**
* Whether this is resistant to fire, as 1 for ignoring it and 2 for Fireballs
* blowing up upon collision.
*/
nofire?: number;
/**
* Whether this has a custom death handler for when hit by a Fireball, such as
* Koopas spawning shells.
*/
nofiredeath?: boolean;
/**
* Whether this ignores visual horizontal flipping during moveSimple.
*/
noflip?: boolean;
/**
* Whether this should skip being killed upon level completion.
*/
nokillend?: boolean;
/**
* Whether this should ignore its movement Function during upkeeps.
*/
nomove?: boolean;
/**
* A callback for when this is hit by an "up" Solid.
*
* @param thing This Character.
* @param other The "up" Solid hitting this Character.
*/
onCollideUp?: (thing: ICharacter, other: ISolid) => void;
/**
* A callback for when this starts resting on a Solid.
*
* @param thing This Character.
* @param other The Solid now being rested upon.
*/
onResting?: (thing: ICharacter, other: ISolid) => void;
/**
* A callback for when this stops resting on a Solid.
*
* @param thing This Character.
* @param other The Solid no longer being rested upon.
*/
onRestingOff?: (character: ICharacter, other: ISolid) => void;
/**
* Any Solids whose bounding boxes overlap this Character's.
*/
overlaps?: ISolid[];
/**
* A Solid this is resting upon.
*/
resting?: ISolid;
/**
* Points given for killing this by hitting an "up" Solid into it.
*/
scoreBelow: number;
/**
* Points given for killing this by shooting a Fireball into it.
*/
scoreFire: number;
/**
* Points given for killing this by running into it using Star power.
*/
scoreStar: number;
/**
* Whether this is a Shell Thing.
*/
shell?: boolean;
/**
* Whether this should spawn another Thing when killed by a moving Shell.
*/
shellspawn?: boolean;
/**
* What type of Shell to spawn when killed.
*/
shelltype?: string;