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* Sprites now have an option to calculate their collision mask automatically, based on the first image of their first animation * The generated collision mask consists of the biggest rectangle possible, encapsulating the image and avoiding transparent pixels * This option is enabled by default for all new sprites, and can be disabled to create a custom collision mask like before * When enabled, the mask will adapt automatically when the first image is updated
21 lines
734 B
JavaScript
21 lines
734 B
JavaScript
// Automatically generated by GDevelop.js/scripts/generate-types.js
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declare class gdSprite {
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constructor(): void;
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setImageName(name: string): void;
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getImageName(): string;
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getOrigin(): gdPoint;
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getCenter(): gdPoint;
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isDefaultCenterPoint(): boolean;
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setDefaultCenterPoint(defaultPoint: boolean): void;
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getAllNonDefaultPoints(): gdVectorPoint;
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addPoint(point: gdPoint): void;
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delPoint(name: string): void;
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getPoint(name: string): gdPoint;
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hasPoint(name: string): boolean;
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isFullImageCollisionMask(): boolean;
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setFullImageCollisionMask(enabled: boolean): void;
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getCustomCollisionMask(): gdVectorPolygon2d;
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setCustomCollisionMask(collisionMask: gdVectorPolygon2d): void;
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delete(): void;
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ptr: number;
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}; |