/** * Created by Christophe on 28/03/2017. */ import { Sprite } from "./sprite.class"; import { SpritesGroup } from "./sprites-group.class"; import { SpritesGroupState } from "./sprites-group-state.class"; import { Decoration } from "./decoration.class"; import { Control } from "../gamelogic/control.class"; import { Sequence } from "../spriteslogic/sequence.class"; import { ControlSprite } from "./control-sprite.class"; import { Clock } from "../gamelogic/clock.class"; import { Animation } from "../spriteslogic/animation.class"; export declare class GameObject { private _spritesDictionary; private _groupsDictionary; private _statesDictionary; private _controlsDictionary; private _sequencesDictionary; private _clocksDictionary; private _animationsDictionary; protected _params: Object; constructor(data?: Object); loadData(data: Object): Object; loadSprites(sprites: Object): Sprite[]; getSprite(spriteId: string): Sprite; getSprites(spriteIds: string[]): Sprite[]; getIdWithGroupPrefix(groupId: string, id: string): string; loadClocks(clocks: Object): void; loadGroups(groups: Object): void; getFromDictionary(ids: string[], dictionnary: { [key: string]: any; }): any[]; getGroup(groupId: string): SpritesGroup; getControl(controlId: string, zoneId?: string): Control; getGroups(groupIds: string[]): SpritesGroup[]; getState(groupId: string, stateId: string): SpritesGroupState; getAnimation(groupId: string, animationId: string): Animation; getSequence(groupId: string, sequenceId: string): Sequence; getStates(groupId: string, stateIds: string[]): SpritesGroupState[]; getClock(clockId: string): Clock; loadDecorations(decorationDatas: Object[]): Decoration[]; loadControls(controlData: Object[]): ControlSprite[]; }