export namespace level {
/**
* add a level into the game manager (usually called by the preloader)
* @name add
* @memberof level
* @public
* @param {string} format - level format (only "tmx" supported)
* @param {string} levelId - the level id (or name)
* @param {Function} [callback] - a function to be called once the level is loaded
* @returns {boolean} true if the level was loaded
*/
function add(format: string, levelId: string, callback?: Function): boolean;
/**
* load a level into the game manager
* (will also create all level defined entities, etc..)
* @name load
* @memberof level
* @public
* @param {string} levelId - level id
* @param {object} [options] - additional optional parameters
* @param {Container} [options.container=game.world] - container in which to load the specified level
* @param {Function} [options.onLoaded=game.onLevelLoaded] - callback for when the level is fully loaded
* @param {boolean} [options.flatten=game.mergeGroup] - if true, flatten all objects into the given container
* @param {boolean} [options.setViewportBounds=true] - if true, set the viewport bounds to the map size
* @returns {boolean} true if the level was successfully loaded
* @example
* // the game assets to be be preloaded
* // TMX maps
* let resources = [
* {name: "a4_level1", type: "tmx", src: "data/level/a4_level1.tmx"},
* {name: "a4_level2", type: "tmx", src: "data/level/a4_level2.tmx"},
* {name: "a4_level3", type: "tmx", src: "data/level/a4_level3.tmx"},
* // ...
* ];
*
* // ...
*
* // load a level into the game world
* me.level.load("a4_level1");
* ...
* ...
* // load a level into a specific container
* let levelContainer = new me.Container();
* me.level.load("a4_level2", {container:levelContainer});
* // add a simple transformation
* levelContainer.translate(levelContainer.width / 2, levelContainer.height / 2 );
* levelContainer.rotate(0.05);
* levelContainer.translate(-levelContainer.width / 2, -levelContainer.height / 2 );
* // add it to the game world
* app.world.addChild(levelContainer);
*/
function load(levelId: string, options?: {
container?: any;
onLoaded?: Function | undefined;
flatten?: boolean | undefined;
setViewportBounds?: boolean | undefined;
}): boolean;
/**
* return the current level id
* @name getCurrentLevelId
* @memberof level
* @public
* @returns {string}
*/
function getCurrentLevelId(): string;
/**
* return the current level definition.
* for a reference to the live instantiated level,
* rather use the container in which it was loaded (e.g. app.world)
* @name getCurrentLevel
* @memberof level
* @public
* @returns {TMXTileMap}
*/
function getCurrentLevel(): TMXTileMap;
/**
* reload the current level
* @name reload
* @memberof level
* @public
* @param {object} [options] - additional optional parameters
* @param {Container} [options.container=game.world] - container in which to load the specified level
* @param {Function} [options.onLoaded=game.onLevelLoaded] - callback for when the level is fully loaded
* @param {boolean} [options.flatten=game.mergeGroup] - if true, flatten all objects into the given container
* @returns {object} the current level
*/
function reload(options?: {
container?: any;
onLoaded?: Function | undefined;
flatten?: boolean | undefined;
}): object;
/**
* load the next level
* @name next
* @memberof level
* @public
* @param {object} [options] - additional optional parameters
* @param {Container} [options.container=game.world] - container in which to load the specified level
* @param {Function} [options.onLoaded=game.onLevelLoaded] - callback for when the level is fully loaded
* @param {boolean} [options.flatten=game.mergeGroup] - if true, flatten all objects into the given container
* @returns {boolean} true if the next level was successfully loaded
*/
function next(options?: {
container?: any;
onLoaded?: Function | undefined;
flatten?: boolean | undefined;
}): boolean;
/**
* load the previous level
* @name previous
* @memberof level
* @public
* @param {object} [options] - additional optional parameters
* @param {Container} [options.container=game.world] - container in which to load the specified level
* @param {Function} [options.onLoaded=game.onLevelLoaded] - callback for when the level is fully loaded
* @param {boolean} [options.flatten=game.mergeGroup] - if true, flatten all objects into the given container
* @returns {boolean} true if the previous level was successfully loaded
*/
function previous(options?: {
container?: any;
onLoaded?: Function | undefined;
flatten?: boolean | undefined;
}): boolean;
/**
* return the amount of level preloaded
* @name levelCount
* @memberof level
* @public
* @returns {number} the amount of level preloaded
*/
function levelCount(): number;
}
import TMXTileMap from "./tiled/TMXTileMap.js";
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