export * as agent from "./agent.js"; export * as array from "./array.js"; export * as file from "./file.js"; export * as function from "./function.js"; export * as string from "./string.js"; /** * Compare two version strings * @param v1 - First version string to compare * @param v2 - second version string to compare * @returns Return 0 if v1 == v2, or 1 if v1 is greater, or -1 if v2 is greater * @example * if (me.utils.checkVersion("7.0.0") > 0) { * console.error( * "melonJS is too old. Expected: 7.0.0, Got: 6.3.0" * ); * } */ export declare function checkVersion(v1: string, v2: string): 0 | 1 | -1; /** * parse the fragment (hash) from a URL and returns them into * @param [url] - an optional params string or URL containing fragment (hash) params to be parsed * @returns an object representing the deserialized params string. * [hitbox=false] draw the hitbox in the debug panel (if enabled) * [velocity=false] draw the entities velocity in the debug panel (if enabled) * [quadtree=false] draw the quadtree in the debug panel (if enabled) * [webgl=false] force the renderer to WebGL * [debug=false] display the debug panel (if preloaded) * [debugToggleKey="s"] show/hide the debug panel (if preloaded) * @example * // http://www.example.com/index.html#debug&hitbox=true&mytag=value * let UriFragment = me.utils.getUriFragment(); * console.log(UriFragment["mytag"]); //> "value" */ export declare function getUriFragment(url?: string): Record; /** * reset the GUID Base Name * the idea here being to have a unique ID * per level / object * @ignore */ export declare function resetGUID(base: string, index?: number): void; /** * create and return a very simple GUID * Game Unique ID * @ignore */ export declare function createGUID(index?: number): string; export declare const isStringArray: (value: unknown) => value is string[]; //# sourceMappingURL=utils.d.ts.map