export class CharacterController2D extends RigidBody2D { speed: any; acceleration: any; airAcceleration: any; airFriction: any; jumpForce: any; maxFallSpeed: any; jumpCutMultiplier: any; coyoteTime: any; jumpBufferTime: any; coyoteTimer: number; jumpBufferTimer: number; grounded: boolean; wasGrounded: boolean; jumping: boolean; state: string; moveInput: number; jumpPressed: boolean; jumpHeld: boolean; jumpReleased: boolean; groundContacts: Set; onJump: any; onLand: any; spriteNode: any; animatedSprite: any; collisionWidth: any; collisionHeight: any; collisionPaddingX: any; collisionPaddingY: any; debugDraw: any; debugColor: any; setupSprite(sprite: any): void; setupCollision(): void; setupAnimations(animatedSprite: any): void; prevState: any; updateAnimations(): void; getAnimationForState(state: any): any; handleCollisionEnter(other: any, contact: any): void; handleCollisionStay(other: any, contact: any): void; handleCollisionExit(other: any, contact: any): void; updateTimers(delta: any): void; handleMovement(delta: any): void; handleJump(delta: any): void; updateState(): void; setMoveInput(direction: any): void; setJumpInput(pressed: any, held: any, released: any): void; } export class CharacterInputController { constructor(character: any, inputMap: any); character: any; inputMap: any; prevJumpHeld: boolean; update(): void; } /** * TopDownController - 8-directional movement for dynamic bodies * * Uses high damping for tight, responsive controls * Dynamic body type allows collision with static geometry */ export class TopDownController extends RigidBody2D { speed: any; acceleration: any; canDash: any; dashSpeed: any; dashDuration: any; dashCooldown: any; isDashing: boolean; dashTimer: number; dashCooldownTimer: number; dashDirection: { x: number; y: number; }; moveInput: { x: number; y: number; }; dashInput: boolean; state: string; collisionWidth: any; collisionHeight: any; collisionPaddingX: any; collisionPaddingY: any; debugDraw: any; debugColor: any; onDashStart: any; onDashEnd: any; spriteNode: any; animatedSprite: any; setupSprite(sprite: any): void; setupCollision(): void; setupAnimations(animatedSprite: any): void; prevState: any; updateAnimations(): void; getAnimationForState(state: any): any; handleNormalMovement(delta: any): void; handleDashMovement(delta: any): void; startDash(): void; endDash(): void; updateState(): void; setMoveInput(x: any, y: any): void; setDashInput(pressed: any): void; } export class TopDownInputController { constructor(character: any, inputMap: any); character: any; inputMap: any; prevDashHeld: boolean; update(): void; } import { RigidBody2D } from "./physicsv2.js";