import { System } from '../core/System'; import { GameEntity } from '../core/Entity'; /** 渲染层配置 */ export interface RenderLayer { name: string; zIndex: number; entities: GameEntity[]; } /** * 等距渲染系统 */ export declare class IsometricRenderSystem extends System { static priority: number; private iso; /** 是否显示调试信息 */ showDebug: boolean; /** 是否显示网格 */ showGrid: boolean; /** 网格范围 */ gridRange: { startX: number; startY: number; cols: number; rows: number; }; onCreate(): void; onRender(ctx: CanvasRenderingContext2D): void; /** * 渲染单个实体的阴影 */ private renderShadow; /** * 渲染单个实体 */ private renderEntity; /** * 默认精灵渲染 */ private renderDefaultSprite; /** * 渲染调试信息 */ private renderDebugInfo; /** * 绘制等距方块实体(便捷方法) */ drawBox(ctx: CanvasRenderingContext2D, worldX: number, worldY: number, worldZ: number, size: number, height: number, color: string): void; /** * 绘制等距角色(便捷方法) */ drawCharacter(ctx: CanvasRenderingContext2D, worldX: number, worldY: number, worldZ: number, radius: number, height: number, color: string): void; /** * 颜色变暗 */ private darkenColor; } //# sourceMappingURL=IsometricRenderSystem.d.ts.map