@datamoc/mw_games 0.43.0 → 0.45.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1603) hide show
  1. package/3d/models.d.ts +1 -0
  2. package/3d/models.js +1 -0
  3. package/3d.d.ts +1 -0
  4. package/3d.js +1 -0
  5. package/README.md +5 -710
  6. package/actors.d.ts +1 -0
  7. package/actors.js +1 -0
  8. package/ai/lua.d.ts +1 -0
  9. package/ai/lua.js +1 -0
  10. package/ai.d.ts +1 -0
  11. package/ai.js +1 -0
  12. package/assets/binary.d.ts +1 -0
  13. package/assets/binary.js +1 -0
  14. package/assets/paths.d.ts +1 -0
  15. package/assets/paths.js +1 -0
  16. package/assets.d.ts +1 -0
  17. package/assets.js +1 -0
  18. package/audio.d.ts +1 -0
  19. package/audio.js +1 -0
  20. package/battle.d.ts +1 -0
  21. package/battle.js +1 -0
  22. package/board.d.ts +1 -0
  23. package/board.js +1 -0
  24. package/core.d.ts +1 -0
  25. package/core.js +1 -0
  26. package/headless.d.ts +1 -0
  27. package/headless.js +1 -0
  28. package/i18n.d.ts +1 -0
  29. package/i18n.js +1 -0
  30. package/index.d.ts +1 -0
  31. package/index.js +1 -0
  32. package/mwl/presentation.d.ts +1 -0
  33. package/mwl/presentation.js +1 -0
  34. package/mwl/pyroeis.d.ts +1 -0
  35. package/mwl/pyroeis.js +1 -0
  36. package/mwl.d.ts +1 -0
  37. package/mwl.js +1 -0
  38. package/package.json +212 -387
  39. package/physics/xpbd.d.ts +1 -0
  40. package/physics/xpbd.js +1 -0
  41. package/physics.d.ts +1 -0
  42. package/physics.js +1 -0
  43. package/roguelike.d.ts +1 -0
  44. package/roguelike.js +1 -0
  45. package/rpg.d.ts +1 -0
  46. package/rpg.js +1 -0
  47. package/simulation.d.ts +1 -0
  48. package/simulation.js +1 -0
  49. package/skeleton.d.ts +1 -0
  50. package/skeleton.js +1 -0
  51. package/testing.d.ts +1 -0
  52. package/testing.js +1 -0
  53. package/threads.d.ts +1 -0
  54. package/threads.js +1 -0
  55. package/tools/asset-report.d.mts +1 -37
  56. package/tools/asset-report.mjs +1 -157
  57. package/tools/audio.d.mts +1 -0
  58. package/tools/audio.mjs +1 -0
  59. package/tools/audit-adoptions.d.mts +1 -65
  60. package/tools/audit-adoptions.mjs +1 -252
  61. package/tools/benchmark-browser.d.mts +1 -33
  62. package/tools/benchmark-browser.mjs +1 -169
  63. package/tools/benchmark-history.d.mts +1 -8
  64. package/tools/benchmark-history.mjs +1 -31
  65. package/tools/browser-driver.d.mts +1 -122
  66. package/tools/browser-driver.mjs +1 -861
  67. package/tools/browser-smoke.d.mts +1 -30
  68. package/tools/browser-smoke.mjs +1 -184
  69. package/tools/build-tablebases.d.mts +1 -22
  70. package/tools/build-tablebases.mjs +1 -557
  71. package/tools/bundle-size.d.mts +1 -11
  72. package/tools/bundle-size.mjs +1 -142
  73. package/tools/classic-html.d.mts +1 -6
  74. package/tools/classic-html.mjs +1 -69
  75. package/tools/compile-openings.d.mts +1 -20
  76. package/tools/compile-openings.mjs +1 -138
  77. package/tools/compile-resources.d.mts +1 -66
  78. package/tools/compile-resources.mjs +1 -406
  79. package/tools/compress-dist.d.mts +1 -42
  80. package/tools/compress-dist.mjs +1 -193
  81. package/tools/csp.d.mts +1 -7
  82. package/tools/csp.mjs +1 -65
  83. package/tools/emit-page.d.mts +1 -61
  84. package/tools/emit-page.mjs +1 -273
  85. package/tools/extract-html.d.mts +1 -18
  86. package/tools/extract-html.mjs +1 -235
  87. package/tools/extract-rgssad.d.mts +1 -5
  88. package/tools/extract-rgssad.mjs +1 -64
  89. package/tools/find-chrome.d.mts +1 -7
  90. package/tools/find-chrome.mjs +1 -106
  91. package/tools/i18n-edit.d.mts +1 -29
  92. package/tools/i18n-edit.mjs +1 -748
  93. package/tools/init.d.mts +1 -5
  94. package/tools/init.mjs +1 -155
  95. package/tools/make-example-assets.d.mts +1 -2
  96. package/tools/make-example-assets.mjs +1 -731
  97. package/tools/multiplayer-server.d.mts +1 -27
  98. package/tools/multiplayer-server.mjs +1 -199
  99. package/tools/play-uci.d.mts +1 -26
  100. package/tools/play-uci.mjs +1 -205
  101. package/tools/sbom.d.mts +1 -83
  102. package/tools/sbom.mjs +1 -340
  103. package/tools/single-file.d.mts +1 -33
  104. package/tools/single-file.mjs +1 -239
  105. package/tools/soundfonts.d.mts +1 -79
  106. package/tools/soundfonts.mjs +1 -301
  107. package/tools/svg-optimise.d.mts +1 -8
  108. package/tools/svg-optimise.mjs +1 -45
  109. package/tools/verify-scenarios.d.mts +1 -15
  110. package/tools/verify-scenarios.mjs +1 -133
  111. package/tools/vite.d.mts +1 -17
  112. package/tools/vite.mjs +1 -102
  113. package/tools/webp-convert.d.mts +1 -8
  114. package/tools/webp-convert.mjs +1 -98
  115. package/two-d/pixi-interop.d.ts +1 -0
  116. package/two-d/pixi-interop.js +1 -0
  117. package/two-d/presentation.d.ts +1 -0
  118. package/two-d/presentation.js +1 -0
  119. package/two-d/render.d.ts +1 -0
  120. package/two-d/render.js +1 -0
  121. package/two-d/stage.d.ts +1 -0
  122. package/two-d/stage.js +1 -0
  123. package/two-d/ui.d.ts +1 -0
  124. package/two-d/ui.js +1 -0
  125. package/two-d.d.ts +1 -0
  126. package/two-d.js +1 -0
  127. package/world.d.ts +1 -0
  128. package/world.js +1 -0
  129. package/CHANGELOG.md +0 -3129
  130. package/LICENSE +0 -373
  131. package/MWG - Best Practices.md +0 -97
  132. package/MWG - Deep Code and Architecture Review.md +0 -238
  133. package/REFERENCE.md +0 -2180
  134. package/api-surface.json +0 -17102
  135. package/data/microgm-essential.PROVENANCE.md +0 -13
  136. package/data/microgm-essential.sf2 +0 -0
  137. package/data/microgm-opt.PROVENANCE.md +0 -23
  138. package/data/microgm-opt.sf2 +0 -0
  139. package/data/soundfont-catalog.json +0 -191
  140. package/dist/actors/Advancement.d.ts +0 -90
  141. package/dist/actors/Advancement.d.ts.map +0 -1
  142. package/dist/actors/Advancement.js +0 -115
  143. package/dist/actors/Advancement.js.map +0 -1
  144. package/dist/actors/Affix.d.ts +0 -96
  145. package/dist/actors/Affix.d.ts.map +0 -1
  146. package/dist/actors/Affix.js +0 -68
  147. package/dist/actors/Affix.js.map +0 -1
  148. package/dist/actors/Appearances.d.ts +0 -48
  149. package/dist/actors/Appearances.d.ts.map +0 -1
  150. package/dist/actors/Appearances.js +0 -62
  151. package/dist/actors/Appearances.js.map +0 -1
  152. package/dist/actors/Aura.d.ts +0 -45
  153. package/dist/actors/Aura.d.ts.map +0 -1
  154. package/dist/actors/Aura.js +0 -85
  155. package/dist/actors/Aura.js.map +0 -1
  156. package/dist/actors/Barrier.d.ts +0 -60
  157. package/dist/actors/Barrier.d.ts.map +0 -1
  158. package/dist/actors/Barrier.js +0 -70
  159. package/dist/actors/Barrier.js.map +0 -1
  160. package/dist/actors/Charges.d.ts +0 -66
  161. package/dist/actors/Charges.d.ts.map +0 -1
  162. package/dist/actors/Charges.js +0 -61
  163. package/dist/actors/Charges.js.map +0 -1
  164. package/dist/actors/EntityTemplate.d.ts +0 -127
  165. package/dist/actors/EntityTemplate.d.ts.map +0 -1
  166. package/dist/actors/EntityTemplate.js +0 -117
  167. package/dist/actors/EntityTemplate.js.map +0 -1
  168. package/dist/actors/Equipment.d.ts +0 -88
  169. package/dist/actors/Equipment.d.ts.map +0 -1
  170. package/dist/actors/Equipment.js +0 -107
  171. package/dist/actors/Equipment.js.map +0 -1
  172. package/dist/actors/Inventory.d.ts +0 -123
  173. package/dist/actors/Inventory.d.ts.map +0 -1
  174. package/dist/actors/Inventory.js +0 -165
  175. package/dist/actors/Inventory.js.map +0 -1
  176. package/dist/actors/ItemState.d.ts +0 -43
  177. package/dist/actors/ItemState.d.ts.map +0 -1
  178. package/dist/actors/ItemState.js +0 -63
  179. package/dist/actors/ItemState.js.map +0 -1
  180. package/dist/actors/ItemStatusEffect.d.ts +0 -40
  181. package/dist/actors/ItemStatusEffect.d.ts.map +0 -1
  182. package/dist/actors/ItemStatusEffect.js +0 -39
  183. package/dist/actors/ItemStatusEffect.js.map +0 -1
  184. package/dist/actors/Loot.d.ts +0 -38
  185. package/dist/actors/Loot.d.ts.map +0 -1
  186. package/dist/actors/Loot.js +0 -28
  187. package/dist/actors/Loot.js.map +0 -1
  188. package/dist/actors/Progression.d.ts +0 -52
  189. package/dist/actors/Progression.d.ts.map +0 -1
  190. package/dist/actors/Progression.js +0 -59
  191. package/dist/actors/Progression.js.map +0 -1
  192. package/dist/actors/Resource.d.ts +0 -53
  193. package/dist/actors/Resource.d.ts.map +0 -1
  194. package/dist/actors/Resource.js +0 -58
  195. package/dist/actors/Resource.js.map +0 -1
  196. package/dist/actors/Scaling.d.ts +0 -30
  197. package/dist/actors/Scaling.d.ts.map +0 -1
  198. package/dist/actors/Scaling.js +0 -9
  199. package/dist/actors/Scaling.js.map +0 -1
  200. package/dist/actors/Shop.d.ts +0 -40
  201. package/dist/actors/Shop.d.ts.map +0 -1
  202. package/dist/actors/Shop.js +0 -36
  203. package/dist/actors/Shop.js.map +0 -1
  204. package/dist/actors/SkillPoints.d.ts +0 -72
  205. package/dist/actors/SkillPoints.d.ts.map +0 -1
  206. package/dist/actors/SkillPoints.js +0 -87
  207. package/dist/actors/SkillPoints.js.map +0 -1
  208. package/dist/actors/StatBlock.d.ts +0 -86
  209. package/dist/actors/StatBlock.d.ts.map +0 -1
  210. package/dist/actors/StatBlock.js +0 -110
  211. package/dist/actors/StatBlock.js.map +0 -1
  212. package/dist/actors/StatusEffect.d.ts +0 -67
  213. package/dist/actors/StatusEffect.d.ts.map +0 -1
  214. package/dist/actors/StatusEffect.js +0 -59
  215. package/dist/actors/StatusEffect.js.map +0 -1
  216. package/dist/actors/Support.d.ts +0 -43
  217. package/dist/actors/Support.d.ts.map +0 -1
  218. package/dist/actors/Support.js +0 -71
  219. package/dist/actors/Support.js.map +0 -1
  220. package/dist/actors/Traits.d.ts +0 -43
  221. package/dist/actors/Traits.d.ts.map +0 -1
  222. package/dist/actors/Traits.js +0 -35
  223. package/dist/actors/Traits.js.map +0 -1
  224. package/dist/actors/craft.d.ts +0 -63
  225. package/dist/actors/craft.d.ts.map +0 -1
  226. package/dist/actors/craft.js +0 -86
  227. package/dist/actors/craft.js.map +0 -1
  228. package/dist/actors/index.d.ts +0 -46
  229. package/dist/actors/index.d.ts.map +0 -1
  230. package/dist/actors/index.js +0 -24
  231. package/dist/actors/index.js.map +0 -1
  232. package/dist/actors/skillCheck.d.ts +0 -21
  233. package/dist/actors/skillCheck.d.ts.map +0 -1
  234. package/dist/actors/skillCheck.js +0 -24
  235. package/dist/actors/skillCheck.js.map +0 -1
  236. package/dist/ai/Heuristics.d.ts +0 -240
  237. package/dist/ai/Heuristics.d.ts.map +0 -1
  238. package/dist/ai/Heuristics.js +0 -298
  239. package/dist/ai/Heuristics.js.map +0 -1
  240. package/dist/ai/Neural.d.ts +0 -65
  241. package/dist/ai/Neural.d.ts.map +0 -1
  242. package/dist/ai/Neural.js +0 -169
  243. package/dist/ai/Neural.js.map +0 -1
  244. package/dist/ai/Suggest.d.ts +0 -54
  245. package/dist/ai/Suggest.d.ts.map +0 -1
  246. package/dist/ai/Suggest.js +0 -48
  247. package/dist/ai/Suggest.js.map +0 -1
  248. package/dist/ai/index.d.ts +0 -136
  249. package/dist/ai/index.d.ts.map +0 -1
  250. package/dist/ai/index.js +0 -207
  251. package/dist/ai/index.js.map +0 -1
  252. package/dist/ai/lua.d.ts +0 -74
  253. package/dist/ai/lua.d.ts.map +0 -1
  254. package/dist/ai/lua.js +0 -217
  255. package/dist/ai/lua.js.map +0 -1
  256. package/dist/ai/score.d.ts +0 -162
  257. package/dist/ai/score.d.ts.map +0 -1
  258. package/dist/ai/score.js +0 -147
  259. package/dist/ai/score.js.map +0 -1
  260. package/dist/ai/search.d.ts +0 -108
  261. package/dist/ai/search.d.ts.map +0 -1
  262. package/dist/ai/search.js +0 -148
  263. package/dist/ai/search.js.map +0 -1
  264. package/dist/assets/ByteProgress.d.ts +0 -37
  265. package/dist/assets/ByteProgress.d.ts.map +0 -1
  266. package/dist/assets/ByteProgress.js +0 -54
  267. package/dist/assets/ByteProgress.js.map +0 -1
  268. package/dist/assets/Streaming.d.ts +0 -56
  269. package/dist/assets/Streaming.d.ts.map +0 -1
  270. package/dist/assets/Streaming.js +0 -100
  271. package/dist/assets/Streaming.js.map +0 -1
  272. package/dist/assets/SvgParts.d.ts +0 -31
  273. package/dist/assets/SvgParts.d.ts.map +0 -1
  274. package/dist/assets/SvgParts.js +0 -54
  275. package/dist/assets/SvgParts.js.map +0 -1
  276. package/dist/assets/SvgSource.d.ts +0 -3
  277. package/dist/assets/SvgSource.d.ts.map +0 -1
  278. package/dist/assets/SvgSource.js +0 -22
  279. package/dist/assets/SvgSource.js.map +0 -1
  280. package/dist/assets/binary.d.ts +0 -52
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  282. package/dist/assets/binary.js +0 -57
  283. package/dist/assets/binary.js.map +0 -1
  284. package/dist/assets/index.d.ts +0 -27
  285. package/dist/assets/index.d.ts.map +0 -1
  286. package/dist/assets/index.js +0 -20
  287. package/dist/assets/index.js.map +0 -1
  288. package/dist/assets/loader.d.ts +0 -70
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  290. package/dist/assets/loader.js +0 -115
  291. package/dist/assets/loader.js.map +0 -1
  292. package/dist/assets/paths.d.ts +0 -73
  293. package/dist/assets/paths.d.ts.map +0 -1
  294. package/dist/assets/paths.js +0 -91
  295. package/dist/assets/paths.js.map +0 -1
  296. package/dist/assets/svg.d.ts +0 -87
  297. package/dist/assets/svg.d.ts.map +0 -1
  298. package/dist/assets/svg.js +0 -166
  299. package/dist/assets/svg.js.map +0 -1
  300. package/dist/audio/AudioLoader.d.ts +0 -28
  301. package/dist/audio/AudioLoader.d.ts.map +0 -1
  302. package/dist/audio/AudioLoader.js +0 -53
  303. package/dist/audio/AudioLoader.js.map +0 -1
  304. package/dist/audio/Captions.d.ts +0 -27
  305. package/dist/audio/Captions.d.ts.map +0 -1
  306. package/dist/audio/Captions.js +0 -16
  307. package/dist/audio/Captions.js.map +0 -1
  308. package/dist/audio/Channels.d.ts +0 -218
  309. package/dist/audio/Channels.d.ts.map +0 -1
  310. package/dist/audio/Channels.js +0 -486
  311. package/dist/audio/Channels.js.map +0 -1
  312. package/dist/audio/LoopTags.d.ts +0 -37
  313. package/dist/audio/LoopTags.d.ts.map +0 -1
  314. package/dist/audio/LoopTags.js +0 -116
  315. package/dist/audio/LoopTags.js.map +0 -1
  316. package/dist/audio/Midi.d.ts +0 -184
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  318. package/dist/audio/Midi.js +0 -339
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  320. package/dist/audio/MidiRender.d.ts +0 -113
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  324. package/dist/audio/Music.d.ts +0 -70
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  328. package/dist/audio/MusicPlayer.d.ts +0 -80
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  332. package/dist/audio/Orchestrator.d.ts +0 -58
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  336. package/dist/audio/Playable.d.ts +0 -31
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  340. package/dist/audio/Positional.d.ts +0 -125
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  344. package/dist/audio/SampleDecoder.d.ts +0 -55
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  360. package/dist/audio/humanize/Groove.d.ts +0 -80
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  380. package/dist/audio/humanize/HumanizerFactory.d.ts +0 -68
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  388. package/dist/audio/humanize/Onsets.d.ts +0 -26
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  392. package/dist/audio/index.d.ts +0 -43
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@@ -1,255 +0,0 @@
1
- import { Container } from 'pixi.js';
2
- /**
3
- * A view onto a world larger than the screen.
4
- *
5
- * The camera does not move: it moves the world under a fixed viewport, which is what a
6
- * renderer actually wants. `world` is the container to put the map and its inhabitants in;
7
- * anything that should stay put on screen (the HUD, a dialogue box) goes outside it. The
8
- * same answers "does rotation turn the camera or the world": the layer turns, once, about
9
- * the view centre - never a per-tile transform, which is what keeps rotated tiles seamless
10
- * and the per-frame cost flat regardless of map size.
11
- *
12
- * Positions are in world units. At `zoom = 3` a 16px tile is 48 screen pixels.
13
- *
14
- * Rotation has two APIs sharing one angle: `setRotationStep`/`rotate` turn in the whole
15
- * steps a grid closes on (item 285 - four quarter turns for a square map, six 60-degree
16
- * steps for a hex one), while `rotateTo`/`animateRotationTo` turn to any angle at all (item
17
- * 286), animating smoothly between two steps rather than only landing on them. `toScreen`/
18
- * `toWorld`/`view`'s culling box already work at any angle, not only a step's whole
19
- * multiple, so free rotation needed no change to either.
20
- *
21
- * @example
22
- * ```ts
23
- * import { Camera, createCamera } from '@datamoc/mw_games/two-d/render';
24
- * import type { Container2D } from '@datamoc/mw_games/two-d/render';
25
- *
26
- * declare const stage: Container2D;
27
- * declare const hero: { x: number; y: number };
28
- *
29
- * const camera = createCamera({ zoom: 3, deadzone: 0.3, pixelPerfectTileSize: 16 });
30
- * stage.addChild(camera.world);
31
- * camera.follow(hero);
32
- *
33
- * function onFrame(dt: number): void {
34
- * camera.update(dt);
35
- * }
36
- * ```
37
- */
38
- export interface CameraOptions {
39
- /** screen pixels per world unit */
40
- zoom?: number;
41
- /**
42
- * The grid whose symmetry `rotate`/`setRotationStep` step in: `'square'` (the default)
43
- * turns in four quarter turns, `'hex'` in six 60-degree steps, because a hex lattice comes
44
- * back onto itself every 60 degrees. Only the step count depends on this; the layer and its
45
- * inverse mapping are the same shape either way.
46
- */
47
- grid?: 'square' | 'hex';
48
- /**
49
- * How much of the screen the target may drift across before the camera follows, 0 to 1.
50
- *
51
- * 0 pins the target to the centre, which is precise but makes the world lurch on every
52
- * step. 0.3 lets it wander through the middle third, which reads far calmer in a
53
- * grid-based game where movement is in whole tiles.
54
- */
55
- deadzone?: number;
56
- /**
57
- * When set, `zoom` snaps to the nearest value at which one world unit of this size lands
58
- * on a whole number of screen pixels - a tile's own width or height, typically.
59
- *
60
- * `apply()` already rounds the whole camera's screen offset to a whole pixel, which stops
61
- * pixel art shimmering as the camera moves, but at a fractional zoom each tile's *own*
62
- * edge still lands on a different sub-pixel offset depending on its position, so
63
- * nearest-neighbour sampling rounds one tile's edge column one way and its neighbour's
64
- * the other - a thin seam between tiles that camera-level rounding alone cannot fix.
65
- * Snapping zoom itself so tile-size × zoom is always a whole number closes the gap at
66
- * its source, without a per-tile sampling flag.
67
- */
68
- pixelPerfectTileSize?: number;
69
- /**
70
- * Device pixels per CSS pixel, read live. `apply()` rounds the screen offset, and
71
- * `pixelPerfectTileSize` snaps zoom, to whole *device* pixels at this ratio. Defaults to 1;
72
- * `createCamera` supplies the running renderer's resolution.
73
- */
74
- resolution?: () => number;
75
- }
76
- /**
77
- * @example
78
- * ```ts
79
- * import { Camera } from '@datamoc/mw_games/two-d/render';
80
- * import type { Container2D } from '@datamoc/mw_games/two-d/render';
81
- *
82
- * declare const stage: Container2D;
83
- *
84
- * const camera = new Camera({ zoom: 2 });
85
- * camera.setViewport(960, 540);
86
- * stage.addChild(camera.world);
87
- *
88
- * camera.snapTo(160, 160); // jump to the start room, no easing
89
- * camera.follow({ x: 176, y: 160 }); // then ease towards wherever the hero is
90
- * camera.update(1 / 60);
91
- *
92
- * const screenPoint = camera.toScreen(160, 160);
93
- * ```
94
- */
95
- export declare class Camera {
96
- /** put the map and everything in it here */
97
- readonly world: Container<import("pixi.js").ContainerChild>;
98
- /** centre of the view, in world units */
99
- x: number;
100
- y: number;
101
- private requestedZoom;
102
- private readonly resolution;
103
- private deadzone;
104
- private readonly pixelPerfectTileSize?;
105
- private viewWidth;
106
- private viewHeight;
107
- private screenX;
108
- private screenY;
109
- private followTarget;
110
- private followIntensity;
111
- private shakeMagnitude;
112
- private shakeRemaining;
113
- private shakeDuration;
114
- private shakeX;
115
- private shakeY;
116
- /** clamps the view to these world bounds when set, so the map's edge is never crossed */
117
- private bounds;
118
- /** how many whole-angle positions a full turn has: 4 for a square grid, 6 for a hex one */
119
- readonly stepsPerTurn: number;
120
- private step;
121
- private _angle;
122
- private targetAngle;
123
- private angleIntensity;
124
- constructor(options?: CameraOptions);
125
- /** the rotation step this view is turned to, always in `0 .. stepsPerTurn - 1` */
126
- get rotationSteps(): number;
127
- /** the view's rotation, in radians, positive turning the world counter-clockwise */
128
- get rotation(): number;
129
- /**
130
- * The angle that cancels `rotation`: draw a label, health bar or damage number into `world`
131
- * with this and it stays upright however the view is turned. A half turn would otherwise put
132
- * every label upside down.
133
- */
134
- get uprightRotation(): number;
135
- /** turns the view to a whole step, wrapping around a full turn */
136
- setRotationStep(step: number): void;
137
- /** turns the view by whole steps; `rotate(1)` is the next position, `rotate(-1)` the last */
138
- rotate(delta?: number): void;
139
- /**
140
- * Turns the view to an arbitrary angle immediately, no animation - free rotation, not
141
- * confined to a grid's whole steps. `rotationSteps` is left as it was: it names where
142
- * `setRotationStep`/`rotate` last put the view, not this angle, so the two APIs are best
143
- * used one at a time rather than interleaved.
144
- */
145
- rotateTo(angle: number): void;
146
- /**
147
- * Eases the view towards an arbitrary angle, taking whichever way around the turn is
148
- * shorter - so animating from a hex view's fifth step back to its first sweeps the one
149
- * 60-degree gap between them rather than the long way around. `intensity` behaves like
150
- * `follow`'s: the remaining angle closes by that fraction each second.
151
- */
152
- animateRotationTo(angle: number, intensity?: number): void;
153
- /** cos/sin of the current rotation, the shared arithmetic `toScreen`/`toWorld`/`view` use */
154
- private get spin();
155
- /** snapped on every read, not on set, so a resolution change (a `QualityScaler` step) is followed */
156
- get zoom(): number;
157
- set zoom(value: number);
158
- /**
159
- * The framework calls this on resize; sizes are in screen pixels. `screenX`/`screenY`
160
- * default to 0 (an ordinary camera starting at the corner of the canvas); a `Viewport`
161
- * gives its camera a nonzero one so this camera's own rectangle starts partway across
162
- * the screen instead, for a split-screen layout.
163
- */
164
- setViewport(width: number, height: number, screenX?: number, screenY?: number): void;
165
- /**
166
- * Frames a fixed-size world (0,0 to `worldWidth`,`worldHeight`) entirely inside the
167
- * viewport, centred, with the spare screen left as bars: the "virtual resolution" of a
168
- * game laid out at one size. Call it after `setViewport`, again on every resize.
169
- */
170
- fit(worldWidth: number, worldHeight: number): void;
171
- /**
172
- * The visible region, in world units, as an axis-aligned box: use it to cull.
173
- *
174
- * With the view turned, the visible region is the viewport rectangle rotated in world space,
175
- * so this is the box around its four corners instead of the rectangle itself - over-inclusive
176
- * rather than clipping tiles that are actually on screen. Unturned, it is the rectangle, at
177
- * its exact numbers.
178
- */
179
- get view(): {
180
- x: number;
181
- y: number;
182
- width: number;
183
- height: number;
184
- };
185
- /** stops the camera leaving the map; pass null to allow it again */
186
- setBounds(bounds: {
187
- minX: number;
188
- minY: number;
189
- maxX: number;
190
- maxY: number;
191
- } | null): void;
192
- /** jumps to a point with no easing, for a teleport or a scene change */
193
- snapTo(x: number, y: number): void;
194
- /** eases towards a fixed point */
195
- panTo(x: number, y: number, intensity?: number): void;
196
- /** eases towards something that keeps moving, such as the player */
197
- follow(target: {
198
- x: number;
199
- y: number;
200
- }, intensity?: number): void;
201
- stopFollowing(): void;
202
- /** @param magnitude world units @param duration seconds */
203
- shake(magnitude: number, duration?: number): void;
204
- /**
205
- * `shake`, taking `intensity` in screen pixels rather than world units.
206
- *
207
- * `shake`'s own magnitude is world units because the offset it produces feeds
208
- * `clampedCentre` alongside every other world-space camera field; a caller thinking in
209
- * screen pixels (a convention several game engines use for this exact call) otherwise
210
- * has to divide by `zoom` at every call site itself. This does that division once, so
211
- * the shake still reads as `intensity` pixels on screen at whatever zoom is current when
212
- * it starts, matching what a caller asked for rather than what world-space asked for.
213
- */
214
- shakeScreen(intensity: number, duration?: number): void;
215
- update(dt: number): void;
216
- /** world point to screen pixels, through the current rotation */
217
- toScreen(x: number, y: number): {
218
- x: number;
219
- y: number;
220
- };
221
- /** screen pixels to world point, for turning a click into a tile; the inverse of `toScreen` */
222
- toWorld(x: number, y: number): {
223
- x: number;
224
- y: number;
225
- };
226
- private clampedCentre;
227
- private apply;
228
- private snapToDevice;
229
- }
230
- /**
231
- * The nearest zoom to `zoom` at which `tileSize * zoom` is a whole number of device pixels
232
- * (`resolution` device pixels per screen pixel, default 1) -
233
- * the pure math behind `CameraOptions.pixelPerfectTileSize`, exported so a game can snap a
234
- * zoom value (from a slider, say) before ever handing it to a `Camera`.
235
- *
236
- * @example
237
- * ```ts
238
- * import { snapZoom } from '@datamoc/mw_games/two-d/render';
239
- *
240
- * console.log(snapZoom(2.4, 16)); // 2.375 - 16 * 2.375 = 38, a whole number of pixels
241
- * ```
242
- */
243
- export declare function snapZoom(zoom: number, tileSize: number, resolution?: number): number;
244
- /**
245
- * a camera sized to the running game's viewport, updated on every frame
246
- *
247
- * @example
248
- * ```ts
249
- * import { createCamera } from '@datamoc/mw_games/two-d/render';
250
- *
251
- * const camera = createCamera({ zoom: 2 }); // sized to Game.current automatically
252
- * ```
253
- */
254
- export declare function createCamera(options?: CameraOptions): Camera;
255
- //# sourceMappingURL=Camera.d.ts.map
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@@ -1,376 +0,0 @@
1
- import { Container } from 'pixi.js';
2
- import { Game } from '../Game.js';
3
- import * as Random from '../../core/Random.js';
4
- import { reducedMotion } from '../../core/Motion.js';
5
- import { clamp } from '../../core/Math.js';
6
- /**
7
- * @example
8
- * ```ts
9
- * import { Camera } from '@datamoc/mw_games/two-d/render';
10
- * import type { Container2D } from '@datamoc/mw_games/two-d/render';
11
- *
12
- * declare const stage: Container2D;
13
- *
14
- * const camera = new Camera({ zoom: 2 });
15
- * camera.setViewport(960, 540);
16
- * stage.addChild(camera.world);
17
- *
18
- * camera.snapTo(160, 160); // jump to the start room, no easing
19
- * camera.follow({ x: 176, y: 160 }); // then ease towards wherever the hero is
20
- * camera.update(1 / 60);
21
- *
22
- * const screenPoint = camera.toScreen(160, 160);
23
- * ```
24
- */
25
- export class Camera {
26
- constructor(options = {}) {
27
- /** put the map and everything in it here */
28
- this.world = new Container();
29
- /** centre of the view, in world units */
30
- this.x = 0;
31
- this.y = 0;
32
- this.requestedZoom = 1;
33
- this.viewWidth = 0;
34
- this.viewHeight = 0;
35
- //where this camera's own rectangle starts on screen; 0,0 for an ordinary full-screen
36
- //camera, nonzero for one player's share of a split-screen layout (see render.Viewport)
37
- this.screenX = 0;
38
- this.screenY = 0;
39
- this.followTarget = null;
40
- //how fast the camera closes on its target: it covers `intensity` of the remaining
41
- //distance each second, so it eases in without ever quite arriving
42
- this.followIntensity = 0;
43
- this.shakeMagnitude = 0;
44
- this.shakeRemaining = 0;
45
- this.shakeDuration = 1;
46
- this.shakeX = 0;
47
- this.shakeY = 0;
48
- /** clamps the view to these world bounds when set, so the map's edge is never crossed */
49
- this.bounds = null;
50
- this.step = 0;
51
- //the one true source of the view's turn, in radians; `step` above only tracks where
52
- //setRotationStep/rotate last left it, for rotationSteps to report. rotateTo/
53
- //animateRotationTo move this directly, to any angle, not only a step's whole multiple
54
- this._angle = 0;
55
- this.targetAngle = null;
56
- this.angleIntensity = 0;
57
- if (options.grid !== undefined && options.grid !== 'square' && options.grid !== 'hex')
58
- throw new Error(`camera grid must be "square" or "hex", not "${options.grid}"`);
59
- this.stepsPerTurn = options.grid === 'hex' ? 6 : 4;
60
- this.deadzone = options.deadzone ?? 0;
61
- this.pixelPerfectTileSize = options.pixelPerfectTileSize;
62
- this.resolution = options.resolution ?? (() => 1);
63
- this.zoom = options.zoom ?? 1;
64
- }
65
- /** the rotation step this view is turned to, always in `0 .. stepsPerTurn - 1` */
66
- get rotationSteps() {
67
- return this.step;
68
- }
69
- /** the view's rotation, in radians, positive turning the world counter-clockwise */
70
- get rotation() {
71
- return this._angle;
72
- }
73
- /**
74
- * The angle that cancels `rotation`: draw a label, health bar or damage number into `world`
75
- * with this and it stays upright however the view is turned. A half turn would otherwise put
76
- * every label upside down.
77
- */
78
- get uprightRotation() {
79
- return -this.rotation;
80
- }
81
- /** turns the view to a whole step, wrapping around a full turn */
82
- setRotationStep(step) {
83
- if (!Number.isInteger(step))
84
- throw new Error('camera rotation step must be an integer');
85
- this.step = ((step % this.stepsPerTurn) + this.stepsPerTurn) % this.stepsPerTurn;
86
- this._angle = (this.step / this.stepsPerTurn) * Math.PI * 2;
87
- this.targetAngle = null;
88
- this.apply();
89
- }
90
- /** turns the view by whole steps; `rotate(1)` is the next position, `rotate(-1)` the last */
91
- rotate(delta = 1) {
92
- this.setRotationStep(this.step + delta);
93
- }
94
- /**
95
- * Turns the view to an arbitrary angle immediately, no animation - free rotation, not
96
- * confined to a grid's whole steps. `rotationSteps` is left as it was: it names where
97
- * `setRotationStep`/`rotate` last put the view, not this angle, so the two APIs are best
98
- * used one at a time rather than interleaved.
99
- */
100
- rotateTo(angle) {
101
- this._angle = angle;
102
- this.targetAngle = null;
103
- this.angleIntensity = 0;
104
- this.apply();
105
- }
106
- /**
107
- * Eases the view towards an arbitrary angle, taking whichever way around the turn is
108
- * shorter - so animating from a hex view's fifth step back to its first sweeps the one
109
- * 60-degree gap between them rather than the long way around. `intensity` behaves like
110
- * `follow`'s: the remaining angle closes by that fraction each second.
111
- */
112
- animateRotationTo(angle, intensity = 4) {
113
- this.targetAngle = angle;
114
- this.angleIntensity = intensity;
115
- }
116
- /** cos/sin of the current rotation, the shared arithmetic `toScreen`/`toWorld`/`view` use */
117
- get spin() {
118
- const angle = this.rotation;
119
- return { cos: Math.cos(angle), sin: Math.sin(angle) };
120
- }
121
- /** snapped on every read, not on set, so a resolution change (a `QualityScaler` step) is followed */
122
- get zoom() {
123
- return this.pixelPerfectTileSize
124
- ? snapZoom(this.requestedZoom, this.pixelPerfectTileSize, this.resolution())
125
- : this.requestedZoom;
126
- }
127
- set zoom(value) {
128
- this.requestedZoom = Math.max(0.01, value);
129
- }
130
- /**
131
- * The framework calls this on resize; sizes are in screen pixels. `screenX`/`screenY`
132
- * default to 0 (an ordinary camera starting at the corner of the canvas); a `Viewport`
133
- * gives its camera a nonzero one so this camera's own rectangle starts partway across
134
- * the screen instead, for a split-screen layout.
135
- */
136
- setViewport(width, height, screenX = 0, screenY = 0) {
137
- this.viewWidth = width;
138
- this.viewHeight = height;
139
- this.screenX = screenX;
140
- this.screenY = screenY;
141
- }
142
- /**
143
- * Frames a fixed-size world (0,0 to `worldWidth`,`worldHeight`) entirely inside the
144
- * viewport, centred, with the spare screen left as bars: the "virtual resolution" of a
145
- * game laid out at one size. Call it after `setViewport`, again on every resize.
146
- */
147
- fit(worldWidth, worldHeight) {
148
- this.zoom = Math.min(this.viewWidth / worldWidth, this.viewHeight / worldHeight);
149
- this.snapTo(worldWidth / 2, worldHeight / 2);
150
- }
151
- /**
152
- * The visible region, in world units, as an axis-aligned box: use it to cull.
153
- *
154
- * With the view turned, the visible region is the viewport rectangle rotated in world space,
155
- * so this is the box around its four corners instead of the rectangle itself - over-inclusive
156
- * rather than clipping tiles that are actually on screen. Unturned, it is the rectangle, at
157
- * its exact numbers.
158
- */
159
- get view() {
160
- const width = this.viewWidth / this.zoom;
161
- const height = this.viewHeight / this.zoom;
162
- const { x: centreX, y: centreY } = this.clampedCentre(this.x, this.y);
163
- if (this._angle === 0)
164
- return { x: centreX - width / 2, y: centreY - height / 2, width, height };
165
- const corners = [
166
- this.toWorld(this.screenX, this.screenY),
167
- this.toWorld(this.screenX + this.viewWidth, this.screenY),
168
- this.toWorld(this.screenX + this.viewWidth, this.screenY + this.viewHeight),
169
- this.toWorld(this.screenX, this.screenY + this.viewHeight),
170
- ];
171
- const xs = corners.map((corner) => corner.x);
172
- const ys = corners.map((corner) => corner.y);
173
- const minX = Math.min(...xs);
174
- const minY = Math.min(...ys);
175
- return { x: minX, y: minY, width: Math.max(...xs) - minX, height: Math.max(...ys) - minY };
176
- }
177
- /** stops the camera leaving the map; pass null to allow it again */
178
- setBounds(bounds) {
179
- this.bounds = bounds;
180
- }
181
- /** jumps to a point with no easing, for a teleport or a scene change */
182
- snapTo(x, y) {
183
- this.x = x;
184
- this.y = y;
185
- this.followTarget = null;
186
- this.followIntensity = 0;
187
- this.apply();
188
- }
189
- /** eases towards a fixed point */
190
- panTo(x, y, intensity = 4) {
191
- this.followTarget = { x, y };
192
- this.followIntensity = intensity;
193
- }
194
- /** eases towards something that keeps moving, such as the player */
195
- follow(target, intensity = 8) {
196
- this.followTarget = target;
197
- this.followIntensity = intensity;
198
- }
199
- stopFollowing() {
200
- this.followTarget = null;
201
- this.followIntensity = 0;
202
- }
203
- /** @param magnitude world units @param duration seconds */
204
- shake(magnitude, duration = 0.4) {
205
- //screen shake is exactly the motion a reduced-motion preference asks a game to drop
206
- if (reducedMotion())
207
- return;
208
- this.shakeMagnitude = magnitude;
209
- this.shakeRemaining = this.shakeDuration = duration;
210
- }
211
- /**
212
- * `shake`, taking `intensity` in screen pixels rather than world units.
213
- *
214
- * `shake`'s own magnitude is world units because the offset it produces feeds
215
- * `clampedCentre` alongside every other world-space camera field; a caller thinking in
216
- * screen pixels (a convention several game engines use for this exact call) otherwise
217
- * has to divide by `zoom` at every call site itself. This does that division once, so
218
- * the shake still reads as `intensity` pixels on screen at whatever zoom is current when
219
- * it starts, matching what a caller asked for rather than what world-space asked for.
220
- */
221
- shakeScreen(intensity, duration = 0.4) {
222
- this.shake(intensity / this.zoom, duration);
223
- }
224
- update(dt) {
225
- if (this.followTarget && this.followIntensity > 0) {
226
- //half the view's world-unit size, not this.view itself: that getter also clamps to
227
- //bounds, which the deadzone has no use for and would cost an extra allocation here
228
- const deadX = ((this.viewWidth / this.zoom) * this.deadzone) / 2;
229
- const deadY = ((this.viewHeight / this.zoom) * this.deadzone) / 2;
230
- let dx = this.followTarget.x - this.x;
231
- let dy = this.followTarget.y - this.y;
232
- //inside the deadzone the camera simply does not move
233
- dx = dx > deadX ? dx - deadX : dx < -deadX ? dx + deadX : 0;
234
- dy = dy > deadY ? dy - deadY : dy < -deadY ? dy + deadY : 0;
235
- //a camera gliding after the player is multi-directional peripheral movement,
236
- //the trigger WebKit's "Responsive Design for Motion" names. Reduced motion
237
- //keeps the camera on the player but moves it in cuts - only when the target
238
- //leaves the deadzone - instead of easing continuously. Otherwise this is
239
- //framerate-independent easing: the same fraction is covered per second
240
- //however long the frame was, so a slow frame does not lag the camera behind
241
- const t = reducedMotion() ? 1 : 1 - Math.exp(-this.followIntensity * dt);
242
- this.x += dx * t;
243
- this.y += dy * t;
244
- }
245
- if (this.targetAngle !== null && this.angleIntensity > 0) {
246
- const diff = angleDiff(this._angle, this.targetAngle);
247
- //reduced motion jumps straight there in one frame instead of easing continuously,
248
- //the same trade `update`'s follow-target easing above makes
249
- const t = reducedMotion() ? 1 : 1 - Math.exp(-this.angleIntensity * dt);
250
- this._angle += diff * t;
251
- }
252
- if (this.shakeRemaining > 0) {
253
- this.shakeRemaining -= dt;
254
- //the shake fades out over its duration rather than stopping dead
255
- const damping = Math.max(0, this.shakeRemaining / this.shakeDuration);
256
- this.shakeX = Random.float(-this.shakeMagnitude, this.shakeMagnitude) * damping;
257
- this.shakeY = Random.float(-this.shakeMagnitude, this.shakeMagnitude) * damping;
258
- }
259
- else {
260
- this.shakeX = this.shakeY = 0;
261
- }
262
- this.apply();
263
- }
264
- /** world point to screen pixels, through the current rotation */
265
- toScreen(x, y) {
266
- //must agree with apply()'s clamped centre (shake included), or a point converted
267
- //with this and placed on screen lands somewhere other than where the camera
268
- //actually drew it - exactly what happens near a bound, or on an axis the map is
269
- //narrower than the view
270
- const { x: centreX, y: centreY } = this.clampedCentre(this.x + this.shakeX, this.y + this.shakeY);
271
- const { cos, sin } = this.spin;
272
- const dx = x - centreX;
273
- const dy = y - centreY;
274
- return {
275
- x: (dx * cos - dy * sin) * this.zoom + this.screenX + this.viewWidth / 2,
276
- y: (dx * sin + dy * cos) * this.zoom + this.screenY + this.viewHeight / 2,
277
- };
278
- }
279
- /** screen pixels to world point, for turning a click into a tile; the inverse of `toScreen` */
280
- toWorld(x, y) {
281
- const { x: centreX, y: centreY } = this.clampedCentre(this.x + this.shakeX, this.y + this.shakeY);
282
- const { cos, sin } = this.spin;
283
- const rx = (x - this.screenX - this.viewWidth / 2) / this.zoom;
284
- const ry = (y - this.screenY - this.viewHeight / 2) / this.zoom;
285
- return {
286
- x: centreX + rx * cos + ry * sin,
287
- y: centreY - rx * sin + ry * cos,
288
- };
289
- }
290
- //the bounds-clamped centre `apply()` renders at, also what `view` reports for
291
- //culling: the two must agree, or culling drops tiles that are actually on screen
292
- clampedCentre(x, y) {
293
- if (!this.bounds)
294
- return { x, y };
295
- const halfWidth = this.viewWidth / this.zoom / 2;
296
- const halfHeight = this.viewHeight / this.zoom / 2;
297
- const { minX, minY, maxX, maxY } = this.bounds;
298
- //when the map is narrower than the view, centre it rather than clamping to an
299
- //edge, which would push the map against one side of the screen
300
- return {
301
- x: maxX - minX < halfWidth * 2 ? (minX + maxX) / 2 : clamp(x, minX + halfWidth, maxX - halfWidth),
302
- y: maxY - minY < halfHeight * 2 ? (minY + maxY) / 2 : clamp(y, minY + halfHeight, maxY - halfHeight),
303
- };
304
- }
305
- apply() {
306
- const { x: centreX, y: centreY } = this.clampedCentre(this.x + this.shakeX, this.y + this.shakeY);
307
- this.world.scale.set(this.zoom);
308
- if (this._angle === 0) {
309
- //unturned: rotate about the origin, the transform every existing camera had
310
- this.world.rotation = 0;
311
- this.world.pivot.set(0, 0);
312
- //rounding to whole screen pixels stops pixel art shimmering as the camera moves
313
- this.world.x = this.snapToDevice(this.screenX + this.viewWidth / 2 - centreX * this.zoom);
314
- this.world.y = this.snapToDevice(this.screenY + this.viewHeight / 2 - centreY * this.zoom);
315
- return;
316
- }
317
- //turned: pivot on the view centre so the layer turns about what the player is looking
318
- //at, and the centre lands on the same screen point the unturned camera would use
319
- this.world.rotation = this.rotation;
320
- this.world.pivot.set(centreX, centreY);
321
- this.world.x = this.snapToDevice(this.screenX + this.viewWidth / 2);
322
- this.world.y = this.snapToDevice(this.screenY + this.viewHeight / 2);
323
- }
324
- //a whole device pixel, not a whole CSS one: at a devicePixelRatio of 1.5 an odd CSS offset is
325
- //half a device pixel, which puts every tile edge between pixels and leaves a seam
326
- snapToDevice(value) {
327
- const resolution = this.resolution();
328
- return Math.round(value * resolution) / resolution;
329
- }
330
- }
331
- //the signed turn from `from` to `to`, in (-pi, pi], so easing always takes the shorter way
332
- //around rather than winding the long way when the two angles straddle a full turn
333
- function angleDiff(from, to) {
334
- const twoPi = Math.PI * 2;
335
- let diff = (to - from) % twoPi;
336
- if (diff > Math.PI)
337
- diff -= twoPi;
338
- if (diff < -Math.PI)
339
- diff += twoPi;
340
- return diff;
341
- }
342
- /**
343
- * The nearest zoom to `zoom` at which `tileSize * zoom` is a whole number of device pixels
344
- * (`resolution` device pixels per screen pixel, default 1) -
345
- * the pure math behind `CameraOptions.pixelPerfectTileSize`, exported so a game can snap a
346
- * zoom value (from a slider, say) before ever handing it to a `Camera`.
347
- *
348
- * @example
349
- * ```ts
350
- * import { snapZoom } from '@datamoc/mw_games/two-d/render';
351
- *
352
- * console.log(snapZoom(2.4, 16)); // 2.375 - 16 * 2.375 = 38, a whole number of pixels
353
- * ```
354
- */
355
- export function snapZoom(zoom, tileSize, resolution = 1) {
356
- const pixels = Math.max(1, Math.round(zoom * tileSize * resolution));
357
- return pixels / (tileSize * resolution);
358
- }
359
- /**
360
- * a camera sized to the running game's viewport, updated on every frame
361
- *
362
- * @example
363
- * ```ts
364
- * import { createCamera } from '@datamoc/mw_games/two-d/render';
365
- *
366
- * const camera = createCamera({ zoom: 2 }); // sized to Game.current automatically
367
- * ```
368
- */
369
- export function createCamera(options = {}) {
370
- const game = Game.current;
371
- const camera = new Camera({ resolution: () => game.app.renderer.resolution, ...options });
372
- //the logical viewport, not the backing store, which is larger on a hidpi display
373
- camera.setViewport(game.width, game.height);
374
- return camera;
375
- }
376
- //# sourceMappingURL=Camera.js.map
@@ -1 +0,0 @@
1
- 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