excalibur 0.26.0-alpha.261 → 0.26.0-alpha.265
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.
- package/CHANGELOG.md +7 -1
- package/build/dist/Graphics/Animation.d.ts +60 -0
- package/build/dist/Graphics/Animation.js +74 -3
- package/build/dist/Graphics/Animation.js.map +1 -1
- package/build/dist/Loader.js +3 -1
- package/build/dist/Loader.js.map +1 -1
- package/build/dist/excalibur.js +80 -6
- package/build/dist/excalibur.js.map +1 -1
- package/build/dist/excalibur.min.js +1 -1
- package/build/dist/excalibur.min.js.LICENSE.txt +1 -1
- package/build/dist/excalibur.min.js.map +1 -1
- package/build/dist/index.js +2 -2
- package/build/esm/Actions/Action/Blink.d.ts +17 -0
- package/build/esm/Actions/Action/CallMethod.d.ts +10 -0
- package/build/esm/Actions/Action/Delay.d.ts +12 -0
- package/build/esm/Actions/Action/Die.d.ts +11 -0
- package/build/esm/Actions/Action/EaseTo.d.ts +21 -0
- package/build/esm/Actions/Action/Fade.d.ts +17 -0
- package/build/esm/Actions/Action/Follow.d.ts +23 -0
- package/build/esm/Actions/Action/Meet.d.ts +23 -0
- package/build/esm/Actions/Action/MoveBy.d.ts +22 -0
- package/build/esm/Actions/Action/MoveTo.d.ts +21 -0
- package/build/esm/Actions/Action/Repeat.d.ts +16 -0
- package/build/esm/Actions/Action/RepeatForever.d.ts +20 -0
- package/build/esm/Actions/Action/RotateBy.d.ts +27 -0
- package/build/esm/Actions/Action/RotateTo.d.ts +26 -0
- package/build/esm/Actions/Action/ScaleBy.d.ts +24 -0
- package/build/esm/Actions/Action/ScaleTo.d.ts +23 -0
- package/build/esm/Actions/Action.d.ts +10 -0
- package/build/esm/Actions/ActionContext.d.ts +219 -0
- package/build/esm/Actions/ActionQueue.d.ts +56 -0
- package/build/esm/Actions/Actionable.d.ts +4 -0
- package/build/esm/Actions/ActionsComponent.d.ts +236 -0
- package/build/esm/Actions/ActionsSystem.d.ts +9 -0
- package/build/esm/Actions/Index.d.ts +21 -0
- package/build/esm/Actions/RotationType.d.ts +25 -0
- package/build/esm/Actor.d.ts +727 -0
- package/build/esm/Camera.d.ts +360 -0
- package/build/esm/Class.d.ts +43 -0
- package/build/esm/Collision/BodyComponent.d.ts +208 -0
- package/build/esm/Collision/BoundingBox.d.ts +109 -0
- package/build/esm/Collision/ColliderComponent.d.ts +98 -0
- package/build/esm/Collision/Colliders/CircleCollider.d.ts +92 -0
- package/build/esm/Collision/Colliders/ClosestLineJumpTable.d.ts +23 -0
- package/build/esm/Collision/Colliders/Collider.d.ts +94 -0
- package/build/esm/Collision/Colliders/CollisionJumpTable.d.ts +14 -0
- package/build/esm/Collision/Colliders/CompositeCollider.d.ts +38 -0
- package/build/esm/Collision/Colliders/EdgeCollider.d.ts +112 -0
- package/build/esm/Collision/Colliders/PolygonCollider.d.ts +138 -0
- package/build/esm/Collision/Colliders/SeparatingAxis.d.ts +46 -0
- package/build/esm/Collision/Colliders/Shape.d.ts +54 -0
- package/build/esm/Collision/CollisionSystem.d.ts +26 -0
- package/build/esm/Collision/CollisionType.d.ts +31 -0
- package/build/esm/Collision/Detection/CollisionContact.d.ts +53 -0
- package/build/esm/Collision/Detection/CollisionProcessor.d.ts +28 -0
- package/build/esm/Collision/Detection/DynamicTree.d.ts +85 -0
- package/build/esm/Collision/Detection/DynamicTreeCollisionProcessor.d.ts +40 -0
- package/build/esm/Collision/Detection/Pair.d.ts +31 -0
- package/build/esm/Collision/Group/CollisionGroup.d.ts +96 -0
- package/build/esm/Collision/Group/CollisionGroupManager.d.ts +30 -0
- package/build/esm/Collision/Index.d.ts +28 -0
- package/build/esm/Collision/Integrator.d.ts +6 -0
- package/build/esm/Collision/MotionSystem.d.ts +11 -0
- package/build/esm/Collision/Physics.d.ts +133 -0
- package/build/esm/Collision/Side.d.ts +21 -0
- package/build/esm/Collision/Solver/ArcadeSolver.d.ts +15 -0
- package/build/esm/Collision/Solver/ContactConstraintPoint.d.ts +43 -0
- package/build/esm/Collision/Solver/RealisticSolver.d.ts +21 -0
- package/build/esm/Collision/Solver/Solver.d.ts +50 -0
- package/build/esm/Color.d.ts +244 -0
- package/build/esm/Configurable.d.ts +9 -0
- package/build/esm/Debug/Debug.d.ts +327 -0
- package/build/esm/Debug/DebugFlags.d.ts +11 -0
- package/build/esm/Debug/DebugSystem.d.ts +29 -0
- package/build/esm/Debug/index.d.ts +3 -0
- package/build/esm/Deprecated.d.ts +0 -0
- package/build/esm/Drawing/Animation.d.ts +196 -0
- package/build/esm/Drawing/CanvasDrawComponent.d.ts +10 -0
- package/build/esm/Drawing/CanvasDrawingSystem.d.ts +23 -0
- package/build/esm/Drawing/Index.d.ts +9 -0
- package/build/esm/Drawing/Polygon.d.ts +74 -0
- package/build/esm/Drawing/Sprite.d.ts +159 -0
- package/build/esm/Drawing/SpriteEffects.d.ts +120 -0
- package/build/esm/Drawing/SpriteSheet.d.ts +184 -0
- package/build/esm/Drawing/Texture.d.ts +44 -0
- package/build/esm/Engine.d.ts +581 -0
- package/build/esm/EntityComponentSystem/Component.d.ts +69 -0
- package/build/esm/EntityComponentSystem/Components/MotionComponent.d.ts +55 -0
- package/build/esm/EntityComponentSystem/Components/TransformComponent.d.ts +103 -0
- package/build/esm/EntityComponentSystem/Entity.d.ts +247 -0
- package/build/esm/EntityComponentSystem/EntityManager.d.ts +35 -0
- package/build/esm/EntityComponentSystem/Query.d.ts +51 -0
- package/build/esm/EntityComponentSystem/QueryManager.d.ts +48 -0
- package/build/esm/EntityComponentSystem/System.d.ts +107 -0
- package/build/esm/EntityComponentSystem/SystemManager.d.ts +45 -0
- package/build/esm/EntityComponentSystem/Util.d.ts +1 -0
- package/build/esm/EntityComponentSystem/World.d.ts +45 -0
- package/build/esm/EntityComponentSystem/index.d.ts +10 -0
- package/build/esm/EventDispatcher.d.ts +51 -0
- package/build/esm/Events/MediaEvents.d.ts +47 -0
- package/build/esm/Events.d.ts +475 -0
- package/build/esm/Flags.d.ts +62 -0
- package/build/esm/Graphics/Animation.d.ts +189 -0
- package/build/esm/Graphics/Canvas.d.ts +24 -0
- package/build/esm/Graphics/Circle.d.ts +15 -0
- package/build/esm/Graphics/Context/ExcaliburGraphicsContext.d.ts +155 -0
- package/build/esm/Graphics/Context/ExcaliburGraphicsContext2DCanvas.d.ts +87 -0
- package/build/esm/Graphics/Context/ExcaliburGraphicsContextWebGL.d.ts +105 -0
- package/build/esm/Graphics/Context/batch.d.ts +11 -0
- package/build/esm/Graphics/Context/debug-text.d.ts +24 -0
- package/build/esm/Graphics/Context/draw-image-command.d.ts +47 -0
- package/build/esm/Graphics/Context/image-renderer.d.ts +39 -0
- package/build/esm/Graphics/Context/line-renderer.d.ts +22 -0
- package/build/esm/Graphics/Context/point-renderer.d.ts +22 -0
- package/build/esm/Graphics/Context/renderer.d.ts +66 -0
- package/build/esm/Graphics/Context/shader.d.ts +81 -0
- package/build/esm/Graphics/Context/state-stack.d.ts +10 -0
- package/build/esm/Graphics/Context/texture-loader.d.ts +33 -0
- package/build/esm/Graphics/Context/transform-stack.d.ts +12 -0
- package/build/esm/Graphics/Context/webgl-util.d.ts +12 -0
- package/build/esm/Graphics/Font.d.ts +57 -0
- package/build/esm/Graphics/FontCommon.d.ts +123 -0
- package/build/esm/Graphics/Graphic.d.ts +129 -0
- package/build/esm/Graphics/GraphicsComponent.d.ts +222 -0
- package/build/esm/Graphics/GraphicsDiagnostics.d.ts +5 -0
- package/build/esm/Graphics/GraphicsGroup.d.ts +24 -0
- package/build/esm/Graphics/GraphicsSystem.d.ts +35 -0
- package/build/esm/Graphics/ImageSource.d.ts +53 -0
- package/build/esm/Graphics/Polygon.d.ts +17 -0
- package/build/esm/Graphics/Raster.d.ts +105 -0
- package/build/esm/Graphics/Rectangle.d.ts +13 -0
- package/build/esm/Graphics/Sprite.d.ts +59 -0
- package/build/esm/Graphics/SpriteFont.d.ts +53 -0
- package/build/esm/Graphics/SpriteSheet.d.ts +137 -0
- package/build/esm/Graphics/Text.d.ts +29 -0
- package/build/esm/Graphics/index.d.ts +21 -0
- package/build/esm/Id.d.ts +8 -0
- package/build/esm/Input/CapturePointerConfig.d.ts +13 -0
- package/build/esm/Input/EngineInput.d.ts +8 -0
- package/build/esm/Input/Gamepad.d.ts +227 -0
- package/build/esm/Input/Index.d.ts +14 -0
- package/build/esm/Input/Keyboard.d.ts +187 -0
- package/build/esm/Input/Pointer.d.ts +134 -0
- package/build/esm/Input/PointerEvents.d.ts +170 -0
- package/build/esm/Input/Pointers.d.ts +78 -0
- package/build/esm/Interfaces/Audio.d.ts +29 -0
- package/build/esm/Interfaces/AudioImplementation.d.ts +25 -0
- package/build/esm/Interfaces/Clonable.d.ts +3 -0
- package/build/esm/Interfaces/Drawable.d.ts +97 -0
- package/build/esm/Interfaces/Evented.d.ts +31 -0
- package/build/esm/Interfaces/Index.d.ts +9 -0
- package/build/esm/Interfaces/LifecycleEvents.d.ts +167 -0
- package/build/esm/Interfaces/Loadable.d.ts +18 -0
- package/build/esm/Interfaces/PointerEventHandlers.d.ts +40 -0
- package/build/esm/Interfaces/Trait.d.ts +9 -0
- package/build/esm/Label.d.ts +146 -0
- package/build/esm/Loader.d.ts +173 -0
- package/build/esm/Math/Index.d.ts +8 -0
- package/build/esm/Math/Random.d.ts +125 -0
- package/build/esm/Math/global-coordinates.d.ts +10 -0
- package/build/esm/Math/line.d.ts +95 -0
- package/build/esm/Math/matrix.d.ts +110 -0
- package/build/esm/Math/projection.d.ts +10 -0
- package/build/esm/Math/ray.d.ts +25 -0
- package/build/esm/Math/vector-view.d.ts +18 -0
- package/build/esm/Math/vector.d.ts +201 -0
- package/build/esm/Particles.d.ts +244 -0
- package/build/esm/Polyfill.d.ts +6 -0
- package/build/esm/PostProcessing/ColorBlindCorrector.d.ts +28 -0
- package/build/esm/PostProcessing/Index.d.ts +2 -0
- package/build/esm/PostProcessing/PostProcessor.d.ts +6 -0
- package/build/esm/Promises.d.ts +87 -0
- package/build/esm/Resources/Gif.d.ts +117 -0
- package/build/esm/Resources/Index.d.ts +3 -0
- package/build/esm/Resources/Resource.d.ts +31 -0
- package/build/esm/Resources/Sound/AudioContext.d.ts +7 -0
- package/build/esm/Resources/Sound/Index.d.ts +3 -0
- package/build/esm/Resources/Sound/Sound.d.ts +79 -0
- package/build/esm/Resources/Sound/WebAudioInstance.d.ts +45 -0
- package/build/esm/Scene.d.ts +301 -0
- package/build/esm/Screen.d.ts +282 -0
- package/build/esm/ScreenElement.d.ts +13 -0
- package/build/esm/TileMap.d.ts +222 -0
- package/build/esm/Timer.d.ts +93 -0
- package/build/esm/Traits/CapturePointer.d.ts +10 -0
- package/build/esm/Traits/Index.d.ts +5 -0
- package/build/esm/Traits/OffscreenCulling.d.ts +11 -0
- package/build/esm/Trigger.d.ts +48 -0
- package/build/esm/Util/Actors.d.ts +12 -0
- package/build/esm/Util/Browser.d.ts +28 -0
- package/build/esm/Util/CullingBox.d.ts +23 -0
- package/build/esm/Util/Decorators.d.ts +15 -0
- package/build/esm/Util/Detector.d.ts +40 -0
- package/build/esm/Util/DrawUtil.d.ts +69 -0
- package/build/esm/Util/EasingFunctions.d.ts +59 -0
- package/build/esm/Util/Index.d.ts +6 -0
- package/build/esm/Util/Log.d.ts +109 -0
- package/build/esm/Util/Observable.d.ts +55 -0
- package/build/esm/Util/Pool.d.ts +44 -0
- package/build/esm/Util/SortedList.d.ts +52 -0
- package/build/esm/Util/Sound.d.ts +4 -0
- package/build/esm/Util/Util.d.ts +196 -0
- package/build/esm/Util/Watch.d.ts +8 -0
- package/build/esm/Util/WebAudio.d.ts +15 -0
- package/build/esm/excalibur.d.ts +2 -0
- package/build/esm/excalibur.js +28793 -0
- package/build/esm/excalibur.js.map +1 -0
- package/build/esm/excalibur.min.js +3 -0
- package/build/esm/excalibur.min.js.LICENSE.txt +7 -0
- package/build/esm/excalibur.min.js.map +1 -0
- package/build/esm/index.d.ts +57 -0
- package/package.json +5 -3
package/CHANGELOG.md
CHANGED
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@@ -10,14 +10,20 @@ This project adheres to [Semantic Versioning](http://semver.org/).
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-
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### Added
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- *Experimental:* Native ES module bundle distribution in package `esm/excalibur.js` entrypoint ([#2064](https://github.com/excaliburjs/Excalibur/pull/2064))
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- `withEngine` utils support an aditional options parameter to override the Engine default options.
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- Story to show a play / pause implementation.
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- `ex.Animation` now support `totalDuration` that will calculate automatically each frame duration based on how many frames have.
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- `ex.Animation` now supports `.reverse()` to reverse the direction of play in an animation, use the `ex.Animation.direction` to inspect if the animation is playing in the `ex.AnimationDirection.Forward` direction or the `ex.AnimationDirection.Backward` direction.
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### Changed
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- Internal Actions implementation converted to ECS system and component, this is a backwards compatible change with v0.25.0
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- `ex.ActionsSystem` and `ex.ActionsComponent` now wrap the existing `ex.ActionContext`
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- Actions can be shared with all entities now!
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-
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- Dispatch the `hidePlayButton` on the Button Event to prevent that keep on the screen on some situations [#1431].
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- Revert VSCode Workbench Colors
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-
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### Deprecated
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- Actions `asPromise()` renamed to `toPromise()`
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@@ -11,6 +11,16 @@ export interface HasTick {
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*/
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tick(elapsedMilliseconds: number, idempotencyToken?: number): void;
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}
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export declare enum AnimationDirection {
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/**
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* Animation is playing forwards
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*/
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Forward = "forward",
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/**
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* Animation is play backwards
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*/
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Backward = "backward"
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}
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export declare enum AnimationStrategy {
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* Animation ends without displaying anything
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* List of frames in the order you wish to play them
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*/
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frames: Frame[];
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/**
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* Optionally reverse the direction of play
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*/
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reverse?: boolean;
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/**
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* Optionally specify a default frame duration in ms (Default is 1000)
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*/
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static toLegacyAnimation(engine: Engine, animation: Animation): LegacyDrawing.Animation;
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/**
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* Returns the current Frame of the animation
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*/
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get currentFrame(): Frame | null;
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/**
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* Returns the current frame index of the animation
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*/
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get currentFrameIndex(): number;
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/**
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* Returns `true` if the animation is playing
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*/
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get isPlaying(): boolean;
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private _reversed;
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/**
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* Reverses the play direction of the Animation, this preserves the current frame
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*/
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reverse(): void;
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/**
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* Returns the current play direction of the animation
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*/
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get direction(): AnimationDirection;
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/**
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* Plays or resumes the animation from the current frame
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*/
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play(): void;
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/**
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* Pauses the animation on the current frame
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*/
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*/
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get canFinish(): boolean;
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/**
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* Returns `true` if the animation is done, for looping type animations
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* `ex.AnimationStrategy.PingPong` and `ex.AnimationStrategy.Loop` this will always return `false`
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*
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* See the `ex.Animation.canFinish()` method to know if an animation type can end
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get done(): boolean;
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/**
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* Jump the animation immediately to a specific frame if it exists
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* @param frameNumber
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*/
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goToFrame(frameNumber: number): void;
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/**
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* Called internally by Excalibur to update the state of the animation potential update the current frame
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* @param elapsedMilliseconds Milliseconds elapsed
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* @param idempotencyToken Prevents double ticking in a frame by passing a unique token to the frame
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*/
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tick(elapsedMilliseconds: number, idempotencyToken?: number): void;
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private _updateDimensions;
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protected _drawImage(ctx: ExcaliburGraphicsContext, x: number, y: number): void;
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import { Logger } from '../Util/Log';
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import { LegacyDrawing } from '..';
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import { Sprite } from '.';
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export var AnimationDirection;
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(function (AnimationDirection) {
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/**
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* Animation is playing forwards
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*/
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AnimationDirection["Forward"] = "forward";
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/**
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* Animation is play backwards
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*/
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AnimationDirection["Backward"] = "backward";
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})(AnimationDirection || (AnimationDirection = {}));
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export var AnimationStrategy;
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(function (AnimationStrategy) {
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/**
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this._firstTick = true;
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this._currentFrame = 0;
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this._timeLeftInFrame = 0;
|
|
44
|
-
this._direction = 1;
|
|
55
|
+
this._direction = 1; // TODO only used in ping-pong
|
|
45
56
|
this._done = false;
|
|
46
57
|
this._playing = true;
|
|
58
|
+
this._reversed = false;
|
|
47
59
|
this.frames = options.frames;
|
|
48
60
|
this.strategy = (_a = options.strategy) !== null && _a !== void 0 ? _a : this.strategy;
|
|
49
61
|
this.frameDuration = options.totalDuration ? options.totalDuration / this.frames.length : (_b = options.frameDuration) !== null && _b !== void 0 ? _b : this.frameDuration;
|
|
62
|
+
if (options.reverse) {
|
|
63
|
+
this.reverse();
|
|
64
|
+
}
|
|
50
65
|
this.goToFrame(0);
|
|
51
66
|
}
|
|
52
67
|
clone() {
|
|
53
|
-
return new Animation(Object.assign({ frames: this.frames.map((f) => (Object.assign({}, f))), frameDuration: this.frameDuration, strategy: this.strategy }, this.cloneGraphicOptions()));
|
|
68
|
+
return new Animation(Object.assign({ frames: this.frames.map((f) => (Object.assign({}, f))), frameDuration: this.frameDuration, reverse: this._reversed, strategy: this.strategy }, this.cloneGraphicOptions()));
|
|
54
69
|
}
|
|
55
70
|
/**
|
|
56
71
|
* Create an Animation from a [[SpriteSheet]], a list of indices into the sprite sheet, a duration per frame
|
|
@@ -101,27 +116,68 @@ export class Animation extends Graphic {
|
|
|
101
116
|
engine: engine
|
|
102
117
|
});
|
|
103
118
|
}
|
|
119
|
+
/**
|
|
120
|
+
* Returns the current Frame of the animation
|
|
121
|
+
*/
|
|
104
122
|
get currentFrame() {
|
|
105
123
|
if (this._currentFrame >= 0 && this._currentFrame < this.frames.length) {
|
|
106
124
|
return this.frames[this._currentFrame];
|
|
107
125
|
}
|
|
108
126
|
return null;
|
|
109
127
|
}
|
|
128
|
+
/**
|
|
129
|
+
* Returns the current frame index of the animation
|
|
130
|
+
*/
|
|
131
|
+
get currentFrameIndex() {
|
|
132
|
+
return this._currentFrame;
|
|
133
|
+
}
|
|
134
|
+
/**
|
|
135
|
+
* Returns `true` if the animation is playing
|
|
136
|
+
*/
|
|
110
137
|
get isPlaying() {
|
|
111
138
|
return this._playing;
|
|
112
139
|
}
|
|
140
|
+
/**
|
|
141
|
+
* Reverses the play direction of the Animation, this preserves the current frame
|
|
142
|
+
*/
|
|
143
|
+
reverse() {
|
|
144
|
+
// Don't mutate with the original frame list, create a copy
|
|
145
|
+
this.frames = this.frames.slice().reverse();
|
|
146
|
+
this._reversed = !this._reversed;
|
|
147
|
+
}
|
|
148
|
+
/**
|
|
149
|
+
* Returns the current play direction of the animation
|
|
150
|
+
*/
|
|
151
|
+
get direction() {
|
|
152
|
+
// Keep logically consistent with ping-pong direction
|
|
153
|
+
// If ping-pong is forward = 1 and reversed is true then we are logically reversed
|
|
154
|
+
const reversed = (this._reversed && this._direction === 1) ? true : false;
|
|
155
|
+
return reversed ? AnimationDirection.Backward : AnimationDirection.Forward;
|
|
156
|
+
}
|
|
157
|
+
/**
|
|
158
|
+
* Plays or resumes the animation from the current frame
|
|
159
|
+
*/
|
|
113
160
|
play() {
|
|
114
161
|
this._playing = true;
|
|
115
162
|
}
|
|
163
|
+
/**
|
|
164
|
+
* Pauses the animation on the current frame
|
|
165
|
+
*/
|
|
116
166
|
pause() {
|
|
117
167
|
this._playing = false;
|
|
118
|
-
this._firstTick = true;
|
|
168
|
+
this._firstTick = true; // firstTick must be set to emit the proper frame event
|
|
119
169
|
}
|
|
170
|
+
/**
|
|
171
|
+
* Reset the animation back to the beginning, including if the animation were done
|
|
172
|
+
*/
|
|
120
173
|
reset() {
|
|
121
174
|
this._done = false;
|
|
122
175
|
this._firstTick = true;
|
|
123
176
|
this._currentFrame = 0;
|
|
124
177
|
}
|
|
178
|
+
/**
|
|
179
|
+
* Returns `true` if the animation can end
|
|
180
|
+
*/
|
|
125
181
|
get canFinish() {
|
|
126
182
|
switch (this.strategy) {
|
|
127
183
|
case AnimationStrategy.End:
|
|
@@ -133,9 +189,19 @@ export class Animation extends Graphic {
|
|
|
133
189
|
}
|
|
134
190
|
}
|
|
135
191
|
}
|
|
192
|
+
/**
|
|
193
|
+
* Returns `true` if the animation is done, for looping type animations
|
|
194
|
+
* `ex.AnimationStrategy.PingPong` and `ex.AnimationStrategy.Loop` this will always return `false`
|
|
195
|
+
*
|
|
196
|
+
* See the `ex.Animation.canFinish()` method to know if an animation type can end
|
|
197
|
+
*/
|
|
136
198
|
get done() {
|
|
137
199
|
return this._done;
|
|
138
200
|
}
|
|
201
|
+
/**
|
|
202
|
+
* Jump the animation immediately to a specific frame if it exists
|
|
203
|
+
* @param frameNumber
|
|
204
|
+
*/
|
|
139
205
|
goToFrame(frameNumber) {
|
|
140
206
|
var _a, _b;
|
|
141
207
|
this._currentFrame = frameNumber;
|
|
@@ -194,6 +260,11 @@ export class Animation extends Graphic {
|
|
|
194
260
|
}
|
|
195
261
|
return next;
|
|
196
262
|
}
|
|
263
|
+
/**
|
|
264
|
+
* Called internally by Excalibur to update the state of the animation potential update the current frame
|
|
265
|
+
* @param elapsedMilliseconds Milliseconds elapsed
|
|
266
|
+
* @param idempotencyToken Prevents double ticking in a frame by passing a unique token to the frame
|
|
267
|
+
*/
|
|
197
268
|
tick(elapsedMilliseconds, idempotencyToken = 0) {
|
|
198
269
|
if (this._idempotencyToken === idempotencyToken) {
|
|
199
270
|
return;
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"Animation.js","sourceRoot":"","sources":["../../../src/engine/Graphics/Animation.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAkB,MAAM,WAAW,CAAC;AACpD,OAAO,EAAE,KAAK,EAAE,MAAM,cAAc,CAAC;AAErC,OAAO,EAAE,eAAe,EAAE,MAAM,oBAAoB,CAAC;AAErD,OAAO,EAAE,MAAM,EAAE,MAAM,aAAa,CAAC;AACrC,OAAO,EAAU,aAAa,EAAE,MAAM,IAAI,CAAC;AAC3C,OAAO,EAAE,MAAM,EAAE,MAAM,GAAG,CAAC;AAW3B,MAAM,CAAN,IAAY,
|
|
1
|
+
{"version":3,"file":"Animation.js","sourceRoot":"","sources":["../../../src/engine/Graphics/Animation.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAkB,MAAM,WAAW,CAAC;AACpD,OAAO,EAAE,KAAK,EAAE,MAAM,cAAc,CAAC;AAErC,OAAO,EAAE,eAAe,EAAE,MAAM,oBAAoB,CAAC;AAErD,OAAO,EAAE,MAAM,EAAE,MAAM,aAAa,CAAC;AACrC,OAAO,EAAU,aAAa,EAAE,MAAM,IAAI,CAAC;AAC3C,OAAO,EAAE,MAAM,EAAE,MAAM,GAAG,CAAC;AAW3B,MAAM,CAAN,IAAY,kBASX;AATD,WAAY,kBAAkB;IAC5B;;OAEG;IACH,yCAAmB,CAAA;IACnB;;OAEG;IACH,2CAAqB,CAAA;AACvB,CAAC,EATW,kBAAkB,KAAlB,kBAAkB,QAS7B;AAED,MAAM,CAAN,IAAY,iBAiBX;AAjBD,WAAY,iBAAiB;IAC3B;;OAEG;IACH,gCAAW,CAAA;IACX;;OAEG;IACH,kCAAa,CAAA;IACb;;OAEG;IACH,0CAAqB,CAAA;IACrB;;OAEG;IACH,sCAAiB,CAAA;AACnB,CAAC,EAjBW,iBAAiB,KAAjB,iBAAiB,QAiB5B;AAiDD;;;;GAIG;AACH,MAAM,OAAO,SAAU,SAAQ,OAAO;IAiBpC,YAAY,OAA0C;;QACpD,KAAK,CAAC,OAAO,CAAC,CAAC;QAhBV,WAAM,GAAG,IAAI,eAAe,CAAM,IAAI,CAAC,CAAC,CAAC,gCAAgC;QACzE,WAAM,GAAY,EAAE,CAAC;QACrB,aAAQ,GAAsB,iBAAiB,CAAC,IAAI,CAAC;QACrD,kBAAa,GAAW,GAAG,CAAC;QAC5B,cAAS,GAAW,CAAC,CAAC;QAErB,sBAAiB,GAAG,CAAC,CAAC,CAAC;QAEvB,eAAU,GAAG,IAAI,CAAC;QAClB,kBAAa,GAAG,CAAC,CAAC;QAClB,qBAAgB,GAAG,CAAC,CAAC;QACrB,eAAU,GAAG,CAAC,CAAC,CAAC,8BAA8B;QAC9C,UAAK,GAAG,KAAK,CAAC;QACd,aAAQ,GAAG,IAAI,CAAC;QAyGhB,cAAS,GAAG,KAAK,CAAC;QArGxB,IAAI,CAAC,MAAM,GAAG,OAAO,CAAC,MAAM,CAAC;QAC7B,IAAI,CAAC,QAAQ,GAAG,MAAA,OAAO,CAAC,QAAQ,mCAAI,IAAI,CAAC,QAAQ,CAAC;QAClD,IAAI,CAAC,aAAa,GAAG,OAAO,CAAC,aAAa,CAAC,CAAC,CAAC,OAAO,CAAC,aAAa,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC,CAAC,MAAA,OAAO,CAAC,aAAa,mCAAI,IAAI,CAAC,aAAa,CAAC;QACtI,IAAI,OAAO,CAAC,OAAO,EAAE;YACnB,IAAI,CAAC,OAAO,EAAE,CAAC;SAChB;QACD,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC;IACpB,CAAC;IAEM,KAAK;QACV,OAAO,IAAI,SAAS,iBAClB,MAAM,EAAE,IAAI,CAAC,MAAM,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,mBAAM,CAAC,EAAG,CAAC,EAC1C,aAAa,EAAE,IAAI,CAAC,aAAa,EACjC,OAAO,EAAE,IAAI,CAAC,SAAS,EACvB,QAAQ,EAAE,IAAI,CAAC,QAAQ,IACpB,IAAI,CAAC,mBAAmB,EAAE,EAC7B,CAAC;IACL,CAAC;IAED;;;;;;;;;;;;;;;OAeG;IACI,MAAM,CAAC,eAAe,CAC3B,WAAwB,EACxB,YAAsB,EACtB,kBAA0B,EAC1B,WAA8B,iBAAiB,CAAC,IAAI;QAEpD,MAAM,QAAQ,GAAG,WAAW,CAAC,OAAO,CAAC,MAAM,GAAG,CAAC,CAAC;QAChD,MAAM,cAAc,GAAG,YAAY,CAAC,MAAM,CAAC,CAAC,KAAK,EAAE,EAAE,CAAC,KAAK,GAAG,CAAC,IAAI,KAAK,GAAG,QAAQ,CAAC,CAAC;QACrF,IAAI,cAAc,CAAC,MAAM,EAAE;YACzB,SAAS,CAAC,OAAO,CAAC,IAAI,CACpB,6DAA6D,cAAc,CAAC,IAAI,CAAC,GAAG,CAAC,yBAAyB,CAC/G,CAAC;SACH;QACD,OAAO,IAAI,SAAS,CAAC;YACnB,MAAM,EAAE,WAAW,CAAC,OAAO;iBACxB,MAAM,CAAC,CAAC,CAAC,EAAE,KAAK,EAAE,EAAE,CAAC,YAAY,CAAC,OAAO,CAAC,KAAK,CAAC,GAAG,CAAC,CAAC,CAAC;iBACtD,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC;gBACX,OAAO,EAAE,CAAC;gBACV,QAAQ,EAAE,kBAAkB;aAC7B,CAAC,CAAC;YACL,QAAQ,EAAE,QAAQ;SACnB,CAAC,CAAC;IACL,CAAC;IAED;;;;;;OAMG;IACI,MAAM,CAAC,iBAAiB,CAAC,MAAc,EAAE,SAAoB;QAClE,MAAM,aAAa,GAAG,SAAS,CAAC,MAAM,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC,MAAM,CAAC,cAAc,CAAC,CAAC,CAAC,OAAiB,CAAC,CAAC,CAAC;QAC5F,OAAO,IAAI,aAAa,CAAC,SAAS,CAAC;YACjC,OAAO,EAAE,aAAa;YACtB,IAAI,EAAE,SAAS,CAAC,QAAQ,KAAK,iBAAiB,CAAC,IAAI;YACnD,WAAW,EAAE,SAAS,CAAC,QAAQ,KAAK,iBAAiB,CAAC,MAAM,CAAC,CAAC,CAAC,aAAa,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC,SAAS;YACnG,KAAK,EAAE,SAAS,CAAC,aAAa;YAC9B,MAAM,EAAE,MAAM;SACf,CAAC,CAAC;IACL,CAAC;IAED;;OAEG;IACH,IAAW,YAAY;QACrB,IAAI,IAAI,CAAC,aAAa,IAAI,CAAC,IAAI,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,EAAE;YACtE,OAAO,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;SACxC;QACD,OAAO,IAAI,CAAC;IACd,CAAC;IAED;;OAEG;IACH,IAAW,iBAAiB;QAC1B,OAAO,IAAI,CAAC,aAAa,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,SAAS;QAClB,OAAO,IAAI,CAAC,QAAQ,CAAC;IACvB,CAAC;IAGD;;OAEG;IACI,OAAO;QACZ,2DAA2D;QAC3D,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,OAAO,EAAE,CAAC;QAC5C,IAAI,CAAC,SAAS,GAAG,CAAC,IAAI,CAAC,SAAS,CAAC;IACnC,CAAC;IAED;;OAEG;IACH,IAAW,SAAS;QAClB,qDAAqD;QACrD,kFAAkF;QAClF,MAAM,QAAQ,GAAG,CAAC,IAAI,CAAC,SAAS,IAAI,IAAI,CAAC,UAAU,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK,CAAC;QAC1E,OAAO,QAAQ,CAAC,CAAC,CAAC,kBAAkB,CAAC,QAAQ,CAAC,CAAC,CAAC,kBAAkB,CAAC,OAAO,CAAC;IAC7E,CAAC;IAED;;OAEG;IACI,IAAI;QACT,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;IACvB,CAAC;IAED;;OAEG;IACI,KAAK;QACV,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;QACtB,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC,CAAC,uDAAuD;IACjF,CAAC;IAED;;OAEG;IACI,KAAK;QACV,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;QACnB,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;QACvB,IAAI,CAAC,aAAa,GAAG,CAAC,CAAC;IACzB,CAAC;IAED;;OAEG;IACH,IAAW,SAAS;QAClB,QAAQ,IAAI,CAAC,QAAQ,EAAE;YACrB,KAAK,iBAAiB,CAAC,GAAG,CAAC;YAC3B,KAAK,iBAAiB,CAAC,MAAM,CAAC,CAAC;gBAC7B,OAAO,IAAI,CAAC;aACb;YACD,OAAO,CAAC,CAAC;gBACP,OAAO,KAAK,CAAC;aACd;SACF;IACH,CAAC;IAED;;;;;OAKG;IACH,IAAW,IAAI;QACb,OAAO,IAAI,CAAC,KAAK,CAAC;IACpB,CAAC;IAED;;;OAGG;IACI,SAAS,CAAC,WAAmB;;QAClC,IAAI,CAAC,aAAa,GAAG,WAAW,CAAC;QACjC,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC,aAAa,CAAC;QAC3C,MAAM,UAAU,GAAG,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;QACnD,IAAI,UAAU,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE;YAC7B,IAAI,CAAC,gBAAgB,GAAG,CAAA,UAAU,aAAV,UAAU,uBAAV,UAAU,CAAE,QAAQ,KAAI,IAAI,CAAC,aAAa,CAAC;YACnE,IAAI,CAAC,KAAK,GAAG,MAAA,UAAU,CAAC,OAAO,0CAAE,KAAK,CAAC;YACvC,IAAI,CAAC,MAAM,GAAG,MAAA,UAAU,CAAC,OAAO,0CAAE,MAAM,CAAC;YACzC,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,OAAO,EAAE,UAAiB,CAAC,CAAC;SAC9C;I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|
package/build/dist/Loader.js
CHANGED
|
@@ -207,6 +207,7 @@ export class Loader extends Class {
|
|
|
207
207
|
*/
|
|
208
208
|
showPlayButton() {
|
|
209
209
|
if (this.suppressPlayButton) {
|
|
210
|
+
this.hidePlayButton();
|
|
210
211
|
return Promise.resolve();
|
|
211
212
|
}
|
|
212
213
|
else {
|
|
@@ -221,6 +222,8 @@ export class Loader extends Class {
|
|
|
221
222
|
const startButtonHandler = (e) => {
|
|
222
223
|
// We want to stop propogation to keep bubbling to the engine pointer handlers
|
|
223
224
|
e.stopPropagation();
|
|
225
|
+
// Hide Button after click
|
|
226
|
+
this.hidePlayButton();
|
|
224
227
|
resolve();
|
|
225
228
|
};
|
|
226
229
|
this._playButton.addEventListener('click', startButtonHandler);
|
|
@@ -267,7 +270,6 @@ export class Loader extends Class {
|
|
|
267
270
|
// See: https://github.com/excaliburjs/Excalibur/issues/262
|
|
268
271
|
// See: https://github.com/excaliburjs/Excalibur/issues/1031
|
|
269
272
|
yield WebAudio.unlock();
|
|
270
|
-
this.hidePlayButton();
|
|
271
273
|
return (this.data = this._resourceList);
|
|
272
274
|
});
|
|
273
275
|
}
|
package/build/dist/Loader.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
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|
package/build/dist/excalibur.js
CHANGED
|
@@ -1,5 +1,5 @@
|
|
|
1
1
|
/*!
|
|
2
|
-
* excalibur - 0.26.0-alpha.
|
|
2
|
+
* excalibur - 0.26.0-alpha.265+6d65b41 - 2021-10-29
|
|
3
3
|
* https://github.com/excaliburjs/Excalibur
|
|
4
4
|
* Copyright (c) 2021 Excalibur.js <https://github.com/excaliburjs/Excalibur/graphs/contributors>
|
|
5
5
|
* Licensed BSD-2-Clause
|
|
@@ -1792,6 +1792,7 @@ __webpack_require__.d(__webpack_exports__, {
|
|
|
1792
1792
|
"AddedComponent": () => (/* reexport */ AddedComponent),
|
|
1793
1793
|
"AddedEntity": () => (/* reexport */ AddedEntity),
|
|
1794
1794
|
"Animation": () => (/* reexport */ Animation),
|
|
1795
|
+
"AnimationDirection": () => (/* reexport */ AnimationDirection),
|
|
1795
1796
|
"AnimationStrategy": () => (/* reexport */ AnimationStrategy),
|
|
1796
1797
|
"ArcadeSolver": () => (/* reexport */ ArcadeSolver),
|
|
1797
1798
|
"AudioContextFactory": () => (/* reexport */ AudioContextFactory),
|
|
@@ -6732,6 +6733,7 @@ class Loader extends Class {
|
|
|
6732
6733
|
*/
|
|
6733
6734
|
showPlayButton() {
|
|
6734
6735
|
if (this.suppressPlayButton) {
|
|
6736
|
+
this.hidePlayButton();
|
|
6735
6737
|
return Promise.resolve();
|
|
6736
6738
|
}
|
|
6737
6739
|
else {
|
|
@@ -6746,6 +6748,8 @@ class Loader extends Class {
|
|
|
6746
6748
|
const startButtonHandler = (e) => {
|
|
6747
6749
|
// We want to stop propogation to keep bubbling to the engine pointer handlers
|
|
6748
6750
|
e.stopPropagation();
|
|
6751
|
+
// Hide Button after click
|
|
6752
|
+
this.hidePlayButton();
|
|
6749
6753
|
resolve();
|
|
6750
6754
|
};
|
|
6751
6755
|
this._playButton.addEventListener('click', startButtonHandler);
|
|
@@ -6792,7 +6796,6 @@ class Loader extends Class {
|
|
|
6792
6796
|
// See: https://github.com/excaliburjs/Excalibur/issues/262
|
|
6793
6797
|
// See: https://github.com/excaliburjs/Excalibur/issues/1031
|
|
6794
6798
|
yield WebAudio.unlock();
|
|
6795
|
-
this.hidePlayButton();
|
|
6796
6799
|
return (this.data = this._resourceList);
|
|
6797
6800
|
});
|
|
6798
6801
|
}
|
|
@@ -19570,6 +19573,17 @@ GraphicsDiagnostics.DrawnImagesCount = 0;
|
|
|
19570
19573
|
|
|
19571
19574
|
|
|
19572
19575
|
|
|
19576
|
+
var AnimationDirection;
|
|
19577
|
+
(function (AnimationDirection) {
|
|
19578
|
+
/**
|
|
19579
|
+
* Animation is playing forwards
|
|
19580
|
+
*/
|
|
19581
|
+
AnimationDirection["Forward"] = "forward";
|
|
19582
|
+
/**
|
|
19583
|
+
* Animation is play backwards
|
|
19584
|
+
*/
|
|
19585
|
+
AnimationDirection["Backward"] = "backward";
|
|
19586
|
+
})(AnimationDirection || (AnimationDirection = {}));
|
|
19573
19587
|
var AnimationStrategy;
|
|
19574
19588
|
(function (AnimationStrategy) {
|
|
19575
19589
|
/**
|
|
@@ -19607,16 +19621,20 @@ class Animation extends Graphic {
|
|
|
19607
19621
|
this._firstTick = true;
|
|
19608
19622
|
this._currentFrame = 0;
|
|
19609
19623
|
this._timeLeftInFrame = 0;
|
|
19610
|
-
this._direction = 1;
|
|
19624
|
+
this._direction = 1; // TODO only used in ping-pong
|
|
19611
19625
|
this._done = false;
|
|
19612
19626
|
this._playing = true;
|
|
19627
|
+
this._reversed = false;
|
|
19613
19628
|
this.frames = options.frames;
|
|
19614
19629
|
this.strategy = (_a = options.strategy) !== null && _a !== void 0 ? _a : this.strategy;
|
|
19615
19630
|
this.frameDuration = options.totalDuration ? options.totalDuration / this.frames.length : (_b = options.frameDuration) !== null && _b !== void 0 ? _b : this.frameDuration;
|
|
19631
|
+
if (options.reverse) {
|
|
19632
|
+
this.reverse();
|
|
19633
|
+
}
|
|
19616
19634
|
this.goToFrame(0);
|
|
19617
19635
|
}
|
|
19618
19636
|
clone() {
|
|
19619
|
-
return new Animation(Object.assign({ frames: this.frames.map((f) => (Object.assign({}, f))), frameDuration: this.frameDuration, strategy: this.strategy }, this.cloneGraphicOptions()));
|
|
19637
|
+
return new Animation(Object.assign({ frames: this.frames.map((f) => (Object.assign({}, f))), frameDuration: this.frameDuration, reverse: this._reversed, strategy: this.strategy }, this.cloneGraphicOptions()));
|
|
19620
19638
|
}
|
|
19621
19639
|
/**
|
|
19622
19640
|
* Create an Animation from a [[SpriteSheet]], a list of indices into the sprite sheet, a duration per frame
|
|
@@ -19667,27 +19685,68 @@ class Animation extends Graphic {
|
|
|
19667
19685
|
engine: engine
|
|
19668
19686
|
});
|
|
19669
19687
|
}
|
|
19688
|
+
/**
|
|
19689
|
+
* Returns the current Frame of the animation
|
|
19690
|
+
*/
|
|
19670
19691
|
get currentFrame() {
|
|
19671
19692
|
if (this._currentFrame >= 0 && this._currentFrame < this.frames.length) {
|
|
19672
19693
|
return this.frames[this._currentFrame];
|
|
19673
19694
|
}
|
|
19674
19695
|
return null;
|
|
19675
19696
|
}
|
|
19697
|
+
/**
|
|
19698
|
+
* Returns the current frame index of the animation
|
|
19699
|
+
*/
|
|
19700
|
+
get currentFrameIndex() {
|
|
19701
|
+
return this._currentFrame;
|
|
19702
|
+
}
|
|
19703
|
+
/**
|
|
19704
|
+
* Returns `true` if the animation is playing
|
|
19705
|
+
*/
|
|
19676
19706
|
get isPlaying() {
|
|
19677
19707
|
return this._playing;
|
|
19678
19708
|
}
|
|
19709
|
+
/**
|
|
19710
|
+
* Reverses the play direction of the Animation, this preserves the current frame
|
|
19711
|
+
*/
|
|
19712
|
+
reverse() {
|
|
19713
|
+
// Don't mutate with the original frame list, create a copy
|
|
19714
|
+
this.frames = this.frames.slice().reverse();
|
|
19715
|
+
this._reversed = !this._reversed;
|
|
19716
|
+
}
|
|
19717
|
+
/**
|
|
19718
|
+
* Returns the current play direction of the animation
|
|
19719
|
+
*/
|
|
19720
|
+
get direction() {
|
|
19721
|
+
// Keep logically consistent with ping-pong direction
|
|
19722
|
+
// If ping-pong is forward = 1 and reversed is true then we are logically reversed
|
|
19723
|
+
const reversed = (this._reversed && this._direction === 1) ? true : false;
|
|
19724
|
+
return reversed ? AnimationDirection.Backward : AnimationDirection.Forward;
|
|
19725
|
+
}
|
|
19726
|
+
/**
|
|
19727
|
+
* Plays or resumes the animation from the current frame
|
|
19728
|
+
*/
|
|
19679
19729
|
play() {
|
|
19680
19730
|
this._playing = true;
|
|
19681
19731
|
}
|
|
19732
|
+
/**
|
|
19733
|
+
* Pauses the animation on the current frame
|
|
19734
|
+
*/
|
|
19682
19735
|
pause() {
|
|
19683
19736
|
this._playing = false;
|
|
19684
|
-
this._firstTick = true;
|
|
19737
|
+
this._firstTick = true; // firstTick must be set to emit the proper frame event
|
|
19685
19738
|
}
|
|
19739
|
+
/**
|
|
19740
|
+
* Reset the animation back to the beginning, including if the animation were done
|
|
19741
|
+
*/
|
|
19686
19742
|
reset() {
|
|
19687
19743
|
this._done = false;
|
|
19688
19744
|
this._firstTick = true;
|
|
19689
19745
|
this._currentFrame = 0;
|
|
19690
19746
|
}
|
|
19747
|
+
/**
|
|
19748
|
+
* Returns `true` if the animation can end
|
|
19749
|
+
*/
|
|
19691
19750
|
get canFinish() {
|
|
19692
19751
|
switch (this.strategy) {
|
|
19693
19752
|
case AnimationStrategy.End:
|
|
@@ -19699,9 +19758,19 @@ class Animation extends Graphic {
|
|
|
19699
19758
|
}
|
|
19700
19759
|
}
|
|
19701
19760
|
}
|
|
19761
|
+
/**
|
|
19762
|
+
* Returns `true` if the animation is done, for looping type animations
|
|
19763
|
+
* `ex.AnimationStrategy.PingPong` and `ex.AnimationStrategy.Loop` this will always return `false`
|
|
19764
|
+
*
|
|
19765
|
+
* See the `ex.Animation.canFinish()` method to know if an animation type can end
|
|
19766
|
+
*/
|
|
19702
19767
|
get done() {
|
|
19703
19768
|
return this._done;
|
|
19704
19769
|
}
|
|
19770
|
+
/**
|
|
19771
|
+
* Jump the animation immediately to a specific frame if it exists
|
|
19772
|
+
* @param frameNumber
|
|
19773
|
+
*/
|
|
19705
19774
|
goToFrame(frameNumber) {
|
|
19706
19775
|
var _a, _b;
|
|
19707
19776
|
this._currentFrame = frameNumber;
|
|
@@ -19760,6 +19829,11 @@ class Animation extends Graphic {
|
|
|
19760
19829
|
}
|
|
19761
19830
|
return next;
|
|
19762
19831
|
}
|
|
19832
|
+
/**
|
|
19833
|
+
* Called internally by Excalibur to update the state of the animation potential update the current frame
|
|
19834
|
+
* @param elapsedMilliseconds Milliseconds elapsed
|
|
19835
|
+
* @param idempotencyToken Prevents double ticking in a frame by passing a unique token to the frame
|
|
19836
|
+
*/
|
|
19763
19837
|
tick(elapsedMilliseconds, idempotencyToken = 0) {
|
|
19764
19838
|
if (this._idempotencyToken === idempotencyToken) {
|
|
19765
19839
|
return;
|
|
@@ -28425,7 +28499,7 @@ Promises_Promise = Promise_1 = Promises_decorate([
|
|
|
28425
28499
|
* The current Excalibur version string
|
|
28426
28500
|
* @description `process.env.__EX_VERSION` gets replaced by Webpack on build
|
|
28427
28501
|
*/
|
|
28428
|
-
const EX_VERSION = "0.26.0-alpha.
|
|
28502
|
+
const EX_VERSION = "0.26.0-alpha.265+6d65b41";
|
|
28429
28503
|
|
|
28430
28504
|
polyfill();
|
|
28431
28505
|
// This file is used as the bundle entry point and exports everything
|