gamesteel 0.5.2 → 0.5.4
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/dist/gamesteel.js +468 -146
- package/dist/pkgs/audio/dist/worker.js +3 -3
- package/dist/pkgs/model/dist/worker.js +3 -3
- package/dist/pkgs/paint/dist/worker.js +3 -3
- package/dist/pkgs/studio/dist/server/playtest-worker.js +205 -46
- package/dist/resolved/@gamesteel/online/worker/runtime.js +10 -10
- package/package.json +11 -11
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@@ -33402,7 +33402,7 @@ interface Purchases {
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restore(): void
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}
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/** The game's own server, for a game whose
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/** The game's own server, for a game whose Server page turned it on (the guide's online topic). Each ask goes to the
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* server through the page; what comes back reaches every script on a later tick as onEvent('online', heard), where
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* heard is { kind: 'answer', id, name, result, data?, reason? } (result 'ok', 'error', 'busy', 'resting' or 'refused'),
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* { kind: 'message', room, data }, or { kind: 'joined' | 'left' | 'full', room }. A tick never waits on the network. */
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@@ -33759,7 +33759,7 @@ interface Game {
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/** An event every onEvent hears on the next tick; it also counts as the tick's event. */
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emit(name: string, data?: Plain): void
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/** The game's seeded random number in [0, 1); Math.random is the same stream. Each
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* play in the
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* play in the editor starts from a seed of its own; a playtest starts from seed 1,
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* so its runs repeat. */
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random(): number
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/** A whole number from lo to hi, both included. */
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@@ -33814,7 +33814,7 @@ interface Game {
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/** Opens the game's privacy policy, as a game on the app stores must from inside itself: call it when the player
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* taps the game's own Privacy button. The page knows where the policy is; with none yet, nothing opens. */
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openPrivacy(): void
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/** Kept across restarts and levels, and between plays in the
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/** Kept across restarts and levels, and between plays in the editor (in that
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* browser). A playtest starts with nothing saved. */
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save(key: string, value: Plain): void
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load(key: string): Plain
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@@ -32019,7 +32019,7 @@ interface Purchases {
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restore(): void
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}
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-
/** The game's own server, for a game whose
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/** The game's own server, for a game whose Server page turned it on (the guide's online topic). Each ask goes to the
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* server through the page; what comes back reaches every script on a later tick as onEvent('online', heard), where
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* heard is { kind: 'answer', id, name, result, data?, reason? } (result 'ok', 'error', 'busy', 'resting' or 'refused'),
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* { kind: 'message', room, data }, or { kind: 'joined' | 'left' | 'full', room }. A tick never waits on the network. */
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@@ -32376,7 +32376,7 @@ interface Game {
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/** An event every onEvent hears on the next tick; it also counts as the tick's event. */
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emit(name: string, data?: Plain): void
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/** The game's seeded random number in [0, 1); Math.random is the same stream. Each
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-
* play in the
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* play in the editor starts from a seed of its own; a playtest starts from seed 1,
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* so its runs repeat. */
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random(): number
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/** A whole number from lo to hi, both included. */
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@@ -32431,7 +32431,7 @@ interface Game {
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/** Opens the game's privacy policy, as a game on the app stores must from inside itself: call it when the player
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* taps the game's own Privacy button. The page knows where the policy is; with none yet, nothing opens. */
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openPrivacy(): void
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/** Kept across restarts and levels, and between plays in the
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/** Kept across restarts and levels, and between plays in the editor (in that
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* browser). A playtest starts with nothing saved. */
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save(key: string, value: Plain): void
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load(key: string): Plain
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@@ -32019,7 +32019,7 @@ interface Purchases {
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restore(): void
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}
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-
/** The game's own server, for a game whose
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/** The game's own server, for a game whose Server page turned it on (the guide's online topic). Each ask goes to the
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* server through the page; what comes back reaches every script on a later tick as onEvent('online', heard), where
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* heard is { kind: 'answer', id, name, result, data?, reason? } (result 'ok', 'error', 'busy', 'resting' or 'refused'),
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* { kind: 'message', room, data }, or { kind: 'joined' | 'left' | 'full', room }. A tick never waits on the network. */
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@@ -32376,7 +32376,7 @@ interface Game {
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/** An event every onEvent hears on the next tick; it also counts as the tick's event. */
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emit(name: string, data?: Plain): void
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/** The game's seeded random number in [0, 1); Math.random is the same stream. Each
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32379
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-
* play in the
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+
* play in the editor starts from a seed of its own; a playtest starts from seed 1,
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* so its runs repeat. */
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random(): number
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/** A whole number from lo to hi, both included. */
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@@ -32431,7 +32431,7 @@ interface Game {
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/** Opens the game's privacy policy, as a game on the app stores must from inside itself: call it when the player
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* taps the game's own Privacy button. The page knows where the policy is; with none yet, nothing opens. */
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openPrivacy(): void
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/** Kept across restarts and levels, and between plays in the
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/** Kept across restarts and levels, and between plays in the editor (in that
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* browser). A playtest starts with nothing saved. */
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save(key: string, value: Plain): void
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load(key: string): Plain
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