gdcore-tools 1.0.6 → 1.0.7

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 (601) hide show
  1. package/GDevelop/ExtLibs/7za.exe +0 -0
  2. package/GDevelop/ExtLibs/curl.exe +0 -0
  3. package/GDevelop/scripts/libgettextlib-0-17.dll +0 -0
  4. package/GDevelop/scripts/libgettextsrc-0-17.dll +0 -0
  5. package/LICENSE +1 -1
  6. package/dist/Runtime/AsyncTasksManager.js +5 -0
  7. package/dist/Runtime/AsyncTasksManager.js.map +7 -0
  8. package/dist/Runtime/Cordova/config.xml +44 -0
  9. package/dist/Runtime/Cordova/package.json +22 -0
  10. package/dist/Runtime/Cordova/www/index.html +45 -0
  11. package/dist/Runtime/CustomRuntimeObject.js +2 -0
  12. package/dist/Runtime/CustomRuntimeObject.js.map +7 -0
  13. package/dist/Runtime/CustomRuntimeObjectInstanceContainer.js +2 -0
  14. package/dist/Runtime/CustomRuntimeObjectInstanceContainer.js.map +7 -0
  15. package/dist/Runtime/Electron/main.js +65 -0
  16. package/dist/Runtime/Electron/package.json +26 -0
  17. package/dist/Runtime/Extensions/3D/A_RuntimeObject3D.js +2 -0
  18. package/dist/Runtime/Extensions/3D/A_RuntimeObject3D.js.map +7 -0
  19. package/dist/Runtime/Extensions/3D/A_RuntimeObject3DRenderer.js +2 -0
  20. package/dist/Runtime/Extensions/3D/A_RuntimeObject3DRenderer.js.map +7 -0
  21. package/dist/Runtime/Extensions/3D/AmbientLight.js +2 -0
  22. package/dist/Runtime/Extensions/3D/AmbientLight.js.map +7 -0
  23. package/dist/Runtime/Extensions/3D/Cube3DRuntimeObject.js +2 -0
  24. package/dist/Runtime/Extensions/3D/Cube3DRuntimeObject.js.map +7 -0
  25. package/dist/Runtime/Extensions/3D/Cube3DRuntimeObjectPixiRenderer.js +2 -0
  26. package/dist/Runtime/Extensions/3D/Cube3DRuntimeObjectPixiRenderer.js.map +7 -0
  27. package/dist/Runtime/Extensions/3D/DirectionalLight.js +2 -0
  28. package/dist/Runtime/Extensions/3D/DirectionalLight.js.map +7 -0
  29. package/dist/Runtime/Extensions/3D/ExponentialFog.js +2 -0
  30. package/dist/Runtime/Extensions/3D/ExponentialFog.js.map +7 -0
  31. package/dist/Runtime/Extensions/3D/HemisphereLight.js +2 -0
  32. package/dist/Runtime/Extensions/3D/HemisphereLight.js.map +7 -0
  33. package/dist/Runtime/Extensions/3D/JsExtension.js +2809 -0
  34. package/dist/Runtime/Extensions/3D/LinearFog.js +2 -0
  35. package/dist/Runtime/Extensions/3D/LinearFog.js.map +7 -0
  36. package/dist/Runtime/Extensions/3D/Model3DRuntimeObject.js +2 -0
  37. package/dist/Runtime/Extensions/3D/Model3DRuntimeObject.js.map +7 -0
  38. package/dist/Runtime/Extensions/3D/Model3DRuntimeObject3DRenderer.js +2 -0
  39. package/dist/Runtime/Extensions/3D/Model3DRuntimeObject3DRenderer.js.map +7 -0
  40. package/dist/Runtime/Extensions/3D/Scene3DTools.js +2 -0
  41. package/dist/Runtime/Extensions/3D/Scene3DTools.js.map +7 -0
  42. package/dist/Runtime/Extensions/AdMob/JsExtension.js +798 -0
  43. package/dist/Runtime/Extensions/AdMob/admobtools.js +2 -0
  44. package/dist/Runtime/Extensions/AdMob/admobtools.js.map +7 -0
  45. package/dist/Runtime/Extensions/AdvancedWindow/JsExtension.js +719 -0
  46. package/dist/Runtime/Extensions/AdvancedWindow/electron-advancedwindowtools.js +2 -0
  47. package/dist/Runtime/Extensions/AdvancedWindow/electron-advancedwindowtools.js.map +7 -0
  48. package/dist/Runtime/Extensions/AnchorBehavior/anchorruntimebehavior.js +2 -0
  49. package/dist/Runtime/Extensions/AnchorBehavior/anchorruntimebehavior.js.map +7 -0
  50. package/dist/Runtime/Extensions/BBText/JsExtension.js +639 -0
  51. package/dist/Runtime/Extensions/BBText/bbtextruntimeobject-pixi-renderer.js +2 -0
  52. package/dist/Runtime/Extensions/BBText/bbtextruntimeobject-pixi-renderer.js.map +7 -0
  53. package/dist/Runtime/Extensions/BBText/bbtextruntimeobject.js +2 -0
  54. package/dist/Runtime/Extensions/BBText/bbtextruntimeobject.js.map +7 -0
  55. package/dist/Runtime/Extensions/BBText/pixi-multistyle-text/dist/pixi-multistyle-text.umd.js +1 -0
  56. package/dist/Runtime/Extensions/BitmapText/JsExtension.js +756 -0
  57. package/dist/Runtime/Extensions/BitmapText/bitmaptextruntimeobject-pixi-renderer.js +2 -0
  58. package/dist/Runtime/Extensions/BitmapText/bitmaptextruntimeobject-pixi-renderer.js.map +7 -0
  59. package/dist/Runtime/Extensions/BitmapText/bitmaptextruntimeobject.js +2 -0
  60. package/dist/Runtime/Extensions/BitmapText/bitmaptextruntimeobject.js.map +7 -0
  61. package/dist/Runtime/Extensions/DebuggerTools/JsExtension.js +123 -0
  62. package/dist/Runtime/Extensions/DebuggerTools/debuggertools.js +2 -0
  63. package/dist/Runtime/Extensions/DebuggerTools/debuggertools.js.map +7 -0
  64. package/dist/Runtime/Extensions/DestroyOutsideBehavior/destroyoutsideruntimebehavior.js +2 -0
  65. package/dist/Runtime/Extensions/DestroyOutsideBehavior/destroyoutsideruntimebehavior.js.map +7 -0
  66. package/dist/Runtime/Extensions/DeviceSensors/JsExtension.js +461 -0
  67. package/dist/Runtime/Extensions/DeviceSensors/devicesensortools.js +2 -0
  68. package/dist/Runtime/Extensions/DeviceSensors/devicesensortools.js.map +7 -0
  69. package/dist/Runtime/Extensions/DeviceVibration/JsExtension.js +108 -0
  70. package/dist/Runtime/Extensions/DeviceVibration/devicevibrationtools.js +2 -0
  71. package/dist/Runtime/Extensions/DeviceVibration/devicevibrationtools.js.map +7 -0
  72. package/dist/Runtime/Extensions/DialogueTree/JsExtension.js +730 -0
  73. package/dist/Runtime/Extensions/DialogueTree/bondage.js/dist/bondage.min.js +11 -0
  74. package/dist/Runtime/Extensions/DialogueTree/dialoguetools.js +3 -0
  75. package/dist/Runtime/Extensions/DialogueTree/dialoguetools.js.map +7 -0
  76. package/dist/Runtime/Extensions/DraggableBehavior/draggableruntimebehavior.js +2 -0
  77. package/dist/Runtime/Extensions/DraggableBehavior/draggableruntimebehavior.js.map +7 -0
  78. package/dist/Runtime/Extensions/Effects/JsExtension.js +1197 -0
  79. package/dist/Runtime/Extensions/Effects/adjustment-pixi-filter.js +2 -0
  80. package/dist/Runtime/Extensions/Effects/adjustment-pixi-filter.js.map +7 -0
  81. package/dist/Runtime/Extensions/Effects/advanced-bloom-pixi-filter.js +2 -0
  82. package/dist/Runtime/Extensions/Effects/advanced-bloom-pixi-filter.js.map +7 -0
  83. package/dist/Runtime/Extensions/Effects/ascii-pixi-filter.js +2 -0
  84. package/dist/Runtime/Extensions/Effects/ascii-pixi-filter.js.map +7 -0
  85. package/dist/Runtime/Extensions/Effects/bevel-pixi-filter.js +2 -0
  86. package/dist/Runtime/Extensions/Effects/bevel-pixi-filter.js.map +7 -0
  87. package/dist/Runtime/Extensions/Effects/black-and-white-pixi-filter.js +2 -0
  88. package/dist/Runtime/Extensions/Effects/black-and-white-pixi-filter.js.map +7 -0
  89. package/dist/Runtime/Extensions/Effects/blending-mode-pixi-filter.js +2 -0
  90. package/dist/Runtime/Extensions/Effects/blending-mode-pixi-filter.js.map +7 -0
  91. package/dist/Runtime/Extensions/Effects/blur-pixi-filter.js +2 -0
  92. package/dist/Runtime/Extensions/Effects/blur-pixi-filter.js.map +7 -0
  93. package/dist/Runtime/Extensions/Effects/brightness-pixi-filter.js +2 -0
  94. package/dist/Runtime/Extensions/Effects/brightness-pixi-filter.js.map +7 -0
  95. package/dist/Runtime/Extensions/Effects/bulge-pinch-pixi-filter.js +2 -0
  96. package/dist/Runtime/Extensions/Effects/bulge-pinch-pixi-filter.js.map +7 -0
  97. package/dist/Runtime/Extensions/Effects/color-map-pixi-filter.js +2 -0
  98. package/dist/Runtime/Extensions/Effects/color-map-pixi-filter.js.map +7 -0
  99. package/dist/Runtime/Extensions/Effects/color-replace-pixi-filter.js +2 -0
  100. package/dist/Runtime/Extensions/Effects/color-replace-pixi-filter.js.map +7 -0
  101. package/dist/Runtime/Extensions/Effects/crt-pixi-filter.js +2 -0
  102. package/dist/Runtime/Extensions/Effects/crt-pixi-filter.js.map +7 -0
  103. package/dist/Runtime/Extensions/Effects/displacement-pixi-filter.js +2 -0
  104. package/dist/Runtime/Extensions/Effects/displacement-pixi-filter.js.map +7 -0
  105. package/dist/Runtime/Extensions/Effects/dot-pixi-filter.js +2 -0
  106. package/dist/Runtime/Extensions/Effects/dot-pixi-filter.js.map +7 -0
  107. package/dist/Runtime/Extensions/Effects/drop-shadow-pixi-filter.js +2 -0
  108. package/dist/Runtime/Extensions/Effects/drop-shadow-pixi-filter.js.map +7 -0
  109. package/dist/Runtime/Extensions/Effects/glitch-pixi-filter.js +2 -0
  110. package/dist/Runtime/Extensions/Effects/glitch-pixi-filter.js.map +7 -0
  111. package/dist/Runtime/Extensions/Effects/glow-pixi-filter.js +2 -0
  112. package/dist/Runtime/Extensions/Effects/glow-pixi-filter.js.map +7 -0
  113. package/dist/Runtime/Extensions/Effects/godray-pixi-filter.js +2 -0
  114. package/dist/Runtime/Extensions/Effects/godray-pixi-filter.js.map +7 -0
  115. package/dist/Runtime/Extensions/Effects/kawase-blur-pixi-filter.js +2 -0
  116. package/dist/Runtime/Extensions/Effects/kawase-blur-pixi-filter.js.map +7 -0
  117. package/dist/Runtime/Extensions/Effects/light-night-pixi-filter.js +3 -0
  118. package/dist/Runtime/Extensions/Effects/light-night-pixi-filter.js.map +7 -0
  119. package/dist/Runtime/Extensions/Effects/night-pixi-filter.js +3 -0
  120. package/dist/Runtime/Extensions/Effects/night-pixi-filter.js.map +7 -0
  121. package/dist/Runtime/Extensions/Effects/noise-pixi-filter.js +2 -0
  122. package/dist/Runtime/Extensions/Effects/noise-pixi-filter.js.map +7 -0
  123. package/dist/Runtime/Extensions/Effects/old-film-pixi-filter.js +2 -0
  124. package/dist/Runtime/Extensions/Effects/old-film-pixi-filter.js.map +7 -0
  125. package/dist/Runtime/Extensions/Effects/outline-pixi-filter.js +2 -0
  126. package/dist/Runtime/Extensions/Effects/outline-pixi-filter.js.map +7 -0
  127. package/dist/Runtime/Extensions/Effects/pixelate-pixi-filter.js +2 -0
  128. package/dist/Runtime/Extensions/Effects/pixelate-pixi-filter.js.map +7 -0
  129. package/dist/Runtime/Extensions/Effects/pixi-filters/filter-adjustment.js +8 -0
  130. package/dist/Runtime/Extensions/Effects/pixi-filters/filter-advanced-bloom.js +8 -0
  131. package/dist/Runtime/Extensions/Effects/pixi-filters/filter-ascii.js +8 -0
  132. package/dist/Runtime/Extensions/Effects/pixi-filters/filter-bevel.js +8 -0
  133. package/dist/Runtime/Extensions/Effects/pixi-filters/filter-bulge-pinch.js +8 -0
  134. package/dist/Runtime/Extensions/Effects/pixi-filters/filter-color-map.js +8 -0
  135. package/dist/Runtime/Extensions/Effects/pixi-filters/filter-color-replace.js +8 -0
  136. package/dist/Runtime/Extensions/Effects/pixi-filters/filter-crt.js +8 -0
  137. package/dist/Runtime/Extensions/Effects/pixi-filters/filter-dot.js +8 -0
  138. package/dist/Runtime/Extensions/Effects/pixi-filters/filter-drop-shadow.js +8 -0
  139. package/dist/Runtime/Extensions/Effects/pixi-filters/filter-glitch.js +8 -0
  140. package/dist/Runtime/Extensions/Effects/pixi-filters/filter-glow.js +8 -0
  141. package/dist/Runtime/Extensions/Effects/pixi-filters/filter-godray.js +8 -0
  142. package/dist/Runtime/Extensions/Effects/pixi-filters/filter-kawase-blur.js +8 -0
  143. package/dist/Runtime/Extensions/Effects/pixi-filters/filter-old-film.js +8 -0
  144. package/dist/Runtime/Extensions/Effects/pixi-filters/filter-outline.js +8 -0
  145. package/dist/Runtime/Extensions/Effects/pixi-filters/filter-pixelate.js +8 -0
  146. package/dist/Runtime/Extensions/Effects/pixi-filters/filter-radial-blur.js +8 -0
  147. package/dist/Runtime/Extensions/Effects/pixi-filters/filter-reflection.js +8 -0
  148. package/dist/Runtime/Extensions/Effects/pixi-filters/filter-rgb-split.js +8 -0
  149. package/dist/Runtime/Extensions/Effects/pixi-filters/filter-tilt-shift.js +171 -0
  150. package/dist/Runtime/Extensions/Effects/pixi-filters/filter-twist.js +8 -0
  151. package/dist/Runtime/Extensions/Effects/pixi-filters/filter-zoom-blur.js +8 -0
  152. package/dist/Runtime/Extensions/Effects/pixi-filters/types/adjustment/types.d.ts +29 -0
  153. package/dist/Runtime/Extensions/Effects/pixi-filters/types/advanced-bloom/types.d.ts +30 -0
  154. package/dist/Runtime/Extensions/Effects/pixi-filters/types/ascii/types.d.ts +11 -0
  155. package/dist/Runtime/Extensions/Effects/pixi-filters/types/bevel/types.d.ts +25 -0
  156. package/dist/Runtime/Extensions/Effects/pixi-filters/types/bloom/types.d.ts +18 -0
  157. package/dist/Runtime/Extensions/Effects/pixi-filters/types/bulge-pinch/types.d.ts +24 -0
  158. package/dist/Runtime/Extensions/Effects/pixi-filters/types/color-map/types.d.ts +22 -0
  159. package/dist/Runtime/Extensions/Effects/pixi-filters/types/color-overlay/types.d.ts +11 -0
  160. package/dist/Runtime/Extensions/Effects/pixi-filters/types/color-replace/types.d.ts +17 -0
  161. package/dist/Runtime/Extensions/Effects/pixi-filters/types/convolution/types.d.ts +13 -0
  162. package/dist/Runtime/Extensions/Effects/pixi-filters/types/cross-hatch/types.d.ts +10 -0
  163. package/dist/Runtime/Extensions/Effects/pixi-filters/types/crt/types.d.ts +35 -0
  164. package/dist/Runtime/Extensions/Effects/pixi-filters/types/dot/types.d.ts +12 -0
  165. package/dist/Runtime/Extensions/Effects/pixi-filters/types/drop-shadow/types.d.ts +33 -0
  166. package/dist/Runtime/Extensions/Effects/pixi-filters/types/emboss/types.d.ts +11 -0
  167. package/dist/Runtime/Extensions/Effects/pixi-filters/types/glitch/types.d.ts +38 -0
  168. package/dist/Runtime/Extensions/Effects/pixi-filters/types/glow/types.d.ts +23 -0
  169. package/dist/Runtime/Extensions/Effects/pixi-filters/types/godray/types.d.ts +27 -0
  170. package/dist/Runtime/Extensions/Effects/pixi-filters/types/kawase-blur/types.d.ts +15 -0
  171. package/dist/Runtime/Extensions/Effects/pixi-filters/types/motion-blur/types.d.ts +17 -0
  172. package/dist/Runtime/Extensions/Effects/pixi-filters/types/multi-color-replace/types.d.ts +18 -0
  173. package/dist/Runtime/Extensions/Effects/pixi-filters/types/old-film/types.d.ts +33 -0
  174. package/dist/Runtime/Extensions/Effects/pixi-filters/types/outline/types.d.ts +13 -0
  175. package/dist/Runtime/Extensions/Effects/pixi-filters/types/pixelate/types.d.ts +11 -0
  176. package/dist/Runtime/Extensions/Effects/pixi-filters/types/radial-blur/types.d.ts +19 -0
  177. package/dist/Runtime/Extensions/Effects/pixi-filters/types/reflection/types.d.ts +25 -0
  178. package/dist/Runtime/Extensions/Effects/pixi-filters/types/rgb-split/types.d.ts +13 -0
  179. package/dist/Runtime/Extensions/Effects/pixi-filters/types/shockwave/types.d.ts +25 -0
  180. package/dist/Runtime/Extensions/Effects/pixi-filters/types/simple-lightmap/types.d.ts +13 -0
  181. package/dist/Runtime/Extensions/Effects/pixi-filters/types/tilt-shift/types.d.ts +19 -0
  182. package/dist/Runtime/Extensions/Effects/pixi-filters/types/twist/types.d.ts +13 -0
  183. package/dist/Runtime/Extensions/Effects/pixi-filters/types/zoom-blur/types.d.ts +28 -0
  184. package/dist/Runtime/Extensions/Effects/radial-blur-pixi-filter.js +2 -0
  185. package/dist/Runtime/Extensions/Effects/radial-blur-pixi-filter.js.map +7 -0
  186. package/dist/Runtime/Extensions/Effects/reflection-pixi-filter.js +2 -0
  187. package/dist/Runtime/Extensions/Effects/reflection-pixi-filter.js.map +7 -0
  188. package/dist/Runtime/Extensions/Effects/rgb-split-pixi-filter.js +2 -0
  189. package/dist/Runtime/Extensions/Effects/rgb-split-pixi-filter.js.map +7 -0
  190. package/dist/Runtime/Extensions/Effects/sepia-pixi-filter.js +2 -0
  191. package/dist/Runtime/Extensions/Effects/sepia-pixi-filter.js.map +7 -0
  192. package/dist/Runtime/Extensions/Effects/tilt-shift-pixi-filter.js +2 -0
  193. package/dist/Runtime/Extensions/Effects/tilt-shift-pixi-filter.js.map +7 -0
  194. package/dist/Runtime/Extensions/Effects/twist-pixi-filter.js +2 -0
  195. package/dist/Runtime/Extensions/Effects/twist-pixi-filter.js.map +7 -0
  196. package/dist/Runtime/Extensions/Effects/zoom-blur-pixi-filter.js +2 -0
  197. package/dist/Runtime/Extensions/Effects/zoom-blur-pixi-filter.js.map +7 -0
  198. package/dist/Runtime/Extensions/ExampleJsExtension/JsExtension.js +589 -0
  199. package/dist/Runtime/Extensions/ExampleJsExtension/dummyeffect.js +3 -0
  200. package/dist/Runtime/Extensions/ExampleJsExtension/dummyeffect.js.map +7 -0
  201. package/dist/Runtime/Extensions/ExampleJsExtension/dummyruntimebehavior.js +2 -0
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  203. package/dist/Runtime/Extensions/ExampleJsExtension/dummyruntimeobject-pixi-renderer.js +2 -0
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  209. package/dist/Runtime/Extensions/ExampleJsExtension/examplejsextensiontools.js +2 -0
  210. package/dist/Runtime/Extensions/ExampleJsExtension/examplejsextensiontools.js.map +7 -0
  211. package/dist/Runtime/Extensions/FacebookInstantGames/FBInstant.d.ts +2 -0
  212. package/dist/Runtime/Extensions/FacebookInstantGames/JsExtension.js +379 -0
  213. package/dist/Runtime/Extensions/FacebookInstantGames/facebookinstantgamestools.js +2 -0
  214. package/dist/Runtime/Extensions/FacebookInstantGames/facebookinstantgamestools.js.map +7 -0
  215. package/dist/Runtime/Extensions/FileSystem/JsExtension.js +559 -0
  216. package/dist/Runtime/Extensions/FileSystem/filesystemtools.js +2 -0
  217. package/dist/Runtime/Extensions/FileSystem/filesystemtools.js.map +7 -0
  218. package/dist/Runtime/Extensions/Firebase/A_firebasejs/A_firebase-base.js +2 -0
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  220. package/dist/Runtime/Extensions/Firebase/A_firebasejs/B_firebase-analytics.js +2 -0
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  249. package/dist/Runtime/Extensions/Firebase/B_firebasetools/D_functionstools.js +2 -0
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  257. package/dist/Runtime/Extensions/Firebase/JsExtension.js +2323 -0
  258. package/dist/Runtime/Extensions/Inventory/inventory.js +2 -0
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  262. package/dist/Runtime/Extensions/JsExtensionTypes.flow.js +34 -0
  263. package/dist/Runtime/Extensions/Leaderboards/JsExtension.js +299 -0
  264. package/dist/Runtime/Extensions/Leaderboards/leaderboardstools.js +2 -0
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  266. package/dist/Runtime/Extensions/Leaderboards/sha256.d.ts +234 -0
  267. package/dist/Runtime/Extensions/Leaderboards/sha256.js +21 -0
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+ var gdjs;(v=>{const I=new v.Logger("Light object"),b=GlobalPIXIModule.PIXI;class f{_object;_instanceContainer;_manager;_radius;_color;_texture=null;_center;_defaultVertexBuffer;_vertexBuffer;_indexBuffer;_light=null;_isPreview;_debugMode=!1;_debugLight=null;_debugGraphics=null;_lightBoundingPoly;constructor(t,e){this._object=t,this._instanceContainer=e,this._manager=t.getObstaclesManager(),this._radius=t.getRadius();const i=t._color;this._color=[i[0]/255,i[1]/255,i[2]/255],this.updateTexture(),this._center=new Float32Array([t.x,t.y]),this._defaultVertexBuffer=new Float32Array(8),this._vertexBuffer=new Float32Array([t.x-this._radius,t.y+this._radius,t.x+this._radius,t.y+this._radius,t.x+this._radius,t.y-this._radius,t.x-this._radius,t.y-this._radius]),this._indexBuffer=new Uint16Array([0,1,2,0,2,3]),this.updateMesh(),this._isPreview=e.getGame().isPreview(),this._lightBoundingPoly=v.Polygon.createRectangle(0,0),this.updateDebugMode(),this._light&&e.getLayer("").getRenderer().addRendererObject(this.getRendererObject(),t.getZOrder())}static _verticesWithAngleComparator(t,e){return t.angle<e.angle?-1:t.angle>e.angle?1:0}static _computeClosestIntersectionPoint(t,e,i,n){const r=t.getX(),o=t.getY(),h=r+n*Math.cos(e),l=o+n*Math.sin(e);let _=n*n;const u=[null,null];for(const g of i){const d=v.Polygon.raycastTest(g,r,o,h,l);d.collision&&d.closeSqDist<=_&&(_=d.closeSqDist,u[0]=d.closeX,u[1]=d.closeY)}return u[0]&&u[1]?u:null}getRendererObject(){return this._debugLight?this._debugLight:this._light}ensureUpToDate(){this._object.isHidden()||(this._debugGraphics&&this._updateDebugGraphics(),this._updateBuffers())}updateMesh(){if(!b.utils.isWebGLSupported()){I.warn("This device does not support webgl, which is required for Lighting Extension.");return}this.updateTexture();const t=this._texture===null?f.defaultFragmentShader:f.texturedFragmentShader,e={center:this._center,radius:this._radius,color:this._color};this._texture&&(e.uSampler=this._texture);const i=b.Shader.from(f.defaultVertexShader,t,e),n=new b.Geometry;n.addAttribute("aVertexPosition",this._vertexBuffer,2).addIndex(this._indexBuffer),this._light?(this._light.shader=i,this._light.geometry=n):(this._light=new b.Mesh(n,i),this._light.blendMode=b.BLEND_MODES.ADD)}updateRadius(){this._light&&(this._radius=this._object.getRadius(),this._light.shader.uniforms.radius=this._radius)}updateColor(){if(!this._light)return;const t=this._object._color;this._color=[t[0]/255,t[1]/255,t[2]/255],this._light.shader.uniforms.color=this._color}updateTexture(){const t=this._object.getTexture();this._texture=t!==""?this._instanceContainer.getGame().getImageManager().getPIXITexture(t):null}updateDebugMode(){this._light&&(this._debugMode=this._object.getDebugMode(),!this._debugLight&&(this._isPreview||this._debugMode)&&(this._debugLight=new b.Container,this._debugLight.addChild(this._light)),this._debugMode&&!this._debugGraphics&&(this._debugGraphics=new b.Graphics,this._debugLight.addChild(this._debugGraphics)),!this._debugMode&&this._debugGraphics&&(this._debugLight.removeChild(this._debugGraphics),this._debugGraphics.destroy(),this._debugGraphics=null),this.ensureUpToDate())}_updateDebugGraphics(){const t=this._debugGraphics,e=this._computeLightVertices();if(!e.length){t.clear(),t.lineStyle(1,16711680,1).moveTo(this._object.x,this._object.y).lineTo(this._object.x-this._radius,this._object.y+this._radius).lineTo(this._object.x+this._radius,this._object.y+this._radius).moveTo(this._object.x,this._object.y).lineTo(this._object.x+this._radius,this._object.y+this._radius).lineTo(this._object.x+this._radius,this._object.y-this._radius).moveTo(this._object.x,this._object.y).lineTo(this._object.x+this._radius,this._object.y-this._radius).lineTo(this._object.x-this._radius,this._object.y-this._radius).moveTo(this._object.x,this._object.y).lineTo(this._object.x-this._radius,this._object.y-this._radius).lineTo(this._object.x-this._radius,this._object.y+this._radius);return}const i=new Array(2*e.length+2);i[0]=this._object.x,i[1]=this._object.y;for(let r=2;r<2*e.length+2;r+=2)i[r]=e[r/2-1][0],i[r+1]=e[r/2-1][1];t.clear(),t.moveTo(i[2],i[3]);const n=i.length;for(let r=2;r<n;r+=2){const o=r%4===0?16711680:65280,h=r+2>=n?2:r+2,l=r+3>=n?3:r+3;t.lineStyle(1,o,1).lineTo(i[r],i[r+1]).lineTo(i[h],i[l]).moveTo(i[0],i[1]).lineTo(i[r],i[r+1]).moveTo(i[0],i[1]).lineTo(i[h],i[l])}}_updateBuffers(){if(!this._light)return;this._center[0]=this._object.x,this._center[1]=this._object.y;const t=this._computeLightVertices();if(t.length===0){this._defaultVertexBuffer[0]=this._object.x-this._radius,this._defaultVertexBuffer[1]=this._object.y+this._radius,this._defaultVertexBuffer[2]=this._object.x+this._radius,this._defaultVertexBuffer[3]=this._object.y+this._radius,this._defaultVertexBuffer[4]=this._object.x+this._radius,this._defaultVertexBuffer[5]=this._object.y-this._radius,this._defaultVertexBuffer[6]=this._object.x-this._radius,this._defaultVertexBuffer[7]=this._object.y-this._radius,this._light.shader.uniforms.center=this._center,this._light.geometry.getBuffer("aVertexPosition").update(this._defaultVertexBuffer),this._light.geometry.getIndex().update(f._defaultIndexBuffer);return}const e=t.length;let i=!1,n=null,r=null;this._vertexBuffer.length>2*e+2&&(this._vertexBuffer.length<4*e+4?(i=!0,n=this._vertexBuffer.subarray(0,2*e+2),r=this._indexBuffer.subarray(0,3*e)):(this._vertexBuffer=new Float32Array(2*e+2),this._indexBuffer=new Uint16Array(3*e))),this._vertexBuffer.length<2*e+2&&(this._vertexBuffer=new Float32Array(2*e+2),this._indexBuffer=new Uint16Array(3*e)),this._vertexBuffer[0]=this._object.x,this._vertexBuffer[1]=this._object.y;for(let o=2;o<2*e+2;o+=2)this._vertexBuffer[o]=t[o/2-1][0],this._vertexBuffer[o+1]=t[o/2-1][1];for(let o=0;o<3*e;o+=3)this._indexBuffer[o]=0,this._indexBuffer[o+1]=o/3+1,o/3+1!==e?this._indexBuffer[o+2]=o/3+2:this._indexBuffer[o+2]=1;this._light.shader.uniforms.center=this._center,i?(this._light.geometry.getBuffer("aVertexPosition").update(n),this._light.geometry.getIndex().update(r)):(this._light.geometry.getBuffer("aVertexPosition").update(this._vertexBuffer),this._light.geometry.getIndex().update(this._indexBuffer))}_computeLightVertices(){const t=[];this._manager&&this._manager.getAllObstaclesAround(this._object,this._radius,t);const e=this._object.getX()-this._radius,i=this._object.getY()-this._radius,n=this._object.getX()+this._radius,r=this._object.getY()+this._radius;if(t.length===0)return t;const o=this._object.getHitBoxes()[0];for(let s=0;s<4;s++)this._lightBoundingPoly.vertices[s][0]=o.vertices[s][0],this._lightBoundingPoly.vertices[s][1]=o.vertices[s][1];const h=[];h.push(this._lightBoundingPoly);for(let s=0;s<t.length;s++){const c=t[s].owner.getHitBoxesAround(e,i,n,r);for(const y of c)h.push(y)}let l=this._object.x+this._radius,_=this._object.x-this._radius,u=this._object.y+this._radius,g=this._object.y-this._radius;const d=[];for(let s=1;s<h.length;s++){const c=h[s].vertices,y=c.length;for(let a=0;a<y;a++)d.push(c[a]),c[a][0]<_&&(_=c[a][0]),c[a][0]>l&&(l=c[a][0]),c[a][1]<g&&(g=c[a][1]),c[a][1]>u&&(u=c[a][1])}h[0].vertices[0][0]=_,h[0].vertices[0][1]=g,h[0].vertices[1][0]=l,h[0].vertices[1][1]=g,h[0].vertices[2][0]=l,h[0].vertices[2][1]=u,h[0].vertices[3][0]=_,h[0].vertices[3][1]=u;const p=Math.sqrt(Math.max((this._object.x-_)*(this._object.x-_)+(this._object.y-g)*(this._object.y-g),(l-this._object.x)*(l-this._object.x)+(this._object.y-g)*(this._object.y-g),(l-this._object.x)*(l-this._object.x)+(u-this._object.y)*(u-this._object.y),(this._object.x-_)*(this._object.x-_)+(u-this._object.y)*(u-this._object.y)));for(let s=0;s<4;s++)d.push(h[0].vertices[s]);const x=[],C=d.length;for(let s=0;s<C;s++){const c=d[s][0]-this._object.x,y=d[s][1]-this._object.y,a=Math.atan2(y,c),m=f._computeClosestIntersectionPoint(this._object,a,h,p);m&&x.push({vertex:m,angle:a});const B=f._computeClosestIntersectionPoint(this._object,a+1e-4,h,p);B&&x.push({vertex:B,angle:a+1e-4});const P=f._computeClosestIntersectionPoint(this._object,a-1e-4,h,p);P&&x.push({vertex:P,angle:a-1e-4})}x.sort(f._verticesWithAngleComparator);const j=[x[0].vertex],A=x.length;for(let s=1;s<A;s++)x[s].angle!==x[s-1].angle&&j.push(x[s].vertex);return j}static _defaultIndexBuffer=new Uint16Array([0,1,2,0,2,3]);static defaultVertexShader=`
2
+ precision highp float;
3
+ attribute vec2 aVertexPosition;
4
+
5
+ uniform mat3 translationMatrix;
6
+ uniform mat3 projectionMatrix;
7
+ varying vec2 vPos;
8
+
9
+ void main() {
10
+ vPos = aVertexPosition;
11
+ gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);
12
+ }`;static defaultFragmentShader=`
13
+ precision highp float;
14
+ uniform vec2 center;
15
+ uniform float radius;
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+ uniform vec3 color;
17
+ varying vec2 vPos;
18
+
19
+ void main() {
20
+ float l = length(vPos - center);
21
+ float intensity = 0.0;
22
+ if(l < radius)
23
+ intensity = clamp((radius - l)*(radius - l)/(radius*radius), 0.0, 1.0);
24
+ gl_FragColor = vec4(color*intensity, 1.0);
25
+ }`;static texturedFragmentShader=`
26
+ precision highp float;
27
+ uniform vec2 center;
28
+ uniform float radius;
29
+ uniform vec3 color;
30
+ uniform sampler2D uSampler;
31
+ varying vec2 vPos;
32
+
33
+ void main() {
34
+ vec2 topleft = vec2(center.x - radius, center.y - radius);
35
+ vec2 texCoord = (vPos - topleft)/(2.0 * radius);
36
+ gl_FragColor = (texCoord.x > 0.0 && texCoord.x < 1.0 && texCoord.y > 0.0 && texCoord.y < 1.0)
37
+ ? vec4(color, 1.0) * texture2D(uSampler, texCoord)
38
+ : vec4(0.0, 0.0, 0.0, 0.0);
39
+ }`}v.LightRuntimeObjectPixiRenderer=f,v.LightRuntimeObjectRenderer=f})(gdjs||={});
40
+ //# sourceMappingURL=lightruntimeobject-pixi-renderer.js.map
@@ -0,0 +1,7 @@
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+ {
2
+ "version": 3,
3
+ "sources": ["../../../../GDevelop/Extensions/Lighting/lightruntimeobject-pixi-renderer.ts"],
4
+ "sourcesContent": ["namespace gdjs {\n const logger = new gdjs.Logger('Light object');\n import PIXI = GlobalPIXIModule.PIXI;\n\n /**\n * Pixi renderer for light runtime objects.\n */\n export class LightRuntimeObjectPixiRenderer {\n _object: gdjs.LightRuntimeObject;\n _instanceContainer: gdjs.RuntimeInstanceContainer;\n _manager: gdjs.LightObstaclesManager;\n _radius: number;\n _color: [number, number, number];\n _texture: PIXI.Texture | null = null;\n _center: Float32Array;\n _defaultVertexBuffer: Float32Array;\n _vertexBuffer: Float32Array;\n _indexBuffer: Uint16Array;\n _light: PIXI.Mesh<PIXI.Shader> | null = null;\n _isPreview: boolean;\n _debugMode: boolean = false;\n _debugLight: PIXI.Container | null = null;\n _debugGraphics: PIXI.Graphics | null = null;\n\n /**\n * A polygon updated when vertices of the light are computed\n * to be a polygon bounding the light and its obstacles.\n */\n _lightBoundingPoly: gdjs.Polygon;\n\n constructor(\n runtimeObject: gdjs.LightRuntimeObject,\n instanceContainer: gdjs.RuntimeInstanceContainer\n ) {\n this._object = runtimeObject;\n this._instanceContainer = instanceContainer;\n this._manager = runtimeObject.getObstaclesManager();\n this._radius = runtimeObject.getRadius();\n const objectColor = runtimeObject._color;\n this._color = [\n objectColor[0] / 255,\n objectColor[1] / 255,\n objectColor[2] / 255,\n ];\n this.updateTexture();\n this._center = new Float32Array([runtimeObject.x, runtimeObject.y]);\n this._defaultVertexBuffer = new Float32Array(8);\n this._vertexBuffer = new Float32Array([\n runtimeObject.x - this._radius,\n runtimeObject.y + this._radius,\n runtimeObject.x + this._radius,\n runtimeObject.y + this._radius,\n runtimeObject.x + this._radius,\n runtimeObject.y - this._radius,\n runtimeObject.x - this._radius,\n runtimeObject.y - this._radius,\n ]);\n this._indexBuffer = new Uint16Array([0, 1, 2, 0, 2, 3]);\n this.updateMesh();\n this._isPreview = instanceContainer.getGame().isPreview();\n this._lightBoundingPoly = gdjs.Polygon.createRectangle(0, 0);\n\n this.updateDebugMode();\n\n // Objects will be added in lighting layer, this is just to maintain consistency.\n if (this._light) {\n instanceContainer\n .getLayer('')\n .getRenderer()\n .addRendererObject(\n this.getRendererObject(),\n runtimeObject.getZOrder()\n );\n }\n }\n\n static _verticesWithAngleComparator(vertexWithAngleA, vertexWithAngleB) {\n if (vertexWithAngleA.angle < vertexWithAngleB.angle) {\n return -1;\n }\n if (vertexWithAngleA.angle > vertexWithAngleB.angle) {\n return 1;\n }\n return 0;\n }\n\n static _computeClosestIntersectionPoint(\n lightObject: gdjs.LightRuntimeObject,\n angle: float,\n polygons: Array<gdjs.Polygon>,\n boundingSquareHalfDiag: float\n ) {\n const centerX = lightObject.getX();\n const centerY = lightObject.getY();\n const targetX = centerX + boundingSquareHalfDiag * Math.cos(angle);\n const targetY = centerY + boundingSquareHalfDiag * Math.sin(angle);\n let minSqDist = boundingSquareHalfDiag * boundingSquareHalfDiag;\n const closestPoint: Array<integer | null> = [null, null];\n for (const poly of polygons) {\n const raycastResult = gdjs.Polygon.raycastTest(\n poly,\n centerX,\n centerY,\n targetX,\n targetY\n );\n if (raycastResult.collision && raycastResult.closeSqDist <= minSqDist) {\n minSqDist = raycastResult.closeSqDist;\n closestPoint[0] = raycastResult.closeX;\n closestPoint[1] = raycastResult.closeY;\n }\n }\n if (closestPoint[0] && closestPoint[1]) {\n return closestPoint;\n }\n return null;\n }\n\n getRendererObject(): PIXI.Mesh | null | PIXI.Container {\n if (this._debugLight) {\n return this._debugLight;\n }\n return this._light;\n }\n\n ensureUpToDate() {\n if (this._object.isHidden()) {\n return;\n }\n if (this._debugGraphics) {\n this._updateDebugGraphics();\n }\n this._updateBuffers();\n }\n\n updateMesh(): void {\n if (!PIXI.utils.isWebGLSupported()) {\n logger.warn(\n 'This device does not support webgl, which is required for Lighting Extension.'\n );\n return;\n }\n this.updateTexture();\n const fragmentShader =\n this._texture === null\n ? LightRuntimeObjectPixiRenderer.defaultFragmentShader\n : LightRuntimeObjectPixiRenderer.texturedFragmentShader;\n const shaderUniforms = {\n center: this._center,\n radius: this._radius,\n color: this._color,\n };\n if (this._texture) {\n // @ts-ignore\n shaderUniforms.uSampler = this._texture;\n }\n const shader = PIXI.Shader.from(\n LightRuntimeObjectPixiRenderer.defaultVertexShader,\n fragmentShader,\n shaderUniforms\n );\n const geometry = new PIXI.Geometry();\n geometry\n .addAttribute('aVertexPosition', this._vertexBuffer, 2)\n .addIndex(this._indexBuffer);\n if (!this._light) {\n this._light = new PIXI.Mesh(geometry, shader);\n this._light.blendMode = PIXI.BLEND_MODES.ADD;\n } else {\n this._light.shader = shader;\n // @ts-ignore - replacing the read-only geometry\n this._light.geometry = geometry;\n }\n }\n\n updateRadius(): void {\n if (!this._light) {\n return;\n }\n this._radius = this._object.getRadius();\n this._light.shader.uniforms.radius = this._radius;\n }\n\n updateColor(): void {\n if (!this._light) {\n return;\n }\n const objectColor = this._object._color;\n this._color = [\n objectColor[0] / 255,\n objectColor[1] / 255,\n objectColor[2] / 255,\n ];\n this._light.shader.uniforms.color = this._color;\n }\n\n updateTexture(): void {\n const texture = this._object.getTexture();\n this._texture =\n texture !== ''\n ? (this._instanceContainer\n .getGame()\n .getImageManager() as gdjs.PixiImageManager).getPIXITexture(\n texture\n )\n : null;\n }\n\n updateDebugMode(): void {\n if (!this._light) {\n return;\n }\n this._debugMode = this._object.getDebugMode();\n if (!this._debugLight && (this._isPreview || this._debugMode)) {\n this._debugLight = new PIXI.Container();\n this._debugLight.addChild(this._light);\n }\n if (this._debugMode && !this._debugGraphics) {\n this._debugGraphics = new PIXI.Graphics();\n (this._debugLight as PIXI.Container).addChild(this._debugGraphics);\n }\n if (!this._debugMode && this._debugGraphics) {\n (this._debugLight as PIXI.Container).removeChild(this._debugGraphics);\n this._debugGraphics.destroy();\n this._debugGraphics = null;\n }\n this.ensureUpToDate();\n }\n\n _updateDebugGraphics() {\n const debugGraphics = this._debugGraphics as PIXI.Graphics;\n\n const computedVertices = this._computeLightVertices();\n if (!computedVertices.length) {\n debugGraphics.clear();\n debugGraphics\n .lineStyle(1, 16711680, 1)\n .moveTo(this._object.x, this._object.y)\n .lineTo(this._object.x - this._radius, this._object.y + this._radius)\n .lineTo(this._object.x + this._radius, this._object.y + this._radius)\n .moveTo(this._object.x, this._object.y)\n .lineTo(this._object.x + this._radius, this._object.y + this._radius)\n .lineTo(this._object.x + this._radius, this._object.y - this._radius)\n .moveTo(this._object.x, this._object.y)\n .lineTo(this._object.x + this._radius, this._object.y - this._radius)\n .lineTo(this._object.x - this._radius, this._object.y - this._radius)\n .moveTo(this._object.x, this._object.y)\n .lineTo(this._object.x - this._radius, this._object.y - this._radius)\n .lineTo(this._object.x - this._radius, this._object.y + this._radius);\n return;\n }\n const vertices = new Array(2 * computedVertices.length + 2);\n vertices[0] = this._object.x;\n vertices[1] = this._object.y;\n for (let i = 2; i < 2 * computedVertices.length + 2; i += 2) {\n vertices[i] = computedVertices[i / 2 - 1][0];\n vertices[i + 1] = computedVertices[i / 2 - 1][1];\n }\n debugGraphics.clear();\n debugGraphics.moveTo(vertices[2], vertices[3]);\n const verticesCount = vertices.length;\n for (let i = 2; i < verticesCount; i += 2) {\n const lineColor = i % 4 === 0 ? 16711680 : 65280;\n const lastX = i + 2 >= verticesCount ? 2 : i + 2;\n const lastY = i + 3 >= verticesCount ? 3 : i + 3;\n debugGraphics\n .lineStyle(1, lineColor, 1)\n .lineTo(vertices[i], vertices[i + 1])\n .lineTo(vertices[lastX], vertices[lastY])\n .moveTo(vertices[0], vertices[1])\n .lineTo(vertices[i], vertices[i + 1])\n .moveTo(vertices[0], vertices[1])\n .lineTo(vertices[lastX], vertices[lastY]);\n }\n }\n\n _updateBuffers() {\n if (!this._light) {\n return;\n }\n this._center[0] = this._object.x;\n this._center[1] = this._object.y;\n const vertices = this._computeLightVertices();\n\n // Fallback to simple quad when there are no obstacles around.\n if (vertices.length === 0) {\n this._defaultVertexBuffer[0] = this._object.x - this._radius;\n this._defaultVertexBuffer[1] = this._object.y + this._radius;\n this._defaultVertexBuffer[2] = this._object.x + this._radius;\n this._defaultVertexBuffer[3] = this._object.y + this._radius;\n this._defaultVertexBuffer[4] = this._object.x + this._radius;\n this._defaultVertexBuffer[5] = this._object.y - this._radius;\n this._defaultVertexBuffer[6] = this._object.x - this._radius;\n this._defaultVertexBuffer[7] = this._object.y - this._radius;\n this._light.shader.uniforms.center = this._center;\n this._light.geometry\n .getBuffer('aVertexPosition')\n .update(this._defaultVertexBuffer);\n this._light.geometry\n .getIndex()\n .update(LightRuntimeObjectPixiRenderer._defaultIndexBuffer);\n return;\n }\n const verticesCount = vertices.length;\n\n // If the array buffer which is already allocated is at most\n // twice the size of memory required, we could avoid re-allocation\n // and instead use a subarray. Otherwise, allocate new array buffers as\n // there would be memory wastage.\n let isSubArrayUsed = false;\n let vertexBufferSubArray: Float32Array | null = null;\n let indexBufferSubArray: Uint16Array | null = null;\n if (this._vertexBuffer.length > 2 * verticesCount + 2) {\n if (this._vertexBuffer.length < 4 * verticesCount + 4) {\n isSubArrayUsed = true;\n vertexBufferSubArray = this._vertexBuffer.subarray(\n 0,\n 2 * verticesCount + 2\n );\n indexBufferSubArray = this._indexBuffer.subarray(\n 0,\n 3 * verticesCount\n );\n } else {\n this._vertexBuffer = new Float32Array(2 * verticesCount + 2);\n this._indexBuffer = new Uint16Array(3 * verticesCount);\n }\n }\n\n // When the allocated array buffer has less memory than\n // required, we'll have to allocated new array buffers.\n if (this._vertexBuffer.length < 2 * verticesCount + 2) {\n this._vertexBuffer = new Float32Array(2 * verticesCount + 2);\n this._indexBuffer = new Uint16Array(3 * verticesCount);\n }\n this._vertexBuffer[0] = this._object.x;\n this._vertexBuffer[1] = this._object.y;\n for (let i = 2; i < 2 * verticesCount + 2; i += 2) {\n this._vertexBuffer[i] = vertices[i / 2 - 1][0];\n this._vertexBuffer[i + 1] = vertices[i / 2 - 1][1];\n }\n for (let i = 0; i < 3 * verticesCount; i += 3) {\n this._indexBuffer[i] = 0;\n this._indexBuffer[i + 1] = i / 3 + 1;\n if (i / 3 + 1 !== verticesCount) {\n this._indexBuffer[i + 2] = i / 3 + 2;\n } else {\n this._indexBuffer[i + 2] = 1;\n }\n }\n this._light.shader.uniforms.center = this._center;\n if (!isSubArrayUsed) {\n this._light.geometry\n .getBuffer('aVertexPosition')\n .update(this._vertexBuffer);\n this._light.geometry.getIndex().update(this._indexBuffer);\n } else {\n this._light.geometry\n .getBuffer('aVertexPosition')\n // @ts-ignore\n .update(vertexBufferSubArray);\n // @ts-ignore\n this._light.geometry.getIndex().update(indexBufferSubArray);\n }\n }\n\n /**\n * Computes the vertices of mesh using raycasting.\n * @returns the vertices of mesh.\n */\n _computeLightVertices(): Array<FloatPoint> {\n const lightObstacles: gdjs.LightObstacleRuntimeBehavior[] = [];\n if (this._manager) {\n this._manager.getAllObstaclesAround(\n this._object,\n this._radius,\n lightObstacles\n );\n }\n const searchAreaLeft = this._object.getX() - this._radius;\n const searchAreaTop = this._object.getY() - this._radius;\n const searchAreaRight = this._object.getX() + this._radius;\n const searchAreaBottom = this._object.getY() + this._radius;\n\n // Bail out early if there are no obstacles.\n if (lightObstacles.length === 0) {\n // @ts-ignore TODO the array should probably be pass as a parameter.\n return lightObstacles;\n }\n\n // Synchronize light bounding polygon with the hitbox.\n // Note: we suppose the hitbox is always a single rectangle.\n const objectHitBox = this._object.getHitBoxes()[0];\n for (let i = 0; i < 4; i++) {\n this._lightBoundingPoly.vertices[i][0] = objectHitBox.vertices[i][0];\n this._lightBoundingPoly.vertices[i][1] = objectHitBox.vertices[i][1];\n }\n\n // Create the list of polygons to compute the light vertices\n const obstaclePolygons: Array<gdjs.Polygon> = [];\n obstaclePolygons.push(this._lightBoundingPoly);\n for (let i = 0; i < lightObstacles.length; i++) {\n const obstacleHitBoxes = lightObstacles[i].owner.getHitBoxesAround(\n searchAreaLeft,\n searchAreaTop,\n searchAreaRight,\n searchAreaBottom\n );\n for (const hitbox of obstacleHitBoxes) {\n obstaclePolygons.push(hitbox);\n }\n }\n\n let maxX = this._object.x + this._radius;\n let minX = this._object.x - this._radius;\n let maxY = this._object.y + this._radius;\n let minY = this._object.y - this._radius;\n const flattenVertices: Array<FloatPoint> = [];\n for (let i = 1; i < obstaclePolygons.length; i++) {\n const vertices = obstaclePolygons[i].vertices;\n const verticesCount = vertices.length;\n for (let j = 0; j < verticesCount; j++) {\n flattenVertices.push(vertices[j]);\n if (vertices[j][0] < minX) {\n minX = vertices[j][0];\n }\n if (vertices[j][0] > maxX) {\n maxX = vertices[j][0];\n }\n if (vertices[j][1] < minY) {\n minY = vertices[j][1];\n }\n if (vertices[j][1] > maxY) {\n maxY = vertices[j][1];\n }\n }\n }\n obstaclePolygons[0].vertices[0][0] = minX;\n obstaclePolygons[0].vertices[0][1] = minY;\n obstaclePolygons[0].vertices[1][0] = maxX;\n obstaclePolygons[0].vertices[1][1] = minY;\n obstaclePolygons[0].vertices[2][0] = maxX;\n obstaclePolygons[0].vertices[2][1] = maxY;\n obstaclePolygons[0].vertices[3][0] = minX;\n obstaclePolygons[0].vertices[3][1] = maxY;\n\n // Find the largest diagonal length.\n const boundingSquareHalfDiag = Math.sqrt(\n Math.max(\n (this._object.x - minX) * (this._object.x - minX) +\n (this._object.y - minY) * (this._object.y - minY),\n (maxX - this._object.x) * (maxX - this._object.x) +\n (this._object.y - minY) * (this._object.y - minY),\n (maxX - this._object.x) * (maxX - this._object.x) +\n (maxY - this._object.y) * (maxY - this._object.y),\n (this._object.x - minX) * (this._object.x - minX) +\n (maxY - this._object.y) * (maxY - this._object.y)\n )\n );\n // Add this._object.hitBoxes vertices.\n for (let i = 0; i < 4; i++) {\n flattenVertices.push(obstaclePolygons[0].vertices[i]);\n }\n const closestVertices: Array<any> = [];\n const flattenVerticesCount = flattenVertices.length;\n for (let i = 0; i < flattenVerticesCount; i++) {\n const xdiff = flattenVertices[i][0] - this._object.x;\n const ydiff = flattenVertices[i][1] - this._object.y;\n const angle = Math.atan2(ydiff, xdiff);\n const closestVertex = LightRuntimeObjectPixiRenderer._computeClosestIntersectionPoint(\n this._object,\n angle,\n obstaclePolygons,\n boundingSquareHalfDiag\n );\n if (closestVertex) {\n closestVertices.push({ vertex: closestVertex, angle: angle });\n }\n\n // TODO: Check whether we need to raycast these two extra rays or not.\n const closestVertexOffsetLeft = LightRuntimeObjectPixiRenderer._computeClosestIntersectionPoint(\n this._object,\n angle + 0.0001,\n obstaclePolygons,\n boundingSquareHalfDiag\n );\n if (closestVertexOffsetLeft) {\n closestVertices.push({\n vertex: closestVertexOffsetLeft,\n angle: angle + 0.0001,\n });\n }\n const closestVertexOffsetRight = LightRuntimeObjectPixiRenderer._computeClosestIntersectionPoint(\n this._object,\n angle - 0.0001,\n obstaclePolygons,\n boundingSquareHalfDiag\n );\n if (closestVertexOffsetRight) {\n closestVertices.push({\n vertex: closestVertexOffsetRight,\n angle: angle - 0.0001,\n });\n }\n }\n closestVertices.sort(\n LightRuntimeObjectPixiRenderer._verticesWithAngleComparator\n );\n const filteredVerticesResult = [closestVertices[0].vertex];\n const closestVerticesCount = closestVertices.length;\n for (let i = 1; i < closestVerticesCount; i++) {\n if (closestVertices[i].angle !== closestVertices[i - 1].angle) {\n filteredVerticesResult.push(closestVertices[i].vertex);\n }\n }\n return filteredVerticesResult;\n }\n\n static _defaultIndexBuffer = new Uint16Array([0, 1, 2, 0, 2, 3]);\n static defaultVertexShader = `\n precision highp float;\n attribute vec2 aVertexPosition;\n\n uniform mat3 translationMatrix;\n uniform mat3 projectionMatrix;\n varying vec2 vPos;\n\n void main() {\n vPos = aVertexPosition;\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n }`;\n static defaultFragmentShader = `\n precision highp float;\n uniform vec2 center;\n uniform float radius;\n uniform vec3 color;\n varying vec2 vPos;\n\n void main() {\n float l = length(vPos - center);\n float intensity = 0.0;\n if(l < radius)\n intensity = clamp((radius - l)*(radius - l)/(radius*radius), 0.0, 1.0);\n gl_FragColor = vec4(color*intensity, 1.0);\n }`;\n static texturedFragmentShader = `\n precision highp float;\n uniform vec2 center;\n uniform float radius;\n uniform vec3 color;\n uniform sampler2D uSampler;\n varying vec2 vPos;\n\n void main() {\n vec2 topleft = vec2(center.x - radius, center.y - radius);\n vec2 texCoord = (vPos - topleft)/(2.0 * radius);\n gl_FragColor = (texCoord.x > 0.0 && texCoord.x < 1.0 && texCoord.y > 0.0 && texCoord.y < 1.0)\n ? vec4(color, 1.0) * texture2D(uSampler, texCoord)\n : vec4(0.0, 0.0, 0.0, 0.0);\n }`;\n }\n\n // @ts-ignore - Register the class to let the engine use it.\n export const LightRuntimeObjectRenderer = LightRuntimeObjectPixiRenderer;\n export type LightRuntimeObjectRenderer = LightRuntimeObjectPixiRenderer;\n}\n"],
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6
+ "names": ["gdjs", "logger", "PIXI", "LightRuntimeObjectPixiRenderer", "runtimeObject", "instanceContainer", "objectColor", "vertexWithAngleA", "vertexWithAngleB", "lightObject", "angle", "polygons", "boundingSquareHalfDiag", "centerX", "centerY", "targetX", "targetY", "minSqDist", "closestPoint", "poly", "raycastResult", "fragmentShader", "shaderUniforms", "shader", "geometry", "texture", "debugGraphics", "computedVertices", "vertices", "i", "verticesCount", "lineColor", "lastX", "lastY", "isSubArrayUsed", "vertexBufferSubArray", "indexBufferSubArray", "lightObstacles", "searchAreaLeft", "searchAreaTop", "searchAreaRight", "searchAreaBottom", "objectHitBox", "obstaclePolygons", "obstacleHitBoxes", "hitbox", "maxX", "minX", "maxY", "minY", "flattenVertices", "j", "closestVertices", "flattenVerticesCount", "xdiff", "ydiff", "closestVertex", "closestVertexOffsetLeft", "closestVertexOffsetRight", "filteredVerticesResult", "closestVerticesCount"]
7
+ }
@@ -0,0 +1,2 @@
1
+ var gdjs;(r=>{class o extends r.RuntimeObject{_radius;_color;_debugMode;_texture;_obstaclesManager;_renderer;_instanceContainer;constructor(t,e){super(t,e),this._radius=e.content.radius>0?e.content.radius:1,this._color=r.rgbOrHexToRGBColor(e.content.color),this._debugMode=e.content.debugMode,this._texture=e.content.texture,this._obstaclesManager=r.LightObstaclesManager.getManager(t),this._renderer=new r.LightRuntimeObjectRenderer(this,t),this._instanceContainer=t,this.onCreated()}static hexToRGBColor(t){const e=parseInt(t.replace("#",""),16);return[e>>16&255,e>>8&255,e&255]}getRendererObject(){return this._renderer.getRendererObject()}updateFromObjectData(t,e){return t.content.radius!==e.content.radius&&this.setRadius(e.content.radius),t.content.color!==e.content.color&&(this._color=r.rgbOrHexToRGBColor(e.content.color),this._renderer.updateColor()),t.content.texture!==e.content.texture&&(this._texture=e.content.texture,this._renderer.updateMesh()),t.content.debugMode!==e.content.debugMode&&(this._debugMode=e.content.debugMode,this._renderer.updateDebugMode()),!0}updatePreRender(){this._renderer.ensureUpToDate()}getRadius(){return this._radius}setRadius(t){this._radius=t>0?t:1,this._renderer.updateRadius()}getHeight(){return 2*this._radius}getWidth(){return 2*this._radius}getDrawableX(){return this.x-this._radius}getDrawableY(){return this.y-this._radius}getColor(){return this._color[0]+";"+this._color[1]+";"+this._color[2]}setColor(t){this._color=r.rgbOrHexToRGBColor(t),this._renderer.updateColor()}getObstaclesManager(){return this._obstaclesManager}getDebugMode(){return this._debugMode}getTexture(){return this._texture}}r.LightRuntimeObject=o,r.registerObject("Lighting::LightObject",r.LightRuntimeObject)})(gdjs||={});
2
+ //# sourceMappingURL=lightruntimeobject.js.map
@@ -0,0 +1,7 @@
1
+ {
2
+ "version": 3,
3
+ "sources": ["../../../../GDevelop/Extensions/Lighting/lightruntimeobject.ts"],
4
+ "sourcesContent": ["namespace gdjs {\n export type LightObjectDataType = {\n /** The base parameters of light object. */\n content: {\n /** The radius of light object. */\n radius: number;\n /** A string representing color in hexadecimal format. */\n color: string;\n /** A string representing the name of texture used for light object. */\n texture: string;\n /** true if the light objects shows debug graphics, false otherwise. */\n debugMode: boolean;\n };\n };\n\n export type LightObjectData = ObjectData & LightObjectDataType;\n\n /**\n * Displays a Light object.\n */\n export class LightRuntimeObject extends gdjs.RuntimeObject {\n _radius: number;\n\n /** color in format [r, g, b], where each component is in the range [0, 255] */\n _color: integer[];\n _debugMode: boolean;\n _texture: string;\n _obstaclesManager: gdjs.LightObstaclesManager;\n _renderer: gdjs.LightRuntimeObjectRenderer;\n _instanceContainer: gdjs.RuntimeScene;\n\n constructor(\n runtimeScene: gdjs.RuntimeScene,\n lightObjectData: LightObjectData\n ) {\n super(runtimeScene, lightObjectData);\n this._radius =\n lightObjectData.content.radius > 0 ? lightObjectData.content.radius : 1;\n this._color = gdjs.rgbOrHexToRGBColor(lightObjectData.content.color);\n this._debugMode = lightObjectData.content.debugMode;\n this._texture = lightObjectData.content.texture;\n this._obstaclesManager = gdjs.LightObstaclesManager.getManager(\n runtimeScene\n );\n this._renderer = new gdjs.LightRuntimeObjectRenderer(this, runtimeScene);\n this._instanceContainer = runtimeScene;\n\n // *ALWAYS* call `this.onCreated()` at the very end of your object constructor.\n this.onCreated();\n }\n\n static hexToRGBColor(hex) {\n const hexNumber = parseInt(hex.replace('#', ''), 16);\n return [(hexNumber >> 16) & 255, (hexNumber >> 8) & 255, hexNumber & 255];\n }\n\n getRendererObject() {\n return this._renderer.getRendererObject();\n }\n\n updateFromObjectData(\n oldObjectData: LightObjectData,\n newObjectData: LightObjectData\n ): boolean {\n if (oldObjectData.content.radius !== newObjectData.content.radius) {\n this.setRadius(newObjectData.content.radius);\n }\n if (oldObjectData.content.color !== newObjectData.content.color) {\n this._color = gdjs.rgbOrHexToRGBColor(newObjectData.content.color);\n this._renderer.updateColor();\n }\n if (oldObjectData.content.texture !== newObjectData.content.texture) {\n this._texture = newObjectData.content.texture;\n this._renderer.updateMesh();\n }\n if (oldObjectData.content.debugMode !== newObjectData.content.debugMode) {\n this._debugMode = newObjectData.content.debugMode;\n this._renderer.updateDebugMode();\n }\n return true;\n }\n\n updatePreRender(): void {\n this._renderer.ensureUpToDate();\n }\n\n /**\n * Get the radius of the light object.\n * @returns radius of the light object.\n */\n getRadius(): number {\n return this._radius;\n }\n\n /**\n * Set the radius of the light object.\n */\n setRadius(radius: number): void {\n this._radius = radius > 0 ? radius : 1;\n this._renderer.updateRadius();\n }\n\n /**\n * Get the height of the light object.\n * @returns height of light object.\n */\n getHeight(): float {\n return 2 * this._radius;\n }\n\n /**\n * Get the width of the light object.\n * @returns width of light object.\n */\n getWidth(): float {\n return 2 * this._radius;\n }\n\n /**\n * Get the x co-ordinate of the top-left vertex/point of light object.\n * @returns x co-ordinate of the top-left vertex/point.\n */\n getDrawableX(): float {\n return this.x - this._radius;\n }\n\n /**\n * Get the y co-ordinate of the top-left vertex/point of light object.\n * @returns y co-ordinate of the top-left vertex/point.\n */\n getDrawableY(): float {\n return this.y - this._radius;\n }\n\n /**\n * Get the color of the light object as a \"R;G;B\" string.\n * @returns the color of light object in \"R;G;B\" format.\n */\n getColor(): string {\n return this._color[0] + ';' + this._color[1] + ';' + this._color[2];\n }\n\n /**\n * Set the color of the light object in format \"R;G;B\" string, with components in the range of [0-255].\n */\n setColor(color: string): void {\n this._color = gdjs.rgbOrHexToRGBColor(color);\n this._renderer.updateColor();\n }\n\n /**\n * Get the light obstacles manager.\n * @returns the light obstacles manager.\n */\n getObstaclesManager(): gdjs.LightObstaclesManager {\n return this._obstaclesManager;\n }\n\n /**\n * Returns true if the light shows debug graphics, false otherwise.\n * @returns true if debug mode is activated.\n */\n getDebugMode(): boolean {\n return this._debugMode;\n }\n\n /**\n * Returns the path of texture resource.\n * @returns the path of texture.\n */\n getTexture(): string {\n return this._texture;\n }\n }\n gdjs.registerObject('Lighting::LightObject', gdjs.LightRuntimeObject);\n}\n"],
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+ "names": ["gdjs", "LightRuntimeObject", "runtimeScene", "lightObjectData", "hex", "hexNumber", "oldObjectData", "newObjectData", "radius", "color"]
7
+ }
@@ -0,0 +1,2 @@
1
+ var gdjs;(r=>{class u{_links=new Map;static getManager(e){return e.linkedObjectsManager||(e.linkedObjectsManager=new r.LinksManager),e.linkedObjectsManager}_getMapOfObjectsLinkedWith(e){return this._links.has(e.id)||this._links.set(e.id,new m),this._links.get(e.id).linkedObjectMap}getObjectsLinkedWith(e){return this._links.has(e.id)||this._links.set(e.id,new m),this._links.get(e.id)}getObjectsLinkedWithAndNamed(e,t){let n=this._getMapOfObjectsLinkedWith(e).get(t);return n||(n=r.staticArray(u.prototype.getObjectsLinkedWithAndNamed)),n}linkObjects(e,t){const n=this._getMapOfObjectsLinkedWith(e);n.has(t.getName())||n.set(t.getName(),[]);const i=n.get(t.getName());i.indexOf(t)===-1&&i.push(t);const c=this._getMapOfObjectsLinkedWith(t);c.has(e.getName())||c.set(e.getName(),[]);const g=c.get(e.getName());g.indexOf(e)===-1&&g.push(e)}removeAllLinksOf(e){const t=this._links.get(e.id);if(t){for(const n of t.linkedObjectMap.values())for(let i=0;i<n.length;i++){const c=n[i];if(this._links.has(c.id)){const g=this._links.get(c.id).linkedObjectMap.get(e.getName()),a=g.indexOf(e);a!==-1&&g.splice(a,1)}}this._links.delete(e.id)}}removeLinkBetween(e,t){if(this._links.has(e.id)){const n=this._links.get(e.id).linkedObjectMap;if(n.has(t.getName())){const i=n.get(t.getName()),c=i.indexOf(t);c!==-1&&i.splice(c,1)}}if(this._links.has(t.id)){const n=this._links.get(t.id).linkedObjectMap;if(n.has(e.getName())){const i=n.get(e.getName()),c=i.indexOf(e);c!==-1&&i.splice(c,1)}}}}r.LinksManager=u;class m{linkedObjectMap;static emptyItr={next:()=>({value:void 0,done:!0})};constructor(){this.linkedObjectMap=new Map}[Symbol.iterator](){let e=this.linkedObjectMap.values(),t=m.emptyItr;return{next:()=>{let n=t.next();for(;n.done;){const i=e.next();if(i.done)return n;t=i.value[Symbol.iterator](),n=t.next()}return n}}}}let M;(e=>{let R;(g=>(r.registerObjectDeletedFromSceneCallback(function(a,s){u.getManager(a).removeAllLinksOf(s)}),g.linkObjects=function(a,s,O){s===null||O===null||u.getManager(a).linkObjects(s,O)},g.removeLinkBetween=function(a,s,O){s===null||O===null||u.getManager(a).removeLinkBetween(s,O)},g.removeAllLinksOf=function(a,s){s!==null&&u.getManager(a).removeAllLinksOf(s)},g.pickObjectsLinkedTo=function(a,s,O,x){if(O===null)return!1;const k=u.getManager(a)._getMapOfObjectsLinkedWith(O);let f=!1;for(const h in s.items)if(s.containsKey(h)){const d=s.items[h];if(d.length===0)continue;const o=r.staticArray2(r.evtTools.linkedObjects.pickObjectsLinkedTo);if(o.length=0,x)for(const l of d)o.indexOf(l.getName())<0&&o.push(l.getName());else o.push(h);let p=0;for(const l of o)p+=a.getObjects(l).length;if(d.length===p){d.length=0;for(const l of o)if(k.has(l)){const j=k.get(l);f=f||j.length>0,d.push.apply(d,j)}}else{const l=r.staticArray(r.evtTools.linkedObjects.pickObjectsLinkedTo);l.length=0;for(const j of o)if(k.has(j)){const L=k.get(j);for(const b of L)d.indexOf(b)>=0&&l.push(b)}f=f||l.length>0,d.length=0,d.push.apply(d,l),l.length=0}o.length=0}return f}))(R=e.linkedObjects||={})})(M=r.evtTools||={})})(gdjs||={});
2
+ //# sourceMappingURL=linkedobjects.js.map
@@ -0,0 +1,7 @@
1
+ {
2
+ "version": 3,
3
+ "sources": ["../../../../GDevelop/Extensions/LinkedObjects/linkedobjects.ts"],
4
+ "sourcesContent": ["/*\nGDevelop - LinkedObjects Extension\nCopyright (c) 2013-2016 Florian Rival (Florian.Rival@gmail.com)\n */\nnamespace gdjs {\n /**\n * Manages the links between objects.\n */\n export class LinksManager {\n private _links = new Map<integer, IterableLinkedObjects>();\n\n /**\n * Get the links manager of a scene.\n */\n static getManager(\n instanceContainer: gdjs.RuntimeInstanceContainer\n ): gdjs.LinksManager {\n // @ts-ignore\n if (!instanceContainer.linkedObjectsManager) {\n //Create the shared manager if necessary.\n // @ts-ignore\n instanceContainer.linkedObjectsManager = new gdjs.LinksManager();\n }\n // @ts-ignore\n return instanceContainer.linkedObjectsManager;\n }\n\n /**\n * This function is for internal use and could disappear in next versions.\n * Prefer using:\n * * {@link LinksManager.getObjectsLinkedWithAndNamed}\n * * {@link LinksManager.getObjectsLinkedWith}\n * * {@link evtTools.linkedObjects.quickPickObjectsLinkedTo}\n *\n * @param objA\n * @returns the linked objects by name\n */\n _getMapOfObjectsLinkedWith(\n objA: gdjs.RuntimeObject\n ): Map<string, gdjs.RuntimeObject[]> {\n if (!this._links.has(objA.id)) {\n this._links.set(objA.id, new IterableLinkedObjects());\n }\n return this._links.get(objA.id)!.linkedObjectMap;\n }\n\n // These 2 following functions give JS extensions an implementation dependent access to links.\n\n /**\n * @returns an iterable on every object linked with objA.\n */\n getObjectsLinkedWith(\n objA: gdjs.RuntimeObject\n ): Iterable<gdjs.RuntimeObject> {\n if (!this._links.has(objA.id)) {\n this._links.set(objA.id, new IterableLinkedObjects());\n }\n return this._links.get(objA.id)!;\n }\n\n /**\n * @returns an iterable of the objects with the given name that are linked with objA.\n */\n getObjectsLinkedWithAndNamed(\n objA: gdjs.RuntimeObject,\n objectName: string\n ): Iterable<gdjs.RuntimeObject> {\n let objects = this._getMapOfObjectsLinkedWith(objA).get(objectName);\n if (!objects) {\n // Give an empty Array\n objects = gdjs.staticArray(\n LinksManager.prototype.getObjectsLinkedWithAndNamed\n );\n }\n return objects;\n }\n\n linkObjects(objA: gdjs.RuntimeObject, objB: gdjs.RuntimeObject) {\n const objALinkedObjectMap = this._getMapOfObjectsLinkedWith(objA);\n if (!objALinkedObjectMap.has(objB.getName())) {\n objALinkedObjectMap.set(objB.getName(), []);\n }\n const objALinkedObjects = objALinkedObjectMap.get(objB.getName())!;\n if (objALinkedObjects.indexOf(objB) === -1) {\n objALinkedObjects.push(objB);\n }\n const objBLinkedObjectMap = this._getMapOfObjectsLinkedWith(objB);\n if (!objBLinkedObjectMap.has(objA.getName())) {\n objBLinkedObjectMap.set(objA.getName(), []);\n }\n const objBLinkedObjects = objBLinkedObjectMap.get(objA.getName())!;\n if (objBLinkedObjects.indexOf(objA) === -1) {\n objBLinkedObjects.push(objA);\n }\n }\n\n removeAllLinksOf(removedObject: gdjs.RuntimeObject) {\n // Remove the other side of the links\n // Note: don't use `this._getMapOfObjectsLinkedWith` as this would\n // create an empty map of linked objects if not existing already.\n const links = this._links.get(removedObject.id);\n if (!links) {\n // No existing links to other objects.\n // This also means no links to the object from other objects.\n return;\n }\n\n for (const linkedObjects of links.linkedObjectMap.values()) {\n for (let i = 0; i < linkedObjects.length; i++) {\n // This is the object on the other side of the link.\n // We find the removed object in its list of linked objects and remove it.\n const linkedObject = linkedObjects[i];\n\n if (this._links.has(linkedObject.id)) {\n const otherObjList = this._links\n .get(linkedObject.id)!\n .linkedObjectMap.get(removedObject.getName())!;\n\n const index = otherObjList.indexOf(removedObject);\n if (index !== -1) {\n otherObjList.splice(index, 1);\n }\n }\n }\n }\n\n // Remove the links on the removedObject side.\n this._links.delete(removedObject.id);\n }\n\n removeLinkBetween(objA: gdjs.RuntimeObject, objB: gdjs.RuntimeObject) {\n if (this._links.has(objA.id)) {\n const map = this._links.get(objA.id)!.linkedObjectMap;\n if (map.has(objB.getName())) {\n const list = map.get(objB.getName())!;\n const index = list.indexOf(objB);\n if (index !== -1) {\n list.splice(index, 1);\n }\n }\n }\n if (this._links.has(objB.id)) {\n const map = this._links.get(objB.id)!.linkedObjectMap;\n if (map.has(objA.getName())) {\n const list = map.get(objA.getName())!;\n const index = list.indexOf(objA);\n if (index !== -1) {\n list.splice(index, 1);\n }\n }\n }\n }\n }\n\n class IterableLinkedObjects implements Iterable<gdjs.RuntimeObject> {\n linkedObjectMap: Map<string, gdjs.RuntimeObject[]>;\n static emptyItr: Iterator<gdjs.RuntimeObject> = {\n next: () => ({ value: undefined, done: true }),\n };\n\n constructor() {\n this.linkedObjectMap = new Map<string, gdjs.RuntimeObject[]>();\n }\n\n [Symbol.iterator]() {\n let mapItr = this.linkedObjectMap.values();\n let listItr: Iterator<gdjs.RuntimeObject> =\n IterableLinkedObjects.emptyItr;\n\n return {\n next: () => {\n let listNext = listItr.next();\n while (listNext.done) {\n const mapNext = mapItr.next();\n if (mapNext.done) {\n return listNext;\n }\n listItr = mapNext.value[Symbol.iterator]();\n listNext = listItr.next();\n }\n return listNext;\n },\n };\n }\n }\n\n export namespace evtTools {\n export namespace linkedObjects {\n gdjs.registerObjectDeletedFromSceneCallback(function (\n instanceContainer,\n obj\n ) {\n LinksManager.getManager(instanceContainer).removeAllLinksOf(obj);\n });\n\n export const linkObjects = function (\n instanceContainer: gdjs.RuntimeInstanceContainer,\n objA: gdjs.RuntimeObject,\n objB: gdjs.RuntimeObject\n ) {\n if (objA === null || objB === null) {\n return;\n }\n LinksManager.getManager(instanceContainer).linkObjects(objA, objB);\n };\n\n export const removeLinkBetween = function (\n instanceContainer: gdjs.RuntimeInstanceContainer,\n objA: gdjs.RuntimeObject,\n objB: gdjs.RuntimeObject\n ) {\n if (objA === null || objB === null) {\n return;\n }\n LinksManager.getManager(instanceContainer).removeLinkBetween(\n objA,\n objB\n );\n };\n\n export const removeAllLinksOf = function (\n instanceContainer: gdjs.RuntimeInstanceContainer,\n objA: gdjs.RuntimeObject\n ) {\n if (objA === null) {\n return;\n }\n LinksManager.getManager(instanceContainer).removeAllLinksOf(objA);\n };\n\n export const pickObjectsLinkedTo = function (\n instanceContainer: gdjs.RuntimeInstanceContainer,\n objectsLists: Hashtable<gdjs.RuntimeObject[]>,\n obj: gdjs.RuntimeObject,\n eventsFunctionContext: EventsFunctionContext | undefined\n ) {\n if (obj === null) {\n return false;\n }\n const linkedObjectMap = LinksManager.getManager(\n instanceContainer\n )._getMapOfObjectsLinkedWith(obj);\n\n let pickedSomething = false;\n for (const contextObjectName in objectsLists.items) {\n if (objectsLists.containsKey(contextObjectName)) {\n const parentEventPickedObjects =\n objectsLists.items[contextObjectName];\n\n if (parentEventPickedObjects.length === 0) {\n continue;\n }\n\n // Find the object names in the scene\n const parentEventPickedObjectNames = gdjs.staticArray2(\n gdjs.evtTools.linkedObjects.pickObjectsLinkedTo\n );\n parentEventPickedObjectNames.length = 0;\n if (eventsFunctionContext) {\n // For functions, objects lists may contain objects with different names\n // indexed not by their name, but by the parameter name representing them.\n // This means that each object can have a different name,\n // so we iterate on them to get all the names.\n for (const pickedObject of parentEventPickedObjects) {\n if (\n parentEventPickedObjectNames.indexOf(pickedObject.getName()) <\n 0\n ) {\n parentEventPickedObjectNames.push(pickedObject.getName());\n }\n }\n } else {\n // In the case of a scene, the list of objects are guaranteed\n // to be indexed by the object name (no mix of objects with\n // different names in a list).\n parentEventPickedObjectNames.push(contextObjectName);\n }\n\n // Sum the number of instances in the scene for each objects found\n // previously in parentEventPickedObjects, so that we know if we can\n // avoid running an intersection with the picked objects later.\n let objectCount = 0;\n for (const objectName of parentEventPickedObjectNames) {\n objectCount += instanceContainer.getObjects(objectName)!.length;\n }\n\n if (parentEventPickedObjects.length === objectCount) {\n // The parent event didn't make any selection on the current object,\n // (because the number of picked objects is the total object count on the scene).\n // There is no need to make an intersection.\n // We will only replace the picked list with the linked object list.\n parentEventPickedObjects.length = 0;\n for (const objectName of parentEventPickedObjectNames) {\n if (linkedObjectMap.has(objectName)) {\n const linkedObjects = linkedObjectMap.get(objectName)!;\n\n pickedSomething = pickedSomething || linkedObjects.length > 0;\n parentEventPickedObjects.push.apply(\n parentEventPickedObjects,\n linkedObjects\n );\n }\n }\n } else {\n // Run an intersection between objects picked by parent events\n // and the linked ones.\n const pickedAndLinkedObjects = gdjs.staticArray(\n gdjs.evtTools.linkedObjects.pickObjectsLinkedTo\n );\n pickedAndLinkedObjects.length = 0;\n\n for (const objectName of parentEventPickedObjectNames) {\n if (linkedObjectMap.has(objectName)) {\n const linkedObjects = linkedObjectMap.get(objectName)!;\n\n for (const otherObject of linkedObjects) {\n if (parentEventPickedObjects.indexOf(otherObject) >= 0) {\n pickedAndLinkedObjects.push(otherObject);\n }\n }\n }\n }\n pickedSomething =\n pickedSomething || pickedAndLinkedObjects.length > 0;\n parentEventPickedObjects.length = 0;\n parentEventPickedObjects.push.apply(\n parentEventPickedObjects,\n pickedAndLinkedObjects\n );\n pickedAndLinkedObjects.length = 0;\n }\n parentEventPickedObjectNames.length = 0;\n }\n }\n return pickedSomething;\n };\n }\n }\n}\n"],
5
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6
+ "names": ["gdjs", "LinksManager", "instanceContainer", "objA", "IterableLinkedObjects", "objectName", "objects", "objB", "objALinkedObjectMap", "objALinkedObjects", "objBLinkedObjectMap", "objBLinkedObjects", "removedObject", "links", "linkedObjects", "linkedObject", "otherObjList", "index", "map", "list", "mapItr", "listItr", "listNext", "mapNext", "evtTools", "obj", "objectsLists", "eventsFunctionContext", "linkedObjectMap", "pickedSomething", "contextObjectName", "parentEventPickedObjects", "parentEventPickedObjectNames", "pickedObject", "objectCount", "pickedAndLinkedObjects", "otherObject"]
7
+ }