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.
- package/GDevelop/ExtLibs/7za.exe +0 -0
- package/GDevelop/ExtLibs/curl.exe +0 -0
- package/GDevelop/scripts/libgettextlib-0-17.dll +0 -0
- package/GDevelop/scripts/libgettextsrc-0-17.dll +0 -0
- package/LICENSE +1 -1
- package/dist/Runtime/AsyncTasksManager.js +5 -0
- package/dist/Runtime/AsyncTasksManager.js.map +7 -0
- package/dist/Runtime/Cordova/config.xml +44 -0
- package/dist/Runtime/Cordova/package.json +22 -0
- package/dist/Runtime/Cordova/www/index.html +45 -0
- package/dist/Runtime/CustomRuntimeObject.js +2 -0
- package/dist/Runtime/CustomRuntimeObject.js.map +7 -0
- package/dist/Runtime/CustomRuntimeObjectInstanceContainer.js +2 -0
- package/dist/Runtime/CustomRuntimeObjectInstanceContainer.js.map +7 -0
- package/dist/Runtime/Electron/main.js +65 -0
- package/dist/Runtime/Electron/package.json +26 -0
- package/dist/Runtime/Extensions/3D/A_RuntimeObject3D.js +2 -0
- package/dist/Runtime/Extensions/3D/A_RuntimeObject3D.js.map +7 -0
- package/dist/Runtime/Extensions/3D/A_RuntimeObject3DRenderer.js +2 -0
- package/dist/Runtime/Extensions/3D/A_RuntimeObject3DRenderer.js.map +7 -0
- package/dist/Runtime/Extensions/3D/AmbientLight.js +2 -0
- package/dist/Runtime/Extensions/3D/AmbientLight.js.map +7 -0
- package/dist/Runtime/Extensions/3D/Cube3DRuntimeObject.js +2 -0
- package/dist/Runtime/Extensions/3D/Cube3DRuntimeObject.js.map +7 -0
- package/dist/Runtime/Extensions/3D/Cube3DRuntimeObjectPixiRenderer.js +2 -0
- package/dist/Runtime/Extensions/3D/Cube3DRuntimeObjectPixiRenderer.js.map +7 -0
- package/dist/Runtime/Extensions/3D/DirectionalLight.js +2 -0
- package/dist/Runtime/Extensions/3D/DirectionalLight.js.map +7 -0
- package/dist/Runtime/Extensions/3D/ExponentialFog.js +2 -0
- package/dist/Runtime/Extensions/3D/ExponentialFog.js.map +7 -0
- package/dist/Runtime/Extensions/3D/HemisphereLight.js +2 -0
- package/dist/Runtime/Extensions/3D/HemisphereLight.js.map +7 -0
- package/dist/Runtime/Extensions/3D/JsExtension.js +2809 -0
- package/dist/Runtime/Extensions/3D/LinearFog.js +2 -0
- package/dist/Runtime/Extensions/3D/LinearFog.js.map +7 -0
- package/dist/Runtime/Extensions/3D/Model3DRuntimeObject.js +2 -0
- package/dist/Runtime/Extensions/3D/Model3DRuntimeObject.js.map +7 -0
- package/dist/Runtime/Extensions/3D/Model3DRuntimeObject3DRenderer.js +2 -0
- package/dist/Runtime/Extensions/3D/Model3DRuntimeObject3DRenderer.js.map +7 -0
- package/dist/Runtime/Extensions/3D/Scene3DTools.js +2 -0
- package/dist/Runtime/Extensions/3D/Scene3DTools.js.map +7 -0
- package/dist/Runtime/Extensions/AdMob/JsExtension.js +798 -0
- package/dist/Runtime/Extensions/AdMob/admobtools.js +2 -0
- package/dist/Runtime/Extensions/AdMob/admobtools.js.map +7 -0
- package/dist/Runtime/Extensions/AdvancedWindow/JsExtension.js +719 -0
- package/dist/Runtime/Extensions/AdvancedWindow/electron-advancedwindowtools.js +2 -0
- package/dist/Runtime/Extensions/AdvancedWindow/electron-advancedwindowtools.js.map +7 -0
- package/dist/Runtime/Extensions/AnchorBehavior/anchorruntimebehavior.js +2 -0
- package/dist/Runtime/Extensions/AnchorBehavior/anchorruntimebehavior.js.map +7 -0
- package/dist/Runtime/Extensions/BBText/JsExtension.js +639 -0
- package/dist/Runtime/Extensions/BBText/bbtextruntimeobject-pixi-renderer.js +2 -0
- package/dist/Runtime/Extensions/BBText/bbtextruntimeobject-pixi-renderer.js.map +7 -0
- package/dist/Runtime/Extensions/BBText/bbtextruntimeobject.js +2 -0
- package/dist/Runtime/Extensions/BBText/bbtextruntimeobject.js.map +7 -0
- package/dist/Runtime/Extensions/BBText/pixi-multistyle-text/dist/pixi-multistyle-text.umd.js +1 -0
- package/dist/Runtime/Extensions/BitmapText/JsExtension.js +756 -0
- package/dist/Runtime/Extensions/BitmapText/bitmaptextruntimeobject-pixi-renderer.js +2 -0
- package/dist/Runtime/Extensions/BitmapText/bitmaptextruntimeobject-pixi-renderer.js.map +7 -0
- package/dist/Runtime/Extensions/BitmapText/bitmaptextruntimeobject.js +2 -0
- package/dist/Runtime/Extensions/BitmapText/bitmaptextruntimeobject.js.map +7 -0
- package/dist/Runtime/Extensions/DebuggerTools/JsExtension.js +123 -0
- package/dist/Runtime/Extensions/DebuggerTools/debuggertools.js +2 -0
- package/dist/Runtime/Extensions/DebuggerTools/debuggertools.js.map +7 -0
- package/dist/Runtime/Extensions/DestroyOutsideBehavior/destroyoutsideruntimebehavior.js +2 -0
- package/dist/Runtime/Extensions/DestroyOutsideBehavior/destroyoutsideruntimebehavior.js.map +7 -0
- package/dist/Runtime/Extensions/DeviceSensors/JsExtension.js +461 -0
- package/dist/Runtime/Extensions/DeviceSensors/devicesensortools.js +2 -0
- package/dist/Runtime/Extensions/DeviceSensors/devicesensortools.js.map +7 -0
- package/dist/Runtime/Extensions/DeviceVibration/JsExtension.js +108 -0
- package/dist/Runtime/Extensions/DeviceVibration/devicevibrationtools.js +2 -0
- package/dist/Runtime/Extensions/DeviceVibration/devicevibrationtools.js.map +7 -0
- package/dist/Runtime/Extensions/DialogueTree/JsExtension.js +730 -0
- package/dist/Runtime/Extensions/DialogueTree/bondage.js/dist/bondage.min.js +11 -0
- package/dist/Runtime/Extensions/DialogueTree/dialoguetools.js +3 -0
- package/dist/Runtime/Extensions/DialogueTree/dialoguetools.js.map +7 -0
- package/dist/Runtime/Extensions/DraggableBehavior/draggableruntimebehavior.js +2 -0
- package/dist/Runtime/Extensions/DraggableBehavior/draggableruntimebehavior.js.map +7 -0
- package/dist/Runtime/Extensions/Effects/JsExtension.js +1197 -0
- package/dist/Runtime/Extensions/Effects/adjustment-pixi-filter.js +2 -0
- package/dist/Runtime/Extensions/Effects/adjustment-pixi-filter.js.map +7 -0
- package/dist/Runtime/Extensions/Effects/advanced-bloom-pixi-filter.js +2 -0
- package/dist/Runtime/Extensions/Effects/advanced-bloom-pixi-filter.js.map +7 -0
- package/dist/Runtime/Extensions/Effects/ascii-pixi-filter.js +2 -0
- package/dist/Runtime/Extensions/Effects/ascii-pixi-filter.js.map +7 -0
- package/dist/Runtime/Extensions/Effects/bevel-pixi-filter.js +2 -0
- package/dist/Runtime/Extensions/Effects/bevel-pixi-filter.js.map +7 -0
- package/dist/Runtime/Extensions/Effects/black-and-white-pixi-filter.js +2 -0
- package/dist/Runtime/Extensions/Effects/black-and-white-pixi-filter.js.map +7 -0
- package/dist/Runtime/Extensions/Effects/blending-mode-pixi-filter.js +2 -0
- package/dist/Runtime/Extensions/Effects/blending-mode-pixi-filter.js.map +7 -0
- package/dist/Runtime/Extensions/Effects/blur-pixi-filter.js +2 -0
- package/dist/Runtime/Extensions/Effects/blur-pixi-filter.js.map +7 -0
- package/dist/Runtime/Extensions/Effects/brightness-pixi-filter.js +2 -0
- package/dist/Runtime/Extensions/Effects/brightness-pixi-filter.js.map +7 -0
- package/dist/Runtime/Extensions/Effects/bulge-pinch-pixi-filter.js +2 -0
- package/dist/Runtime/Extensions/Effects/bulge-pinch-pixi-filter.js.map +7 -0
- package/dist/Runtime/Extensions/Effects/color-map-pixi-filter.js +2 -0
- package/dist/Runtime/Extensions/Effects/color-map-pixi-filter.js.map +7 -0
- package/dist/Runtime/Extensions/Effects/color-replace-pixi-filter.js +2 -0
- package/dist/Runtime/Extensions/Effects/color-replace-pixi-filter.js.map +7 -0
- package/dist/Runtime/Extensions/Effects/crt-pixi-filter.js +2 -0
- package/dist/Runtime/Extensions/Effects/crt-pixi-filter.js.map +7 -0
- package/dist/Runtime/Extensions/Effects/displacement-pixi-filter.js +2 -0
- package/dist/Runtime/Extensions/Effects/displacement-pixi-filter.js.map +7 -0
- package/dist/Runtime/Extensions/Effects/dot-pixi-filter.js +2 -0
- package/dist/Runtime/Extensions/Effects/dot-pixi-filter.js.map +7 -0
- package/dist/Runtime/Extensions/Effects/drop-shadow-pixi-filter.js +2 -0
- package/dist/Runtime/Extensions/Effects/drop-shadow-pixi-filter.js.map +7 -0
- package/dist/Runtime/Extensions/Effects/glitch-pixi-filter.js +2 -0
- package/dist/Runtime/Extensions/Effects/glitch-pixi-filter.js.map +7 -0
- package/dist/Runtime/Extensions/Effects/glow-pixi-filter.js +2 -0
- package/dist/Runtime/Extensions/Effects/glow-pixi-filter.js.map +7 -0
- package/dist/Runtime/Extensions/Effects/godray-pixi-filter.js +2 -0
- package/dist/Runtime/Extensions/Effects/godray-pixi-filter.js.map +7 -0
- package/dist/Runtime/Extensions/Effects/kawase-blur-pixi-filter.js +2 -0
- package/dist/Runtime/Extensions/Effects/kawase-blur-pixi-filter.js.map +7 -0
- package/dist/Runtime/Extensions/Effects/light-night-pixi-filter.js +3 -0
- package/dist/Runtime/Extensions/Effects/light-night-pixi-filter.js.map +7 -0
- package/dist/Runtime/Extensions/Effects/night-pixi-filter.js +3 -0
- package/dist/Runtime/Extensions/Effects/night-pixi-filter.js.map +7 -0
- package/dist/Runtime/Extensions/Effects/noise-pixi-filter.js +2 -0
- package/dist/Runtime/Extensions/Effects/noise-pixi-filter.js.map +7 -0
- package/dist/Runtime/Extensions/Effects/old-film-pixi-filter.js +2 -0
- package/dist/Runtime/Extensions/Effects/old-film-pixi-filter.js.map +7 -0
- package/dist/Runtime/Extensions/Effects/outline-pixi-filter.js +2 -0
- package/dist/Runtime/Extensions/Effects/outline-pixi-filter.js.map +7 -0
- package/dist/Runtime/Extensions/Effects/pixelate-pixi-filter.js +2 -0
- package/dist/Runtime/Extensions/Effects/pixelate-pixi-filter.js.map +7 -0
- package/dist/Runtime/Extensions/Effects/pixi-filters/filter-adjustment.js +8 -0
- package/dist/Runtime/Extensions/Effects/pixi-filters/filter-advanced-bloom.js +8 -0
- package/dist/Runtime/Extensions/Effects/pixi-filters/filter-ascii.js +8 -0
- package/dist/Runtime/Extensions/Effects/pixi-filters/filter-bevel.js +8 -0
- package/dist/Runtime/Extensions/Effects/pixi-filters/filter-bulge-pinch.js +8 -0
- package/dist/Runtime/Extensions/Effects/pixi-filters/filter-color-map.js +8 -0
- package/dist/Runtime/Extensions/Effects/pixi-filters/filter-color-replace.js +8 -0
- package/dist/Runtime/Extensions/Effects/pixi-filters/filter-crt.js +8 -0
- package/dist/Runtime/Extensions/Effects/pixi-filters/filter-dot.js +8 -0
- package/dist/Runtime/Extensions/Effects/pixi-filters/filter-drop-shadow.js +8 -0
- package/dist/Runtime/Extensions/Effects/pixi-filters/filter-glitch.js +8 -0
- package/dist/Runtime/Extensions/Effects/pixi-filters/filter-glow.js +8 -0
- package/dist/Runtime/Extensions/Effects/pixi-filters/filter-godray.js +8 -0
- package/dist/Runtime/Extensions/Effects/pixi-filters/filter-kawase-blur.js +8 -0
- package/dist/Runtime/Extensions/Effects/pixi-filters/filter-old-film.js +8 -0
- package/dist/Runtime/Extensions/Effects/pixi-filters/filter-outline.js +8 -0
- package/dist/Runtime/Extensions/Effects/pixi-filters/filter-pixelate.js +8 -0
- package/dist/Runtime/Extensions/Effects/pixi-filters/filter-radial-blur.js +8 -0
- package/dist/Runtime/Extensions/Effects/pixi-filters/filter-reflection.js +8 -0
- package/dist/Runtime/Extensions/Effects/pixi-filters/filter-rgb-split.js +8 -0
- package/dist/Runtime/Extensions/Effects/pixi-filters/filter-tilt-shift.js +171 -0
- package/dist/Runtime/Extensions/Effects/pixi-filters/filter-twist.js +8 -0
- package/dist/Runtime/Extensions/Effects/pixi-filters/filter-zoom-blur.js +8 -0
- package/dist/Runtime/Extensions/Effects/pixi-filters/types/adjustment/types.d.ts +29 -0
- package/dist/Runtime/Extensions/Effects/pixi-filters/types/advanced-bloom/types.d.ts +30 -0
- package/dist/Runtime/Extensions/Effects/pixi-filters/types/ascii/types.d.ts +11 -0
- package/dist/Runtime/Extensions/Effects/pixi-filters/types/bevel/types.d.ts +25 -0
- package/dist/Runtime/Extensions/Effects/pixi-filters/types/bloom/types.d.ts +18 -0
- package/dist/Runtime/Extensions/Effects/pixi-filters/types/bulge-pinch/types.d.ts +24 -0
- package/dist/Runtime/Extensions/Effects/pixi-filters/types/color-map/types.d.ts +22 -0
- package/dist/Runtime/Extensions/Effects/pixi-filters/types/color-overlay/types.d.ts +11 -0
- package/dist/Runtime/Extensions/Effects/pixi-filters/types/color-replace/types.d.ts +17 -0
- package/dist/Runtime/Extensions/Effects/pixi-filters/types/convolution/types.d.ts +13 -0
- package/dist/Runtime/Extensions/Effects/pixi-filters/types/cross-hatch/types.d.ts +10 -0
- package/dist/Runtime/Extensions/Effects/pixi-filters/types/crt/types.d.ts +35 -0
- package/dist/Runtime/Extensions/Effects/pixi-filters/types/dot/types.d.ts +12 -0
- package/dist/Runtime/Extensions/Effects/pixi-filters/types/drop-shadow/types.d.ts +33 -0
- package/dist/Runtime/Extensions/Effects/pixi-filters/types/emboss/types.d.ts +11 -0
- package/dist/Runtime/Extensions/Effects/pixi-filters/types/glitch/types.d.ts +38 -0
- package/dist/Runtime/Extensions/Effects/pixi-filters/types/glow/types.d.ts +23 -0
- package/dist/Runtime/Extensions/Effects/pixi-filters/types/godray/types.d.ts +27 -0
- package/dist/Runtime/Extensions/Effects/pixi-filters/types/kawase-blur/types.d.ts +15 -0
- package/dist/Runtime/Extensions/Effects/pixi-filters/types/motion-blur/types.d.ts +17 -0
- package/dist/Runtime/Extensions/Effects/pixi-filters/types/multi-color-replace/types.d.ts +18 -0
- package/dist/Runtime/Extensions/Effects/pixi-filters/types/old-film/types.d.ts +33 -0
- package/dist/Runtime/Extensions/Effects/pixi-filters/types/outline/types.d.ts +13 -0
- package/dist/Runtime/Extensions/Effects/pixi-filters/types/pixelate/types.d.ts +11 -0
- package/dist/Runtime/Extensions/Effects/pixi-filters/types/radial-blur/types.d.ts +19 -0
- package/dist/Runtime/Extensions/Effects/pixi-filters/types/reflection/types.d.ts +25 -0
- package/dist/Runtime/Extensions/Effects/pixi-filters/types/rgb-split/types.d.ts +13 -0
- package/dist/Runtime/Extensions/Effects/pixi-filters/types/shockwave/types.d.ts +25 -0
- package/dist/Runtime/Extensions/Effects/pixi-filters/types/simple-lightmap/types.d.ts +13 -0
- package/dist/Runtime/Extensions/Effects/pixi-filters/types/tilt-shift/types.d.ts +19 -0
- package/dist/Runtime/Extensions/Effects/pixi-filters/types/twist/types.d.ts +13 -0
- package/dist/Runtime/Extensions/Effects/pixi-filters/types/zoom-blur/types.d.ts +28 -0
- package/dist/Runtime/Extensions/Effects/radial-blur-pixi-filter.js +2 -0
- package/dist/Runtime/Extensions/Effects/radial-blur-pixi-filter.js.map +7 -0
- package/dist/Runtime/Extensions/Effects/reflection-pixi-filter.js +2 -0
- package/dist/Runtime/Extensions/Effects/reflection-pixi-filter.js.map +7 -0
- package/dist/Runtime/Extensions/Effects/rgb-split-pixi-filter.js +2 -0
- package/dist/Runtime/Extensions/Effects/rgb-split-pixi-filter.js.map +7 -0
- package/dist/Runtime/Extensions/Effects/sepia-pixi-filter.js +2 -0
- package/dist/Runtime/Extensions/Effects/sepia-pixi-filter.js.map +7 -0
- package/dist/Runtime/Extensions/Effects/tilt-shift-pixi-filter.js +2 -0
- package/dist/Runtime/Extensions/Effects/tilt-shift-pixi-filter.js.map +7 -0
- package/dist/Runtime/Extensions/Effects/twist-pixi-filter.js +2 -0
- package/dist/Runtime/Extensions/Effects/twist-pixi-filter.js.map +7 -0
- package/dist/Runtime/Extensions/Effects/zoom-blur-pixi-filter.js +2 -0
- package/dist/Runtime/Extensions/Effects/zoom-blur-pixi-filter.js.map +7 -0
- package/dist/Runtime/Extensions/ExampleJsExtension/JsExtension.js +589 -0
- package/dist/Runtime/Extensions/ExampleJsExtension/dummyeffect.js +3 -0
- package/dist/Runtime/Extensions/ExampleJsExtension/dummyeffect.js.map +7 -0
- package/dist/Runtime/Extensions/ExampleJsExtension/dummyruntimebehavior.js +2 -0
- package/dist/Runtime/Extensions/ExampleJsExtension/dummyruntimebehavior.js.map +7 -0
- package/dist/Runtime/Extensions/ExampleJsExtension/dummyruntimeobject-pixi-renderer.js +2 -0
- package/dist/Runtime/Extensions/ExampleJsExtension/dummyruntimeobject-pixi-renderer.js.map +7 -0
- package/dist/Runtime/Extensions/ExampleJsExtension/dummyruntimeobject.js +2 -0
- package/dist/Runtime/Extensions/ExampleJsExtension/dummyruntimeobject.js.map +7 -0
- package/dist/Runtime/Extensions/ExampleJsExtension/dummywithshareddataruntimebehavior.js +2 -0
- package/dist/Runtime/Extensions/ExampleJsExtension/dummywithshareddataruntimebehavior.js.map +7 -0
- package/dist/Runtime/Extensions/ExampleJsExtension/examplejsextensiontools.js +2 -0
- package/dist/Runtime/Extensions/ExampleJsExtension/examplejsextensiontools.js.map +7 -0
- package/dist/Runtime/Extensions/FacebookInstantGames/FBInstant.d.ts +2 -0
- package/dist/Runtime/Extensions/FacebookInstantGames/JsExtension.js +379 -0
- package/dist/Runtime/Extensions/FacebookInstantGames/facebookinstantgamestools.js +2 -0
- package/dist/Runtime/Extensions/FacebookInstantGames/facebookinstantgamestools.js.map +7 -0
- package/dist/Runtime/Extensions/FileSystem/JsExtension.js +559 -0
- package/dist/Runtime/Extensions/FileSystem/filesystemtools.js +2 -0
- package/dist/Runtime/Extensions/FileSystem/filesystemtools.js.map +7 -0
- package/dist/Runtime/Extensions/Firebase/A_firebasejs/A_firebase-base.js +2 -0
- package/dist/Runtime/Extensions/Firebase/A_firebasejs/A_firebase-base.js.map +1 -0
- package/dist/Runtime/Extensions/Firebase/A_firebasejs/B_firebase-analytics.js +2 -0
- package/dist/Runtime/Extensions/Firebase/A_firebasejs/B_firebase-analytics.js.map +1 -0
- package/dist/Runtime/Extensions/Firebase/A_firebasejs/B_firebase-auth.js +2 -0
- package/dist/Runtime/Extensions/Firebase/A_firebasejs/B_firebase-auth.js.map +1 -0
- package/dist/Runtime/Extensions/Firebase/A_firebasejs/B_firebase-database.js +2 -0
- package/dist/Runtime/Extensions/Firebase/A_firebasejs/B_firebase-database.js.map +1 -0
- package/dist/Runtime/Extensions/Firebase/A_firebasejs/B_firebase-firestore.js +2 -0
- package/dist/Runtime/Extensions/Firebase/A_firebasejs/B_firebase-firestore.js.map +1 -0
- package/dist/Runtime/Extensions/Firebase/A_firebasejs/B_firebase-functions.js +2 -0
- package/dist/Runtime/Extensions/Firebase/A_firebasejs/B_firebase-functions.js.map +1 -0
- package/dist/Runtime/Extensions/Firebase/A_firebasejs/B_firebase-messaging.js +2 -0
- package/dist/Runtime/Extensions/Firebase/A_firebasejs/B_firebase-messaging.js.map +1 -0
- package/dist/Runtime/Extensions/Firebase/A_firebasejs/B_firebase-performance.js +2 -0
- package/dist/Runtime/Extensions/Firebase/A_firebasejs/B_firebase-performance.js.map +1 -0
- package/dist/Runtime/Extensions/Firebase/A_firebasejs/B_firebase-remote-config.js +2 -0
- package/dist/Runtime/Extensions/Firebase/A_firebasejs/B_firebase-remote-config.js.map +1 -0
- package/dist/Runtime/Extensions/Firebase/A_firebasejs/B_firebase-storage.js +2 -0
- package/dist/Runtime/Extensions/Firebase/A_firebasejs/B_firebase-storage.js.map +1 -0
- package/dist/Runtime/Extensions/Firebase/A_firebasejs/firebase.d.ts +10191 -0
- package/dist/Runtime/Extensions/Firebase/B_firebasetools/C_firebasetools.js +2 -0
- package/dist/Runtime/Extensions/Firebase/B_firebasetools/C_firebasetools.js.map +7 -0
- package/dist/Runtime/Extensions/Firebase/B_firebasetools/D_analyticstools.js +2 -0
- package/dist/Runtime/Extensions/Firebase/B_firebasetools/D_analyticstools.js.map +7 -0
- package/dist/Runtime/Extensions/Firebase/B_firebasetools/D_authtools.js +2 -0
- package/dist/Runtime/Extensions/Firebase/B_firebasetools/D_authtools.js.map +7 -0
- package/dist/Runtime/Extensions/Firebase/B_firebasetools/D_cloudfirestoretools.js +2 -0
- package/dist/Runtime/Extensions/Firebase/B_firebasetools/D_cloudfirestoretools.js.map +7 -0
- package/dist/Runtime/Extensions/Firebase/B_firebasetools/D_databasetools.js +2 -0
- package/dist/Runtime/Extensions/Firebase/B_firebasetools/D_databasetools.js.map +7 -0
- package/dist/Runtime/Extensions/Firebase/B_firebasetools/D_functionstools.js +2 -0
- package/dist/Runtime/Extensions/Firebase/B_firebasetools/D_functionstools.js.map +7 -0
- package/dist/Runtime/Extensions/Firebase/B_firebasetools/D_performancetools.js +2 -0
- package/dist/Runtime/Extensions/Firebase/B_firebasetools/D_performancetools.js.map +7 -0
- package/dist/Runtime/Extensions/Firebase/B_firebasetools/D_remoteconfigtools.js +2 -0
- package/dist/Runtime/Extensions/Firebase/B_firebasetools/D_remoteconfigtools.js.map +7 -0
- package/dist/Runtime/Extensions/Firebase/B_firebasetools/D_storagetools.js +2 -0
- package/dist/Runtime/Extensions/Firebase/B_firebasetools/D_storagetools.js.map +7 -0
- package/dist/Runtime/Extensions/Firebase/JsExtension.js +2323 -0
- package/dist/Runtime/Extensions/Inventory/inventory.js +2 -0
- package/dist/Runtime/Extensions/Inventory/inventory.js.map +7 -0
- package/dist/Runtime/Extensions/Inventory/inventorytools.js +2 -0
- package/dist/Runtime/Extensions/Inventory/inventorytools.js.map +7 -0
- package/dist/Runtime/Extensions/JsExtensionTypes.flow.js +34 -0
- package/dist/Runtime/Extensions/Leaderboards/JsExtension.js +299 -0
- package/dist/Runtime/Extensions/Leaderboards/leaderboardstools.js +2 -0
- package/dist/Runtime/Extensions/Leaderboards/leaderboardstools.js.map +7 -0
- package/dist/Runtime/Extensions/Leaderboards/sha256.d.ts +234 -0
- package/dist/Runtime/Extensions/Leaderboards/sha256.js +21 -0
- package/dist/Runtime/Extensions/Lighting/JsExtension.js +371 -0
- package/dist/Runtime/Extensions/Lighting/lightobstacleruntimebehavior.js +2 -0
- package/dist/Runtime/Extensions/Lighting/lightobstacleruntimebehavior.js.map +7 -0
- package/dist/Runtime/Extensions/Lighting/lightruntimeobject-pixi-renderer.js +40 -0
- package/dist/Runtime/Extensions/Lighting/lightruntimeobject-pixi-renderer.js.map +7 -0
- package/dist/Runtime/Extensions/Lighting/lightruntimeobject.js +2 -0
- package/dist/Runtime/Extensions/Lighting/lightruntimeobject.js.map +7 -0
- package/dist/Runtime/Extensions/LinkedObjects/linkedobjects.js +2 -0
- package/dist/Runtime/Extensions/LinkedObjects/linkedobjects.js.map +7 -0
- package/dist/Runtime/Extensions/P2P/A_peer.js +4 -0
- package/dist/Runtime/Extensions/P2P/A_peer.js.map +1 -0
- package/dist/Runtime/Extensions/P2P/B_p2ptools.js +2 -0
- package/dist/Runtime/Extensions/P2P/B_p2ptools.js.map +7 -0
- package/dist/Runtime/Extensions/P2P/JsExtension.js +483 -0
- package/dist/Runtime/Extensions/P2P/peerjs.d.ts +509 -0
- package/dist/Runtime/Extensions/PanelSpriteObject/panelspriteruntimeobject-pixi-renderer.js +2 -0
- package/dist/Runtime/Extensions/PanelSpriteObject/panelspriteruntimeobject-pixi-renderer.js.map +7 -0
- package/dist/Runtime/Extensions/PanelSpriteObject/panelspriteruntimeobject.js +2 -0
- package/dist/Runtime/Extensions/PanelSpriteObject/panelspriteruntimeobject.js.map +7 -0
- package/dist/Runtime/Extensions/ParticleSystem/particleemitterobject-pixi-renderer.js +2 -0
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var gdjs;(r=>{let o;(c=>{let i;(s=>{s.sceneJustBegins=function(e){return e.getScene().getTimeManager().isFirstFrame()},s.sceneJustResumed=function(e){return e.getScene().sceneJustResumed()},s.getSceneName=function(e){return e.getScene().getName()},s.setBackgroundColor=function(e,t){const n=t.split(";");n.length<3||e.getScene().setBackgroundColor(parseInt(n[0]),parseInt(n[1]),parseInt(n[2]))},s.getElapsedTimeInSeconds=function(e){return e.getScene().getTimeManager().getElapsedTime()/1e3},s.setTimeScale=function(e,t){return e.getScene().getTimeManager().setTimeScale(t)},s.getTimeScale=function(e){return e.getScene().getTimeManager().getTimeScale()},s.timerElapsedTime=function(e,t,n){const a=e.getScene().getTimeManager();return a.hasTimer(n)?a.getTimer(n).getTime()/1e3>=t:(a.addTimer(n),!1)},s.timerPaused=function(e,t){const n=e.getScene().getTimeManager();return n.hasTimer(t)?n.getTimer(t).isPaused():!1},s.resetTimer=function(e,t){const n=e.getScene().getTimeManager();n.hasTimer(t)?n.getTimer(t).reset():n.addTimer(t)},s.pauseTimer=function(e,t){const n=e.getScene().getTimeManager();n.hasTimer(t)||n.addTimer(t),n.getTimer(t).setPaused(!0)},s.unpauseTimer=function(e,t){const n=e.getScene().getTimeManager();return n.hasTimer(t)||n.addTimer(t),n.getTimer(t).setPaused(!1)},s.removeTimer=function(e,t){e.getScene().getTimeManager().removeTimer(t)};class u extends r.AsyncTask{duration;timeElapsedOnScene=0;constructor(t){super(),this.duration=t}update(t){return this.timeElapsedOnScene+=t.getScene().getTimeManager().getElapsedTime(),this.timeElapsedOnScene>=this.duration}}s.WaitTask=u,s.wait=e=>new u(e*1e3),s.getTimerElapsedTimeInSeconds=function(e,t){const n=e.getScene().getTimeManager();return n.hasTimer(t)?n.getTimer(t).getTime()/1e3:0},s.getTimerElapsedTimeInSecondsOrNaN=function(e,t){const n=e.getScene().getTimeManager();return n.hasTimer(t)?n.getTimer(t).getTime()/1e3:Number.NaN},s.getTimeFromStartInSeconds=function(e){return e.getScene().getTimeManager().getTimeFromStart()/1e3},s.getTime=function(e,t){if(t==="timestamp")return Date.now();const n=new Date;if(t==="hour")return n.getHours();if(t==="min")return n.getMinutes();if(t==="sec")return n.getSeconds();if(t==="mday")return n.getDate();if(t==="mon")return n.getMonth();if(t==="year")return n.getFullYear()-1900;if(t==="wday")return n.getDay();if(t==="yday"){const a=new Date(n.getFullYear(),0,0),g=n.getTime()-a.getTime(),m=1e3*60*60*24;return Math.floor(g/m)}return 0},s.replaceScene=function(e,t,n){e.getGame().getSceneData(t)&&e.getScene().requestChange(n?r.SceneChangeRequest.CLEAR_SCENES:r.SceneChangeRequest.REPLACE_SCENE,t)},s.pushScene=function(e,t){e.getGame().getSceneData(t)&&e.getScene().requestChange(r.SceneChangeRequest.PUSH_SCENE,t)},s.popScene=function(e){e.getScene().requestChange(r.SceneChangeRequest.POP_SCENE)},s.stopGame=function(e){e.getScene().requestChange(r.SceneChangeRequest.STOP_GAME)},s.createObjectsFromExternalLayout=function(e,t,n,a){const g=e.getGame().getExternalLayoutData(t);g!==null&&e.getScene().createObjectsFrom(g.instances,n,a,!1)},s.hasGameJustResumed=e=>e.getGame().hasJustResumed(),s.doesSceneExist=(e,t)=>e.getGame().hasScene(t)})(i=c.runtimeScene||={})})(o=r.evtTools||={})})(gdjs||={});
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//# sourceMappingURL=runtimescenetools.js.map
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{
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"version": 3,
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"sources": ["../../../GDevelop/GDJS/Runtime/events-tools/runtimescenetools.ts"],
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"sourcesContent": ["/*\n * GDevelop JS Platform\n * Copyright 2013-2016 Florian Rival (Florian.Rival@gmail.com). All rights reserved.\n * This project is released under the MIT License.\n */\nnamespace gdjs {\n export namespace evtTools {\n export namespace runtimeScene {\n export const sceneJustBegins = function (\n runtimeScene: gdjs.RuntimeScene\n ) {\n return runtimeScene.getScene().getTimeManager().isFirstFrame();\n };\n\n export const sceneJustResumed = function (\n runtimeScene: gdjs.RuntimeScene\n ) {\n return runtimeScene.getScene().sceneJustResumed();\n };\n\n export const getSceneName = function (runtimeScene: gdjs.RuntimeScene) {\n return runtimeScene.getScene().getName();\n };\n\n export const setBackgroundColor = function (\n runtimeScene: gdjs.RuntimeScene,\n rgbColor: string\n ) {\n const colors = rgbColor.split(';');\n if (colors.length < 3) {\n return;\n }\n runtimeScene\n .getScene()\n .setBackgroundColor(\n parseInt(colors[0]),\n parseInt(colors[1]),\n parseInt(colors[2])\n );\n };\n\n export const getElapsedTimeInSeconds = function (\n runtimeScene: gdjs.RuntimeScene\n ) {\n return runtimeScene.getScene().getTimeManager().getElapsedTime() / 1000;\n };\n\n export const setTimeScale = function (\n runtimeScene: gdjs.RuntimeScene,\n timeScale: float\n ) {\n return runtimeScene.getScene().getTimeManager().setTimeScale(timeScale);\n };\n\n export const getTimeScale = function (runtimeScene: gdjs.RuntimeScene) {\n return runtimeScene.getScene().getTimeManager().getTimeScale();\n };\n\n /**\n * Test a timer elapsed time, if the timer doesn't exist it is created.\n *\n * @deprecated prefer using getTimerElapsedTimeInSecondsOrNaN\n *\n * @param runtimeScene The scene owning the timer\n * @param timeInSeconds The time value to check in seconds\n * @param timerName The timer name\n * @return True if the timer exists and its value is greater than or equal than the given time, false otherwise\n */\n export const timerElapsedTime = function (\n runtimeScene: gdjs.RuntimeScene,\n timeInSeconds: float,\n timerName: string\n ) {\n const timeManager = runtimeScene.getScene().getTimeManager();\n if (!timeManager.hasTimer(timerName)) {\n timeManager.addTimer(timerName);\n return false;\n }\n return (\n timeManager.getTimer(timerName).getTime() / 1000 >= timeInSeconds\n );\n };\n\n export const timerPaused = function (\n runtimeScene: gdjs.RuntimeScene,\n timerName: string\n ) {\n const timeManager = runtimeScene.getScene().getTimeManager();\n if (!timeManager.hasTimer(timerName)) {\n return false;\n }\n return timeManager.getTimer(timerName).isPaused();\n };\n\n export const resetTimer = function (\n runtimeScene: gdjs.RuntimeScene,\n timerName: string\n ) {\n const timeManager = runtimeScene.getScene().getTimeManager();\n if (!timeManager.hasTimer(timerName)) {\n timeManager.addTimer(timerName);\n } else {\n timeManager.getTimer(timerName).reset();\n }\n };\n\n export const pauseTimer = function (\n runtimeScene: gdjs.RuntimeScene,\n timerName: string\n ) {\n const timeManager = runtimeScene.getScene().getTimeManager();\n if (!timeManager.hasTimer(timerName)) {\n timeManager.addTimer(timerName);\n }\n timeManager.getTimer(timerName).setPaused(true);\n };\n\n export const unpauseTimer = function (\n runtimeScene: gdjs.RuntimeScene,\n timerName: string\n ) {\n const timeManager = runtimeScene.getScene().getTimeManager();\n if (!timeManager.hasTimer(timerName)) {\n timeManager.addTimer(timerName);\n }\n return timeManager.getTimer(timerName).setPaused(false);\n };\n\n export const removeTimer = function (\n runtimeScene: gdjs.RuntimeScene,\n timerName: string\n ) {\n const timeManager = runtimeScene.getScene().getTimeManager();\n timeManager.removeTimer(timerName);\n };\n\n export class WaitTask extends gdjs.AsyncTask {\n private duration: float;\n private timeElapsedOnScene = 0;\n\n constructor(durationInMilliseconds: float) {\n super();\n this.duration = durationInMilliseconds;\n }\n\n update(runtimeScene: RuntimeScene): boolean {\n this.timeElapsedOnScene += runtimeScene\n .getScene()\n .getTimeManager()\n .getElapsedTime();\n return this.timeElapsedOnScene >= this.duration;\n }\n }\n\n export const wait = (durationInSeconds: float): AsyncTask =>\n new WaitTask(\n durationInSeconds * 1000 /* Convert from seconds to milliseconds */\n );\n\n /**\n * This is used by expressions to return 0 when a timer doesn't exist,\n * because numeric expressions must always return a number.\n *\n * @param runtimeScene The scene owning the timer.\n * @param timerName The timer name.\n * @returns The timer elapsed time in seconds or 0 if the timer doesn't exist.\n */\n export const getTimerElapsedTimeInSeconds = function (\n runtimeScene: gdjs.RuntimeScene,\n timerName: string\n ) {\n const timeManager = runtimeScene.getScene().getTimeManager();\n if (!timeManager.hasTimer(timerName)) {\n return 0;\n }\n return timeManager.getTimer(timerName).getTime() / 1000;\n };\n\n /**\n * This is used by conditions to return false when a timer doesn't exist,\n * no matter the relational operator.\n *\n * @param runtimeScene The scene owning the timer.\n * @param timerName The timer name.\n * @returns The timer elapsed time in seconds or NaN if the timer doesn't exist.\n */\n export const getTimerElapsedTimeInSecondsOrNaN = function (\n runtimeScene: gdjs.RuntimeScene,\n timerName: string\n ) {\n const timeManager = runtimeScene.getScene().getTimeManager();\n if (!timeManager.hasTimer(timerName)) {\n return Number.NaN;\n }\n return timeManager.getTimer(timerName).getTime() / 1000;\n };\n\n export const getTimeFromStartInSeconds = function (\n runtimeScene: gdjs.RuntimeScene\n ) {\n return (\n runtimeScene.getScene().getTimeManager().getTimeFromStart() / 1000\n );\n };\n\n export const getTime = function (\n runtimeScene: gdjs.RuntimeScene,\n what: string\n ) {\n if (what === 'timestamp') {\n return Date.now();\n }\n const now = new Date();\n if (what === 'hour') {\n return now.getHours();\n } else if (what === 'min') {\n return now.getMinutes();\n } else if (what === 'sec') {\n return now.getSeconds();\n } else if (what === 'mday') {\n return now.getDate();\n } else if (what === 'mon') {\n return now.getMonth();\n } else if (what === 'year') {\n //Conform to the C way of returning years.\n return now.getFullYear() - 1900;\n } else if (what === 'wday') {\n return now.getDay();\n } else if (what === 'yday') {\n const start = new Date(now.getFullYear(), 0, 0);\n const diff = now.getTime() - start.getTime();\n const oneDay = 1000 * 60 * 60 * 24;\n return Math.floor(diff / oneDay);\n }\n return 0;\n };\n\n export const replaceScene = function (\n runtimeScene: gdjs.RuntimeScene,\n newSceneName: string,\n clearOthers: boolean\n ) {\n if (!runtimeScene.getGame().getSceneData(newSceneName)) {\n return;\n }\n runtimeScene\n .getScene()\n .requestChange(\n clearOthers\n ? gdjs.SceneChangeRequest.CLEAR_SCENES\n : gdjs.SceneChangeRequest.REPLACE_SCENE,\n newSceneName\n );\n };\n\n export const pushScene = function (\n runtimeScene: gdjs.RuntimeScene,\n newSceneName: string\n ) {\n if (!runtimeScene.getGame().getSceneData(newSceneName)) {\n return;\n }\n runtimeScene\n .getScene()\n .requestChange(gdjs.SceneChangeRequest.PUSH_SCENE, newSceneName);\n };\n\n export const popScene = function (runtimeScene: gdjs.RuntimeScene) {\n runtimeScene\n .getScene()\n .requestChange(gdjs.SceneChangeRequest.POP_SCENE);\n };\n\n export const stopGame = function (runtimeScene: gdjs.RuntimeScene) {\n runtimeScene\n .getScene()\n .requestChange(gdjs.SceneChangeRequest.STOP_GAME);\n };\n\n export const createObjectsFromExternalLayout = function (\n scene: gdjs.RuntimeInstanceContainer,\n externalLayout: string,\n xPos: float,\n yPos: float\n ) {\n const externalLayoutData = scene\n .getGame()\n .getExternalLayoutData(externalLayout);\n if (externalLayoutData === null) {\n return;\n }\n\n // trackByPersistentUuid is set to false as we don't want external layouts\n // instantiated at runtime to be hot-reloaded.\n scene.getScene().createObjectsFrom(\n externalLayoutData.instances,\n xPos,\n yPos,\n /*trackByPersistentUuid=*/\n false\n );\n };\n\n /**\n * Check if the game has just resumed from being hidden\n */\n export const hasGameJustResumed = (\n instanceContainer: gdjs.RuntimeInstanceContainer\n ): boolean => {\n return instanceContainer.getGame().hasJustResumed();\n };\n\n /**\n * Check if a scene exists.\n */\n export const doesSceneExist = (\n runtimeScene: gdjs.RuntimeScene,\n sceneName: string\n ): boolean => {\n return runtimeScene.getGame().hasScene(sceneName);\n };\n }\n }\n}\n"],
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"names": ["gdjs", "evtTools", "runtimeScene", "rgbColor", "colors", "timeScale", "timeInSeconds", "timerName", "timeManager", "WaitTask", "durationInMilliseconds", "durationInSeconds", "what", "now", "start", "diff", "oneDay", "newSceneName", "clearOthers", "scene", "externalLayout", "xPos", "yPos", "externalLayoutData", "instanceContainer", "sceneName"]
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}
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var gdjs;(u=>{let c;(l=>{let r;(o=>{const a=new u.Logger("Audio events");o.getGlobalVolume=function(t){return t.getScene().getSoundManager().getGlobalVolume()},o.setGlobalVolume=function(t,e){t.getScene().getSoundManager().setGlobalVolume(e)},o.unloadAllAudio=function(t){t.getScene().getSoundManager().unloadAll()},o.playSound=function(t,e,n,i,g){t.getScene().getSoundManager().playSound(e,n,i,g)},o.playSoundOnChannel=function(t,e,n,i,g,s){t.getScene().getSoundManager().playSoundOnChannel(e,n,i,g,s)},o.stopSoundOnChannel=function(t,e){const n=t.getScene().getSoundManager().getSoundOnChannel(e);n?n.stop():a.error(`Cannot stop non-existing sound on channel ${e}.`)},o.pauseSoundOnChannel=function(t,e){const n=t.getScene().getSoundManager().getSoundOnChannel(e);n?n.pause():a.error(`Cannot pause non-existing sound on channel ${e}.`)},o.continueSoundOnChannel=function(t,e){const n=t.getScene().getSoundManager().getSoundOnChannel(e);n?n.playing()||n.play():a.error(`Cannot continue playing 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${e}.`)},o.getSoundOnChannelPlayingOffset=function(t,e){const n=t.getScene().getSoundManager().getSoundOnChannel(e);return n?n.getSeek():(a.error(`Cannot get the playing offset of a non-existing sound on channel ${e}.`),0)},o.setSoundOnChannelPlayingOffset=function(t,e,n){const i=t.getScene().getSoundManager().getSoundOnChannel(e);i?i.setSeek(n):a.error(`Cannot set the playing offset of a non-existing sound on channel ${e}.`)},o.getSoundOnChannelPitch=function(t,e){const n=t.getScene().getSoundManager().getSoundOnChannel(e);return n?n.getRate():(a.error(`Cannot get the pitch of a non-existing sound on channel ${e}.`),1)},o.setSoundOnChannelPitch=function(t,e,n){const i=t.getScene().getSoundManager().getSoundOnChannel(e);i?i.setRate(n):a.error(`Cannot get the pitch of a non-existing sound on channel ${e}.`)},o.preloadSound=(t,e)=>t.getScene().getSoundManager().loadAudio(e,!1),o.unloadSound=(t,e)=>t.getScene().getSoundManager().unloadAudio(e,!1),o.playMusic=function(t,e,n,i,g){t.getScene().getSoundManager().playMusic(e,n,i,g)},o.playMusicOnChannel=function(t,e,n,i,g,s){t.getScene().getSoundManager().playMusicOnChannel(e,n,i,g,s)},o.stopMusicOnChannel=function(t,e){const n=t.getScene().getSoundManager().getMusicOnChannel(e);n?n.stop():a.error(`Cannot stop a non-existing music on channel ${e}.`)},o.pauseMusicOnChannel=function(t,e){const n=t.getScene().getSoundManager().getMusicOnChannel(e);n?n.pause():a.error(`Cannot pause a non-existing music on channel ${e}.`)},o.continueMusicOnChannel=function(t,e){const n=t.getScene().getSoundManager().getMusicOnChannel(e);n?n.playing()||n.play():a.error(`Cannot stop a non-existing music on channel ${e}.`)},o.isMusicOnChannelPlaying=function(t,e){const n=t.getScene().getSoundManager().getMusicOnChannel(e);return n?n.playing():!1},o.isMusicOnChannelPaused=function(t,e){const n=t.getScene().getSoundManager().getMusicOnChannel(e);return n?n.paused():(a.error(`Cannot check if non-existing music on channel ${e} is paused.`),!1)},o.isMusicOnChannelStopped=function(t,e){const n=t.getScene().getSoundManager().getMusicOnChannel(e);return n?n.stopped():(a.error(`Cannot check if non-existing music on channel ${e} is stopped.`),!0)},o.getMusicOnChannelVolume=function(t,e){const n=t.getScene().getSoundManager().getMusicOnChannel(e);return n?n.getVolume()*100:(a.error(`Cannot get the volume of a non-existing music on channel ${e}.`),100)},o.setMusicOnChannelVolume=function(t,e,n){const i=t.getScene().getSoundManager().getMusicOnChannel(e);i?i.setVolume(n/100):a.error(`Cannot set the volume of a non-existing music on channel ${e}.`)},o.getMusicOnChannelPlayingOffset=function(t,e){const n=t.getScene().getSoundManager().getMusicOnChannel(e);return n?n.getSeek():(a.error(`Cannot get the playing offset of a non-existing music on channel ${e}.`),0)},o.setMusicOnChannelPlayingOffset=function(t,e,n){const i=t.getScene().getSoundManager().getMusicOnChannel(e);i?i.setSeek(n):a.error(`Cannot set the playing offset of a non-existing music on channel ${e}.`)},o.getMusicOnChannelPitch=function(t,e){const n=t.getScene().getSoundManager().getMusicOnChannel(e);return n?n.getRate():(a.error(`Cannot get the pitch of a non-existing music on channel ${e}.`),1)},o.setMusicOnChannelPitch=function(t,e,n){const i=t.getScene().getSoundManager().getMusicOnChannel(e);i?i.setRate(n):a.error(`Cannot get the pitch of a non-existing music on channel ${e}.`)},o.preloadMusic=(t,e)=>t.getScene().getSoundManager().loadAudio(e,!0),o.unloadMusic=(t,e)=>t.getScene().getSoundManager().unloadAudio(e,!0),o.fadeSoundVolume=(t,e,n,i)=>{const g=t.getScene().getSoundManager().getSoundOnChannel(e);g?g.fade(g.getVolume(),n/100,i*1e3):a.error(`Cannot fade the volume of a non-existing sound on channel ${e}.`)},o.fadeMusicVolume=(t,e,n,i)=>{const g=t.getScene().getSoundManager().getMusicOnChannel(e);g?g.fade(g.getVolume(),n/100,i*1e3):a.error(`Cannot fade the volume of a non-existing music on channel ${e}.`)}})(r=l.sound||={})})(c=u.evtTools||={})})(gdjs||={});
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//# sourceMappingURL=soundtools.js.map
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{
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"version": 3,
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"sources": ["../../../GDevelop/GDJS/Runtime/events-tools/soundtools.ts"],
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"sourcesContent": ["/*\n * GDevelop JS Platform\n * Copyright 2013-2016 Florian Rival (Florian.Rival@gmail.com). All rights reserved.\n * This project is released under the MIT License.\n */\nnamespace gdjs {\n export namespace evtTools {\n export namespace sound {\n const logger = new gdjs.Logger('Audio events');\n\n export const getGlobalVolume = function (\n runtimeScene: gdjs.RuntimeScene\n ): float {\n return runtimeScene.getScene().getSoundManager().getGlobalVolume();\n };\n\n export const setGlobalVolume = function (\n runtimeScene: gdjs.RuntimeScene,\n globalVolume: float\n ): void {\n runtimeScene.getScene().getSoundManager().setGlobalVolume(globalVolume);\n };\n\n export const unloadAllAudio = function (\n runtimeScene: gdjs.RuntimeScene\n ): void {\n runtimeScene.getScene().getSoundManager().unloadAll();\n };\n\n // Sounds:\n export const playSound = function (\n runtimeScene: gdjs.RuntimeScene,\n soundFile: string,\n loop: boolean,\n volume: float,\n pitch: float\n ): void {\n runtimeScene\n .getScene()\n .getSoundManager()\n .playSound(soundFile, loop, volume, pitch);\n };\n\n export const playSoundOnChannel = function (\n runtimeScene: gdjs.RuntimeScene,\n soundFile: string,\n channel: integer,\n loop: boolean,\n volume: float,\n pitch: float\n ): void {\n runtimeScene\n .getScene()\n .getSoundManager()\n .playSoundOnChannel(soundFile, channel, loop, volume, pitch);\n };\n\n export const stopSoundOnChannel = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer\n ): void {\n const sound = runtimeScene\n .getScene()\n .getSoundManager()\n .getSoundOnChannel(channel);\n if (sound) sound.stop();\n else {\n logger.error(`Cannot stop non-existing sound on channel ${channel}.`);\n }\n };\n\n export const pauseSoundOnChannel = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer\n ): void {\n const sound = runtimeScene\n .getScene()\n .getSoundManager()\n .getSoundOnChannel(channel);\n if (sound) sound.pause();\n else {\n logger.error(\n `Cannot pause non-existing sound on channel ${channel}.`\n );\n }\n };\n\n export const continueSoundOnChannel = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer\n ): void {\n const sound = runtimeScene\n .getScene()\n .getSoundManager()\n .getSoundOnChannel(channel);\n if (sound) {\n if (!sound.playing()) sound.play();\n } else {\n logger.error(\n `Cannot continue playing non-existing sound on channel ${channel}.`\n );\n }\n };\n\n export const isSoundOnChannelPlaying = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer\n ): boolean {\n const sound = runtimeScene\n .getScene()\n .getSoundManager()\n .getSoundOnChannel(channel);\n return sound ? sound.playing() : false;\n };\n\n export const isSoundOnChannelPaused = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer\n ): boolean {\n const sound = runtimeScene\n .getScene()\n .getSoundManager()\n .getSoundOnChannel(channel);\n if (sound) return sound.paused();\n else {\n logger.error(\n `Cannot check if non-existing sound on channel ${channel} is paused.`\n );\n return false;\n }\n };\n\n export const isSoundOnChannelStopped = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer\n ): boolean {\n const sound = runtimeScene\n .getScene()\n .getSoundManager()\n .getSoundOnChannel(channel);\n if (sound) return sound.stopped();\n else {\n logger.error(\n `Cannot check if non-existing sound on channel ${channel} is stopped.`\n );\n return true;\n }\n };\n\n export const getSoundOnChannelVolume = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer\n ): float {\n const sound = runtimeScene\n .getScene()\n .getSoundManager()\n .getSoundOnChannel(channel);\n if (sound) return sound.getVolume() * 100;\n else {\n logger.error(\n `Cannot get the volume of a non-existing sound on channel ${channel}.`\n );\n return 100;\n }\n };\n\n export const setSoundOnChannelVolume = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer,\n volume: float\n ): void {\n const sound = runtimeScene\n .getScene()\n .getSoundManager()\n .getSoundOnChannel(channel);\n if (sound) sound.setVolume(volume / 100);\n else {\n logger.error(\n `Cannot set the volume of a non-existing sound on channel ${channel}.`\n );\n }\n };\n\n export const getSoundOnChannelPlayingOffset = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer\n ): float {\n const sound = runtimeScene\n .getScene()\n .getSoundManager()\n .getSoundOnChannel(channel);\n if (sound) return sound.getSeek();\n else {\n logger.error(\n `Cannot get the playing offset of a non-existing sound on channel ${channel}.`\n );\n return 0;\n }\n };\n\n export const setSoundOnChannelPlayingOffset = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer,\n playingOffset: float\n ): void {\n const sound = runtimeScene\n .getScene()\n .getSoundManager()\n .getSoundOnChannel(channel);\n if (sound) sound.setSeek(playingOffset);\n else {\n logger.error(\n `Cannot set the playing offset of a non-existing sound on channel ${channel}.`\n );\n }\n };\n\n export const getSoundOnChannelPitch = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer\n ): float {\n const sound = runtimeScene\n .getScene()\n .getSoundManager()\n .getSoundOnChannel(channel);\n if (sound) return sound.getRate();\n else {\n logger.error(\n `Cannot get the pitch of a non-existing sound on channel ${channel}.`\n );\n return 1;\n }\n };\n\n export const setSoundOnChannelPitch = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer,\n pitch: float\n ): void {\n const sound = runtimeScene\n .getScene()\n .getSoundManager()\n .getSoundOnChannel(channel);\n if (sound) sound.setRate(pitch);\n else {\n logger.error(\n `Cannot get the pitch of a non-existing sound on channel ${channel}.`\n );\n }\n };\n\n export const preloadSound = (\n runtimeScene: gdjs.RuntimeScene,\n soundFile: string\n ) =>\n runtimeScene\n .getScene()\n .getSoundManager()\n .loadAudio(soundFile, /* isMusic= */ false);\n\n export const unloadSound = (\n runtimeScene: gdjs.RuntimeScene,\n soundFile: string\n ) =>\n runtimeScene\n .getScene()\n .getSoundManager()\n .unloadAudio(soundFile, /* isMusic= */ false);\n\n // Musics:\n export const playMusic = function (\n runtimeScene: gdjs.RuntimeScene,\n soundFile: string,\n loop: boolean,\n volume: float,\n pitch: float\n ): void {\n runtimeScene\n .getScene()\n .getSoundManager()\n .playMusic(soundFile, loop, volume, pitch);\n };\n\n export const playMusicOnChannel = function (\n runtimeScene: gdjs.RuntimeScene,\n soundFile: string,\n channel: integer,\n loop: boolean,\n volume: float,\n pitch: float\n ): void {\n runtimeScene\n .getScene()\n .getSoundManager()\n .playMusicOnChannel(soundFile, channel, loop, volume, pitch);\n };\n\n export const stopMusicOnChannel = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer\n ): void {\n const music = runtimeScene\n .getScene()\n .getSoundManager()\n .getMusicOnChannel(channel);\n if (music) music.stop();\n else {\n logger.error(\n `Cannot stop a non-existing music on channel ${channel}.`\n );\n }\n };\n\n export const pauseMusicOnChannel = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer\n ): void {\n const music = runtimeScene\n .getScene()\n .getSoundManager()\n .getMusicOnChannel(channel);\n if (music) music.pause();\n else {\n logger.error(\n `Cannot pause a non-existing music on channel ${channel}.`\n );\n }\n };\n\n export const continueMusicOnChannel = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer\n ): void {\n const music = runtimeScene\n .getScene()\n .getSoundManager()\n .getMusicOnChannel(channel);\n if (music) {\n if (!music.playing()) music.play();\n } else {\n logger.error(\n `Cannot stop a non-existing music on channel ${channel}.`\n );\n }\n };\n\n export const isMusicOnChannelPlaying = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer\n ): boolean {\n const music = runtimeScene\n .getScene()\n .getSoundManager()\n .getMusicOnChannel(channel);\n return music ? music.playing() : false;\n };\n\n export const isMusicOnChannelPaused = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer\n ): boolean {\n const music = runtimeScene\n .getScene()\n .getSoundManager()\n .getMusicOnChannel(channel);\n if (music) return music.paused();\n else {\n logger.error(\n `Cannot check if non-existing music on channel ${channel} is paused.`\n );\n return false;\n }\n };\n\n export const isMusicOnChannelStopped = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer\n ): boolean {\n const music = runtimeScene\n .getScene()\n .getSoundManager()\n .getMusicOnChannel(channel);\n if (music) return music.stopped();\n else {\n logger.error(\n `Cannot check if non-existing music on channel ${channel} is stopped.`\n );\n return true;\n }\n };\n\n export const getMusicOnChannelVolume = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer\n ): float {\n const music = runtimeScene\n .getScene()\n .getSoundManager()\n .getMusicOnChannel(channel);\n if (music) return music.getVolume() * 100;\n else {\n logger.error(\n `Cannot get the volume of a non-existing music on channel ${channel}.`\n );\n return 100;\n }\n };\n\n export const setMusicOnChannelVolume = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer,\n volume: float\n ): void {\n const music = runtimeScene\n .getScene()\n .getSoundManager()\n .getMusicOnChannel(channel);\n if (music) music.setVolume(volume / 100);\n else {\n logger.error(\n `Cannot set the volume of a non-existing music on channel ${channel}.`\n );\n }\n };\n\n export const getMusicOnChannelPlayingOffset = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer\n ): float {\n const music = runtimeScene\n .getScene()\n .getSoundManager()\n .getMusicOnChannel(channel);\n if (music) return music.getSeek();\n else {\n logger.error(\n `Cannot get the playing offset of a non-existing music on channel ${channel}.`\n );\n return 0;\n }\n };\n\n export const setMusicOnChannelPlayingOffset = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer,\n playingOffset: float\n ): void {\n const music = runtimeScene\n .getScene()\n .getSoundManager()\n .getMusicOnChannel(channel);\n if (music) music.setSeek(playingOffset);\n else {\n logger.error(\n `Cannot set the playing offset of a non-existing music on channel ${channel}.`\n );\n }\n };\n\n export const getMusicOnChannelPitch = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer\n ): float {\n const music = runtimeScene\n .getScene()\n .getSoundManager()\n .getMusicOnChannel(channel);\n if (music) return music.getRate();\n else {\n logger.error(\n `Cannot get the pitch of a non-existing music on channel ${channel}.`\n );\n return 1;\n }\n };\n\n export const setMusicOnChannelPitch = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer,\n pitch: float\n ): void {\n const music = runtimeScene\n .getScene()\n .getSoundManager()\n .getMusicOnChannel(channel);\n if (music) music.setRate(pitch);\n else {\n logger.error(\n `Cannot get the pitch of a non-existing music on channel ${channel}.`\n );\n }\n };\n\n export const preloadMusic = (\n runtimeScene: gdjs.RuntimeScene,\n soundFile: string\n ) =>\n runtimeScene\n .getScene()\n .getSoundManager()\n .loadAudio(soundFile, /* isMusic= */ true);\n\n export const unloadMusic = (\n runtimeScene: gdjs.RuntimeScene,\n soundFile: string\n ) =>\n runtimeScene\n .getScene()\n .getSoundManager()\n .unloadAudio(soundFile, /* isMusic= */ true);\n\n export const fadeSoundVolume = (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer,\n toVolume: float,\n timeOfFade: float /* in seconds */\n ) => {\n const sound = runtimeScene\n .getScene()\n .getSoundManager()\n .getSoundOnChannel(channel);\n if (sound) {\n sound.fade(sound.getVolume(), toVolume / 100, timeOfFade * 1000);\n } else {\n logger.error(\n `Cannot fade the volume of a non-existing sound on channel ${channel}.`\n );\n }\n };\n export const fadeMusicVolume = (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer,\n toVolume: float,\n timeOfFade: float /* in seconds */\n ) => {\n const music = runtimeScene\n .getScene()\n .getSoundManager()\n .getMusicOnChannel(channel);\n if (music) {\n music.fade(music.getVolume(), toVolume / 100, timeOfFade * 1000);\n } else {\n logger.error(\n `Cannot fade the volume of a non-existing music on channel ${channel}.`\n );\n }\n };\n }\n }\n}\n"],
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+
"mappings": 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6
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+
"names": ["gdjs", "evtTools", "sound", "logger", "runtimeScene", "globalVolume", "soundFile", "loop", "volume", "pitch", "channel", "playingOffset", "music", "toVolume", "timeOfFade"]
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}
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@@ -0,0 +1,2 @@
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1
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var gdjs;(S=>{const f=new S.Logger("Storage");let d;(h=>{let p;(a=>{let c=null;try{typeof cc<"u"?c=cc.sys.localStorage:typeof window<"u"&&(c=window.localStorage)}catch(t){f.error("Unable to get access to the localStorage: "+t)}c||f.error("Storage actions won't work as no localStorage was found.");const u=new Hashtable;a.loadJSONFileFromStorage=t=>{if(u.containsKey(t))return;let o=null;try{c&&(o=c.getItem("GDJS_"+t))}catch(l){f.error('Unable to load data from localStorage for "'+t+'": '+l)}let i={};try{o&&(i=JSON.parse(o))}catch(l){f.error('Unable to load data from "'+t+'" - data is not valid JSON: '+l)}u.put(t,i)},a.unloadJSONFile=t=>{if(!u.containsKey(t))return;const o=u.get(t),i=JSON.stringify(o);try{c&&c.setItem("GDJS_"+t,i)}catch(l){f.error('Unable to save data to localStorage for "'+t+'": '+l)}u.remove(t)};const g=(t,o)=>{let i=!1;u.containsKey(t)||(i=!0,(0,a.loadJSONFileFromStorage)(t));const l=o(u.get(t));return i&&(0,a.unloadJSONFile)(t),l};a.clearJSONFile=t=>g(t,o=>{for(const i in o)o.hasOwnProperty(i)&&delete o[i];return!0}),a.elementExistsInJSONFile=(t,o)=>g(t,i=>{const l=o.split("/");let n=i;for(let e=0;e<l.length;++e){if(!n[l[e]])return!1;n=n[l[e]]}return!0}),a.deleteElementFromJSONFile=(t,o)=>g(t,i=>{const l=o.split("/");let n=i;for(let e=0;e<l.length;++e){if(!n[l[e]])return!1;e===l.length-1?delete n[l[e]]:n=n[l[e]]}return!0}),a.writeNumberInJSONFile=(t,o,i)=>g(t,l=>{const n=o.split("/");let e=l;for(let r=0;r<n.length;++r)e[n[r]]||(e[n[r]]={}),r===n.length-1?e[n[r]].value=i:e=e[n[r]];return!0}),a.writeStringInJSONFile=(t,o,i)=>g(t,l=>{const n=o.split("/");let e=l;for(let r=0;r<n.length;++r)e[n[r]]||(e[n[r]]={}),r===n.length-1?e[n[r]].str=i:e=e[n[r]];return!0}),a.readNumberFromJSONFile=(t,o,i,l)=>g(t,n=>{const e=o.split("/");let r=n;for(let s=0;s<e.length;++s){if(!r[e[s]])return!1;s===e.length-1&&typeof r[e[s]].value<"u"?l.setNumber(r[e[s]].value):r=r[e[s]]}return!0}),a.readStringFromJSONFile=(t,o,i,l)=>g(t,n=>{const e=o.split("/");let r=n;for(let s=0;s<e.length;++s){if(!r[e[s]])return!1;s===e.length-1&&typeof r[e[s]].str<"u"?l.setString(r[e[s]].str):r=r[e[s]]}return!0})})(p=h.storage||={})})(d=S.evtTools||={})})(gdjs||={});
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2
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+
//# sourceMappingURL=storagetools.js.map
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@@ -0,0 +1,7 @@
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1
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{
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2
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"version": 3,
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3
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+
"sources": ["../../../GDevelop/GDJS/Runtime/events-tools/storagetools.ts"],
|
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4
|
+
"sourcesContent": ["/*\n * GDevelop JS Platform\n * Copyright 2013-2016 Florian Rival (Florian.Rival@gmail.com). All rights reserved.\n * This project is released under the MIT License.\n */\nnamespace gdjs {\n const logger = new gdjs.Logger('Storage');\n export namespace evtTools {\n /**\n * Functions to store and load basic values (strings or numbers), organized\n * into objects:\n * * Each object has a name\n * * Each value can be accessed using a path-like string\n * (for example: `Root/Some folder/MyValueName`), where each segment is\n * separated by a slash.\n *\n * These objects are persisted into the environment `localStorage` - which\n * might not always be available (if not, objects won't be persisted).\n */\n export namespace storage {\n let localStorage: Storage | null = null;\n try {\n // @ts-ignore\n if (typeof cc !== 'undefined') {\n // @ts-ignore\n localStorage = cc.sys.localStorage;\n } else {\n if (typeof window !== 'undefined') {\n // @ts-ignore\n localStorage = window.localStorage;\n }\n }\n } catch (error) {\n logger.error('Unable to get access to the localStorage: ' + error);\n }\n if (!localStorage) {\n logger.error(\n \"Storage actions won't work as no localStorage was found.\"\n );\n }\n\n /** The stored objects that are loaded in memory */\n const loadedObjects = new Hashtable();\n\n /**\n * Load into memory a JSON serialized object, from the local storage\n * provided by the browser/environment.\n *\n * The object name is prefixed with `GDJS_` in `localStorage`.\n *\n * @param name The name of the object to load\n */\n export const loadJSONFileFromStorage = (name: string) => {\n if (\n loadedObjects.containsKey(\n // Already loaded.\n name\n )\n ) {\n return;\n }\n let serializedString: string | null = null;\n try {\n if (localStorage) {\n serializedString = localStorage.getItem('GDJS_' + name);\n }\n } catch (error) {\n logger.error(\n 'Unable to load data from localStorage for \"' + name + '\": ' + error\n );\n }\n let jsObject = {};\n try {\n if (serializedString) {\n jsObject = JSON.parse(serializedString);\n }\n } catch (error) {\n logger.error(\n 'Unable to load data from \"' +\n name +\n '\" - data is not valid JSON: ' +\n error\n );\n }\n loadedObjects.put(name, jsObject);\n };\n\n /**\n * Unload from memory an object, which is then serialized as JSON and\n * stored in the local storage provided by the browser/environment.\n *\n * The object name is prefixed with `GDJS_` in `localStorage`.\n *\n * @param name The name of the object to load\n */\n export const unloadJSONFile = (name: string) => {\n if (\n !loadedObjects.containsKey(\n // Not loaded.\n name\n )\n ) {\n return;\n }\n const jsObject = loadedObjects.get(name);\n const serializedString = JSON.stringify(jsObject);\n try {\n if (localStorage) {\n localStorage.setItem('GDJS_' + name, serializedString);\n }\n } catch (error) {\n logger.error(\n 'Unable to save data to localStorage for \"' + name + '\": ' + error\n );\n }\n loadedObjects.remove(name);\n };\n const loadObject = (name: string, cb: Function) => {\n let notPermanentlyLoaded = false;\n if (!loadedObjects.containsKey(name)) {\n notPermanentlyLoaded = true;\n loadJSONFileFromStorage(name);\n }\n const returnValue = cb(loadedObjects.get(name));\n if (notPermanentlyLoaded) {\n unloadJSONFile(name);\n }\n return returnValue;\n };\n\n export const clearJSONFile = (name: string) => {\n return loadObject(name, (jsObject) => {\n for (const p in jsObject) {\n if (jsObject.hasOwnProperty(p)) {\n delete jsObject[p];\n }\n }\n return true;\n });\n };\n\n export const elementExistsInJSONFile = (\n name: string,\n elementPath: string\n ) => {\n return loadObject(name, (jsObject) => {\n const pathSegments = elementPath.split('/');\n let currentElem = jsObject;\n for (let i = 0; i < pathSegments.length; ++i) {\n if (!currentElem[pathSegments[i]]) {\n return false;\n }\n currentElem = currentElem[pathSegments[i]];\n }\n return true;\n });\n };\n\n export const deleteElementFromJSONFile = (\n name: string,\n elementPath: string\n ) => {\n return loadObject(name, (jsObject) => {\n const pathSegments = elementPath.split('/');\n let currentElem = jsObject;\n for (let i = 0; i < pathSegments.length; ++i) {\n if (!currentElem[pathSegments[i]]) {\n return false;\n }\n if (i === pathSegments.length - 1) {\n delete currentElem[pathSegments[i]];\n } else {\n currentElem = currentElem[pathSegments[i]];\n }\n }\n return true;\n });\n };\n\n export const writeNumberInJSONFile = (\n name: string,\n elementPath: string,\n val: any\n ) => {\n return loadObject(name, (jsObject) => {\n const pathSegments = elementPath.split('/');\n let currentElem = jsObject;\n for (let i = 0; i < pathSegments.length; ++i) {\n if (!currentElem[pathSegments[i]]) {\n currentElem[pathSegments[i]] = {};\n }\n if (i === pathSegments.length - 1) {\n currentElem[pathSegments[i]].value = val;\n } else {\n currentElem = currentElem[pathSegments[i]];\n }\n }\n return true;\n });\n };\n\n export const writeStringInJSONFile = (\n name: string,\n elementPath: string,\n str: any\n ) => {\n return loadObject(name, (jsObject) => {\n const pathSegments = elementPath.split('/');\n let currentElem = jsObject;\n for (let i = 0; i < pathSegments.length; ++i) {\n if (!currentElem[pathSegments[i]]) {\n currentElem[pathSegments[i]] = {};\n }\n if (i === pathSegments.length - 1) {\n currentElem[pathSegments[i]].str = str;\n } else {\n currentElem = currentElem[pathSegments[i]];\n }\n }\n return true;\n });\n };\n\n export const readNumberFromJSONFile = (\n name: string,\n elementPath: string,\n instanceContainer: gdjs.RuntimeInstanceContainer | null,\n variable: gdjs.Variable\n ) => {\n return loadObject(name, (jsObject) => {\n const pathSegments = elementPath.split('/');\n let currentElem = jsObject;\n for (let i = 0; i < pathSegments.length; ++i) {\n if (!currentElem[pathSegments[i]]) {\n return false;\n }\n if (\n i === pathSegments.length - 1 &&\n typeof currentElem[pathSegments[i]].value !== 'undefined'\n ) {\n variable.setNumber(currentElem[pathSegments[i]].value);\n } else {\n currentElem = currentElem[pathSegments[i]];\n }\n }\n return true;\n });\n };\n\n export const readStringFromJSONFile = (\n name: string,\n elementPath: string,\n instanceContainer: gdjs.RuntimeInstanceContainer | null,\n variable: gdjs.Variable\n ) => {\n return loadObject(name, (jsObject) => {\n const pathSegments = elementPath.split('/');\n let currentElem = jsObject;\n for (let i = 0; i < pathSegments.length; ++i) {\n if (!currentElem[pathSegments[i]]) {\n return false;\n }\n if (\n i === pathSegments.length - 1 &&\n typeof currentElem[pathSegments[i]].str !== 'undefined'\n ) {\n variable.setString(currentElem[pathSegments[i]].str);\n } else {\n currentElem = currentElem[pathSegments[i]];\n }\n }\n return true;\n });\n };\n }\n }\n}\n"],
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5
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"names": ["gdjs", "logger", "evtTools", "storage", "localStorage", "error", "loadedObjects", "name", "serializedString", "jsObject", "loadObject", "cb", "notPermanentlyLoaded", "returnValue", "p", "elementPath", "pathSegments", "currentElem", "i", "val", "str", "instanceContainer", "variable"]
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}
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var gdjs;(u=>{let c;(f=>{let p;(e=>(e.newLine=function(){return`
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`},e.fromCodePoint=function(t){return String.fromCodePoint(t)},e.toUpperCase=function(t){return t.toUpperCase()},e.toLowerCase=function(t){return t.toLowerCase()},e.subStr=function(t,n,r){return n<t.length&&n>=0?t.substr(n,r):""},e.strAt=function(t,n){return n<t.length&&n>=0?t.substr(n,1):""},e.strRepeat=function(t,n){let r="";for(let o=0;o<n;o++)r+=t;return r},e.strLen=function(t){return t.length},e.strFind=function(t,n){return t.indexOf(n)},e.strFindLast=function(t,n){return t.lastIndexOf(n)},e.strRFind=u.evtTools.string.strFindLast,e.strFindFrom=function(t,n,r){return t.indexOf(n,r)},e.strFindLastFrom=function(t,n,r){return t.lastIndexOf(n,r)},e.strReplaceOne=function(t,n,r){return t.replace(n,r)},e.strReplaceAll=function(t,n,r){let o=t,i=0,s=o.indexOf(n,i);for(;s!==-1&&(o=o.substring(0,s)+r+o.substring(s+n.length,o.length),i=s+r.length+(n.length===0?1:0),!(i>o.length));)s=o.indexOf(n,i);return o},e.strRFindFrom=u.evtTools.string.strFindLastFrom))(p=f.string||={})})(c=u.evtTools||={})})(gdjs||={});
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//# sourceMappingURL=stringtools.js.map
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{
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"version": 3,
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"sources": ["../../../GDevelop/GDJS/Runtime/events-tools/stringtools.ts"],
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"sourcesContent": ["/*\n * GDevelop JS Platform\n * Copyright 2013-2016 Florian Rival (Florian.Rival@gmail.com). All rights reserved.\n * This project is released under the MIT License.\n */\nnamespace gdjs {\n export namespace evtTools {\n /**\n * Tools related to strings manipulation, for events generated code.\n */\n export namespace string {\n /**\n * Return a string containing a new line character.\n */\n export const newLine = function () {\n return '\\n';\n };\n\n /**\n * Return a character from its codepoint.\n */\n export const fromCodePoint = function (codePoint) {\n return String.fromCodePoint(codePoint);\n };\n\n /**\n * Return the uppercased version of the string.\n */\n export const toUpperCase = function (str: string) {\n return str.toUpperCase();\n };\n\n /**\n * Return the lowercased version of the string.\n */\n export const toLowerCase = function (str: string) {\n return str.toLowerCase();\n };\n\n /**\n * Return a new string containing the substring of the original string.\n */\n export const subStr = function (\n str: string,\n start: integer,\n len: integer\n ) {\n if (start < str.length && start >= 0) {\n return str.substr(start, len);\n }\n return '';\n };\n\n /**\n * Return a new string containing the character at the specified position.\n */\n export const strAt = function (str: string, start: integer) {\n if (start < str.length && start >= 0) {\n return str.substr(start, 1);\n }\n return '';\n };\n\n /**\n * Return the string repeated.\n */\n export const strRepeat = function (str: string, count: integer) {\n let result = '';\n for (let i = 0; i < count; i++) {\n result += str;\n }\n return result;\n };\n\n /**\n * Return the length of the string\n */\n export const strLen = function (str: string) {\n return str.length;\n };\n\n /**\n * Search the first occurrence in a string (return the position of the result, from the beginning of the string, or -1 if not found)\n */\n export const strFind = function (str: string, what: string) {\n return str.indexOf(what);\n };\n\n /**\n * Search the last occurrence in a string (return the position of the result, from the beginning of the string, or -1 if not found)\n */\n export const strFindLast = function (str: string, what: string) {\n return str.lastIndexOf(what);\n };\n\n /**\n * @deprecated\n */\n export const strRFind = gdjs.evtTools.string.strFindLast;\n\n /**\n * Search the first occurrence in a string, starting from a specified position (return the position of the result, from the beginning of the string, or -1 if not found)\n */\n export const strFindFrom = function (\n str: string,\n what: string,\n pos: integer\n ) {\n return str.indexOf(what, pos);\n };\n\n /**\n * Search the last occurrence in a string, starting from a specified position (return the position of the result, from the beginning of the string, or -1 if not found)\n */\n export const strFindLastFrom = function (\n str: string,\n what: string,\n pos: integer\n ) {\n return str.lastIndexOf(what, pos);\n };\n\n /**\n * Return a new string with the content of `str` where the first occurrence of `pattern`\n * is replaced by `replacement`.\n */\n export const strReplaceOne = function (\n str: string,\n pattern: string,\n replacement: string\n ) {\n return str.replace(pattern, replacement);\n };\n\n /**\n * Return a new string with the content of `str` where all occurrences of `pattern`\n * are replaced by `replacement`.\n */\n export const strReplaceAll = function (\n str: string,\n pattern: string,\n replacement: string\n ) {\n let updatedStr = str;\n let searchStartPosition = 0;\n\n let patternPosition = updatedStr.indexOf(pattern, searchStartPosition);\n while (patternPosition !== -1) {\n // Replace the pattern by the replacement.\n updatedStr =\n updatedStr.substring(0, patternPosition) +\n replacement +\n updatedStr.substring(\n patternPosition + pattern.length,\n updatedStr.length\n );\n\n // Start the search again after the replacement.\n // If the pattern to search is empty, add 1 because an empty pattern means that every \"empty\n // space\" between each character will be matched. If we don't add 1, we would match again the\n // \"empty space\" just after where we added the replacement.\n searchStartPosition =\n patternPosition +\n replacement.length +\n (pattern.length === 0 ? 1 : 0);\n\n // An empty string `indexOf` will return 0 when the pattern is an empty string,\n // even if `searchStartPosition` is *after* the end of the string.\n // So bail out manually.\n // Note that if we are just at the end of the string (`searchStartPosition === updatedStr.length`),\n // it's still valid to do a search because if the pattern is an empty string,\n // it should match the \"empty space\" which is at the very end.\n if (searchStartPosition > updatedStr.length) break;\n patternPosition = updatedStr.indexOf(pattern, searchStartPosition);\n }\n\n return updatedStr;\n };\n\n /**\n * @deprecated\n */\n export const strRFindFrom = gdjs.evtTools.string.strFindLastFrom;\n }\n }\n}\n"],
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+
"names": ["gdjs", "evtTools", "string", "codePoint", "str", "start", "len", "count", "result", "i", "what", "pos", "pattern", "replacement", "updatedStr", "searchStartPosition", "patternPosition"]
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}
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var gdjs;(a=>{let l;(n=>{let i;(r=>(r.getVariableNumber=function(e){return e.getAsNumber()},r.getVariableString=function(e){return e.getAsString()},r.getVariableBoolean=function(e,t){return e.getAsBoolean()===t},r.setVariableBoolean=function(e,t){e.setBoolean(t)},r.toggleVariableBoolean=function(e){e.setBoolean(!e.getAsBoolean())},r.sceneVariableExists=function(e,t){return e.getScene().getVariables().has(t)},r.globalVariableExists=function(e,t){return e.getGame().getVariables().has(t)},r.variableChildExists=function(e,t){return e.hasChild(t)},r.variableRemoveChild=function(e,t){e.removeChild(t)},r.variableClearChildren=function(e){e.clearChildren()},r.variablePushCopy=function(e,t){e.pushVariableCopy(t)},r.valuePush=function(e,t){e.pushValue(t)},r.variableRemoveAt=function(e,t){e.removeAtIndex(t)},r.getVariableChildCount=function(e){return e.getChildrenCount()},r.getFirstVariableNumber=function(e){return e.getChildrenCount()===0?0:e.getAllChildrenArray()[0].getAsNumber()},r.getFirstVariableString=function(e){return e.getChildrenCount()===0?"":e.getAllChildrenArray()[0].getAsString()},r.getLastVariableNumber=function(e){const t=e.getAllChildrenArray();return t.length===0?0:t[t.length-1].getAsNumber()},r.getLastVariableString=function(e){const t=e.getAllChildrenArray();return t.length===0?"":t[t.length-1].getAsString()}))(i=n.variable||={});let s;(o=>(o.getVariableNumber=a.evtTools.variable.getVariableNumber,o.getVariableString=a.evtTools.variable.getVariableString,o.getVariableBoolean=a.evtTools.variable.getVariableBoolean,o.setVariableBoolean=a.evtTools.variable.setVariableBoolean,o.toggleVariableBoolean=a.evtTools.variable.toggleVariableBoolean,o.sceneVariableExists=a.evtTools.variable.sceneVariableExists,o.globalVariableExists=a.evtTools.variable.globalVariableExists,o.variableChildExists=a.evtTools.variable.variableChildExists,o.variableRemoveChild=a.evtTools.variable.variableRemoveChild,o.variableClearChildren=a.evtTools.variable.variableClearChildren,o.variablePushCopy=a.evtTools.variable.variablePushCopy,o.valuePush=a.evtTools.variable.valuePush,o.variableRemoveAt=a.evtTools.variable.variableRemoveAt,o.getVariableChildCount=a.evtTools.variable.getVariableChildCount))(s=n.common||={})})(l=a.evtTools||={})})(gdjs||={});
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//# sourceMappingURL=variabletools.js.map
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@@ -0,0 +1,7 @@
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{
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"version": 3,
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3
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"sources": ["../../../GDevelop/GDJS/Runtime/events-tools/variabletools.ts"],
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"sourcesContent": ["/*\n * GDevelop JS Platform\n * Copyright 2013-2016 Florian Rival (Florian.Rival@gmail.com). All rights reserved.\n * This project is released under the MIT License.\n */\nnamespace gdjs {\n export namespace evtTools {\n /**\n * A namespace of functional equivalents to the gdjs.Variable methods, needed for events code generation.\n * @private\n * @namespace\n */\n export namespace variable {\n /**\n * Get the value of a variable. Equivalent to `variable.getAsNumber()`.\n * This shortcut function is needed for events code generation.\n * @private\n */\n export const getVariableNumber = function (\n variable: gdjs.Variable\n ): number {\n return variable.getAsNumber();\n };\n\n /**\n * Get the string of a variable. Equivalent to `variable.getAsString()`.\n * This shortcut function is needed for events code generation.\n * @private\n */\n export const getVariableString = function (\n variable: gdjs.Variable\n ): string {\n return variable.getAsString();\n };\n\n /**\n * Compares the boolean value of a variable.\n * Equivalent to `variable.getAsBoolean() === boolean`.\n * This shortcut function is needed for events code generation.\n * @private\n */\n export const getVariableBoolean = function (\n variable: gdjs.Variable,\n compareWith: boolean\n ): boolean {\n return variable.getAsBoolean() === compareWith;\n };\n\n /**\n * Set the boolean value of a variable. Equivalent to `variable.setBoolean()`.\n * This shortcut function is needed for events code generation.\n * @private\n */\n export const setVariableBoolean = function (\n variable: gdjs.Variable,\n newValue: boolean\n ) {\n variable.setBoolean(newValue);\n };\n\n /**\n * Toggles the boolean value of a variable.\n * This shortcut function is needed for events code generation.\n * @private\n */\n export const toggleVariableBoolean = function (variable: gdjs.Variable) {\n variable.setBoolean(!variable.getAsBoolean());\n };\n\n /**\n * Check if a scene variable exists.\n * This shortcut function is needed for events code generation.\n * @private\n */\n export const sceneVariableExists = function (\n runtimeScene: gdjs.RuntimeScene,\n variableName: string\n ): boolean {\n return runtimeScene.getScene().getVariables().has(variableName);\n };\n\n /**\n * Check if a global variable exists.\n * This shortcut function is needed for events code generation.\n * @private\n */\n export const globalVariableExists = function (\n instanceContainer: gdjs.RuntimeInstanceContainer,\n variableName: string\n ): boolean {\n return instanceContainer.getGame().getVariables().has(variableName);\n };\n\n /**\n * Check if a child exists in a variable.\n * This shortcut function is needed for events code generation.\n * @private\n */\n export const variableChildExists = function (\n variable: gdjs.Variable,\n childName: string\n ): boolean {\n return variable.hasChild(childName);\n };\n\n /**\n * Remove the child with the given name in a variable.\n * This shortcut function is needed for events code generation.\n * @private\n */\n export const variableRemoveChild = function (\n variable: gdjs.Variable,\n childName: string\n ): void {\n variable.removeChild(childName);\n };\n\n /**\n * Clear the children in a variable.\n * This shortcut function is needed for events code generation.\n * @private\n */\n export const variableClearChildren = function (variable: gdjs.Variable) {\n variable.clearChildren();\n };\n\n /**\n * Pushes a variable onto an array.\n * This shortcut function is needed for events code generation.\n * @private\n */\n export const variablePushCopy = function (\n array: gdjs.Variable,\n variable: gdjs.Variable\n ) {\n array.pushVariableCopy(variable);\n };\n\n /**\n * Pushes a value onto an array.\n * This shortcut function is needed for events code generation.\n * @private\n */\n export const valuePush = function (\n array: gdjs.Variable,\n value: string | float | boolean\n ) {\n array.pushValue(value);\n };\n\n /**\n * Removes an index from an array.\n * This shortcut function is needed for events code generation.\n * @private\n */\n export const variableRemoveAt = function (\n array: gdjs.Variable,\n index: number\n ) {\n array.removeAtIndex(index);\n };\n\n /**\n * Get the number of children in a variable.\n * This shortcut function is needed for events code generation.\n * @private\n */\n export const getVariableChildCount = function (\n variable: gdjs.Variable\n ): number {\n return variable.getChildrenCount();\n };\n\n /**\n * Shortcut to get the first value of an array variable as a number.\n */\n export const getFirstVariableNumber = function (\n array: gdjs.Variable\n ): number {\n if (array.getChildrenCount() === 0) {\n return 0;\n }\n return array.getAllChildrenArray()[0].getAsNumber();\n };\n\n /**\n * Shortcut to get the last value of an array variable as a string.\n */\n export const getFirstVariableString = function (\n array: gdjs.Variable\n ): string {\n if (array.getChildrenCount() === 0) {\n return '';\n }\n return array.getAllChildrenArray()[0].getAsString();\n };\n\n /**\n * Shortcut to get the last value of an array variable as a number.\n */\n export const getLastVariableNumber = function (\n array: gdjs.Variable\n ): number {\n const children = array.getAllChildrenArray();\n return children.length === 0\n ? 0\n : children[children.length - 1].getAsNumber();\n };\n\n /**\n * Shortcut to get the last value of an array variable as a string.\n */\n export const getLastVariableString = function (\n array: gdjs.Variable\n ): string {\n const children = array.getAllChildrenArray();\n return children.length === 0\n ? ''\n : children[children.length - 1].getAsString();\n };\n }\n\n export namespace common {\n /** @deprecated */\n export const getVariableNumber = gdjs.evtTools.variable.getVariableNumber;\n /** @deprecated */\n export const getVariableString = gdjs.evtTools.variable.getVariableString;\n /** @deprecated */\n export const getVariableBoolean =\n gdjs.evtTools.variable.getVariableBoolean;\n /** @deprecated */\n export const setVariableBoolean =\n gdjs.evtTools.variable.setVariableBoolean;\n /** @deprecated */\n export const toggleVariableBoolean =\n gdjs.evtTools.variable.toggleVariableBoolean;\n /** @deprecated */\n export const sceneVariableExists =\n gdjs.evtTools.variable.sceneVariableExists;\n /** @deprecated */\n export const globalVariableExists =\n gdjs.evtTools.variable.globalVariableExists;\n /** @deprecated */\n export const variableChildExists =\n gdjs.evtTools.variable.variableChildExists;\n /** @deprecated */\n export const variableRemoveChild =\n gdjs.evtTools.variable.variableRemoveChild;\n /** @deprecated */\n export const variableClearChildren =\n gdjs.evtTools.variable.variableClearChildren;\n /** @deprecated */\n export const variablePushCopy = gdjs.evtTools.variable.variablePushCopy;\n /** @deprecated */\n export const valuePush = gdjs.evtTools.variable.valuePush;\n /** @deprecated */\n export const variableRemoveAt = gdjs.evtTools.variable.variableRemoveAt;\n /** @deprecated */\n export const getVariableChildCount =\n gdjs.evtTools.variable.getVariableChildCount;\n }\n }\n}\n"],
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var gdjs;(o=>{let u;(m=>{let s;(t=>(t.setMargins=function(e,n,r,i,g){e.getGame().getRenderer().setMargins(n,r,i,g)},t.setFullScreen=function(e,n,r){e.getGame().getRenderer().keepAspectRatio(r),e.getGame().getRenderer().setFullScreen(n)},t.isFullScreen=function(e){return e.getGame().getRenderer().isFullScreen()},t.setWindowSize=function(e,n,r,i){e.getGame().getRenderer().setWindowSize(n,r),i&&e.getGame().setGameResolutionSize(n,r)},t.centerWindow=function(e){e.getGame().getRenderer().centerWindow()},t.setGameResolutionSize=function(e,n,r){e.getGame().setGameResolutionSize(n,r)},t.setGameResolutionResizeMode=function(e,n){e.getGame().setGameResolutionResizeMode(n)},t.setAdaptGameResolutionAtRuntime=function(e,n){e.getGame().setAdaptGameResolutionAtRuntime(n)},t.setWindowTitle=function(e,n){e.getGame().getRenderer().setWindowTitle(n)},t.getWindowTitle=function(e){return e.getGame().getRenderer().getWindowTitle()},t.getWindowInnerWidth=function(){return o.RuntimeGameRenderer&&o.RuntimeGameRenderer.getWindowInnerWidth?o.RuntimeGameRenderer.getWindowInnerWidth():typeof t<"u"?t.innerWidth:800},t.getWindowInnerHeight=function(){return o.RuntimeGameRenderer&&o.RuntimeGameRenderer.getWindowInnerHeight?o.RuntimeGameRenderer.getWindowInnerHeight():typeof t<"u"?t.innerHeight:800},t.getGameResolutionWidth=function(e){return e.getGame().getGameResolutionWidth()},t.getGameResolutionHeight=function(e){return e.getGame().getGameResolutionHeight()},t.openURL=function(e,n){return n.getGame().getRenderer().openURL(e)}))(s=m.window||={})})(u=o.evtTools||={})})(gdjs||={});
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{
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"version": 3,
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"sources": ["../../../GDevelop/GDJS/Runtime/events-tools/windowtools.ts"],
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"sourcesContent": ["/*\n * GDevelop JS Platform\n * Copyright 2013-2016 Florian Rival (Florian.Rival@gmail.com). All rights reserved.\n * This project is released under the MIT License.\n */\nnamespace gdjs {\n export namespace evtTools {\n /**\n * Tools related to window, for events generated code.\n */\n export namespace window {\n export const setMargins = function (\n runtimeScene: gdjs.RuntimeScene,\n top: number,\n right: number,\n bottom: number,\n left: number\n ) {\n runtimeScene\n .getGame()\n .getRenderer()\n .setMargins(top, right, bottom, left);\n };\n\n export const setFullScreen = function (\n runtimeScene: gdjs.RuntimeScene,\n enable: boolean,\n keepAspectRatio: boolean\n ) {\n runtimeScene.getGame().getRenderer().keepAspectRatio(keepAspectRatio);\n runtimeScene.getGame().getRenderer().setFullScreen(enable);\n };\n\n export const isFullScreen = function (\n runtimeScene: gdjs.RuntimeScene\n ): boolean {\n return runtimeScene.getGame().getRenderer().isFullScreen();\n };\n\n export const setWindowSize = function (\n runtimeScene: gdjs.RuntimeScene,\n width: float,\n height: float,\n updateGameResolution: boolean\n ) {\n runtimeScene.getGame().getRenderer().setWindowSize(width, height);\n if (updateGameResolution) {\n runtimeScene.getGame().setGameResolutionSize(width, height);\n }\n };\n\n export const centerWindow = function (runtimeScene: gdjs.RuntimeScene) {\n runtimeScene.getGame().getRenderer().centerWindow();\n };\n\n export const setGameResolutionSize = function (\n runtimeScene: gdjs.RuntimeScene,\n width: float,\n height: float\n ) {\n runtimeScene.getGame().setGameResolutionSize(width, height);\n };\n\n export const setGameResolutionResizeMode = function (\n runtimeScene: gdjs.RuntimeScene,\n resizeMode: string\n ) {\n runtimeScene.getGame().setGameResolutionResizeMode(resizeMode);\n };\n\n export const setAdaptGameResolutionAtRuntime = function (\n runtimeScene: gdjs.RuntimeScene,\n enable: boolean\n ) {\n runtimeScene.getGame().setAdaptGameResolutionAtRuntime(enable);\n };\n\n export const setWindowTitle = function (\n runtimeScene: gdjs.RuntimeScene,\n title: string\n ) {\n runtimeScene.getGame().getRenderer().setWindowTitle(title);\n };\n\n export const getWindowTitle = function (\n runtimeScene: gdjs.RuntimeScene\n ): string {\n return runtimeScene.getGame().getRenderer().getWindowTitle();\n };\n\n export const getWindowInnerWidth = function (): number {\n if (\n gdjs.RuntimeGameRenderer &&\n gdjs.RuntimeGameRenderer.getWindowInnerWidth\n ) {\n return gdjs.RuntimeGameRenderer.getWindowInnerWidth();\n }\n // @ts-ignore\n return typeof window !== 'undefined' ? window.innerWidth : 800;\n };\n\n export const getWindowInnerHeight = function (): number {\n if (\n gdjs.RuntimeGameRenderer &&\n gdjs.RuntimeGameRenderer.getWindowInnerHeight\n ) {\n return gdjs.RuntimeGameRenderer.getWindowInnerHeight();\n }\n // @ts-ignore\n return typeof window !== 'undefined' ? window.innerHeight : 800;\n };\n\n export const getGameResolutionWidth = function (\n runtimeScene: gdjs.RuntimeScene\n ): number {\n return runtimeScene.getGame().getGameResolutionWidth();\n };\n\n export const getGameResolutionHeight = function (\n runtimeScene: gdjs.RuntimeScene\n ): number {\n return runtimeScene.getGame().getGameResolutionHeight();\n };\n\n export const openURL = function (\n url: string,\n runtimeScene: gdjs.RuntimeScene\n ) {\n return runtimeScene.getGame().getRenderer().openURL(url);\n };\n }\n }\n}\n"],
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"names": ["gdjs", "evtTools", "window", "runtimeScene", "top", "right", "bottom", "left", "enable", "keepAspectRatio", "width", "height", "updateGameResolution", "resizeMode", "title", "url"]
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var gdjs;(d=>{const c=new d.Logger("Font manager");class u{_resourcesLoader;_resources;_loadedFontFamily={};_loadedFonts={};_filenameToFontFamily={};constructor(e,o){this._resources=e,this._resourcesLoader=o}setResources(e){this._resources=e}getFontFamily(e){return this._loadedFontFamily[e]?this._loadedFontFamily[e]:"Arial"}getFontFile(e){return this._loadedFonts[e]?this._loadedFonts[e].file||"":e}_getFontFamilyFromFilename(e){if(this._filenameToFontFamily[e])return this._filenameToFontFamily[e];let o="gdjs_font_"+e.toLowerCase().replace(/[^\w]/gi,"-");const i=o;let r=2;for(;this._filenameToFontFamily[o];)o=o+"-"+r,r++;return this._filenameToFontFamily[e]=i}_loadFont(e,o){const i={},r="url("+encodeURI(o)+")";if(typeof FontFace<"u")return fetch(this._resourcesLoader.getFullUrl(o),{credentials:this._resourcesLoader.checkIfCredentialsRequired(o)?"include":"same-origin"}).then(n=>{if(!n.ok){const a="Unable to fetch "+o+" to be loaded as a font. HTTP status is: "+n.status+".";throw c.error(a),new Error(a)}return n.arrayBuffer()}).then(n=>{const a=new FontFace(e,n,i);document.fonts.add(a)});{const n=document.createElement("style");return n.appendChild(document.createTextNode("@font-face { font-family: '"+e+"'; src: "+r+"; }")),document.head.appendChild(n),new FontFaceObserver(e,i).load()}}loadFonts(e,o){const i=this._resources,r={};for(let s=0,l=i.length;s<l;++s){const t=i[s];if(t.file&&t.kind==="font"){if(this._loadedFonts[t.name])continue;r[t.file]=r[t.file]?r[t.file].concat(t):[t]}}const n=Object.keys(r).length;if(n===0)return o(n);let a=0;const F=(s,l)=>{l.forEach(t=>{this._loadedFontFamily[t.name]=s,this._loadedFonts[t.name]=t}),a++,e(a,n),a===n&&o(n)};Object.keys(r).forEach(s=>{const l=this._getFontFamilyFromFilename(s),t=r[s];this._loadFont(l,s).then(()=>{F(l,t)},f=>{c.error('Error loading font resource "'+t[0].name+'" (file: '+s+"): "+(f.message||"Unknown error")),F(l,t)})})}}d.FontFaceObserverFontManager=u,d.FontManager=u})(gdjs||={});
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{
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"version": 3,
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"sources": ["../../../GDevelop/GDJS/Runtime/fontfaceobserver-font-manager/fontfaceobserver-font-manager.ts"],
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"sourcesContent": ["/*\n * GDevelop JS Platform\n * Copyright 2013-present Florian Rival (Florian.Rival@gmail.com). All rights reserved.\n * This project is released under the MIT License.\n */\nnamespace gdjs {\n const logger = new gdjs.Logger('Font manager');\n\n /**\n * FontFaceObserverFontManager loads fonts (using `FontFace` or `fontfaceobserver` library)\n * from the game resources (see `loadFonts`), and allow to access to\n * the font families of the loaded fonts during the game (see `getFontFamily`).\n */\n export class FontFaceObserverFontManager {\n _resourcesLoader: RuntimeGameResourcesLoader;\n _resources: ResourceData[];\n // Associate font resource names to the loaded font family\n _loadedFontFamily: { [key: string]: string } = {};\n // Associate font resource names to the resources, for faster access\n _loadedFonts: { [key: string]: ResourceData } = {};\n _filenameToFontFamily: { [key: string]: string } = {};\n\n /**\n * @param resources The resources data of the game.\n * @param resourcesLoader The resources loader of the game.\n */\n constructor(\n resources: ResourceData[],\n resourcesLoader: RuntimeGameResourcesLoader\n ) {\n this._resources = resources;\n this._resourcesLoader = resourcesLoader;\n }\n\n // Cache the result of transforming a filename to a font family - useful to avoid duplicates.\n /**\n * Update the resources data of the game. Useful for hot-reloading, should not be used otherwise.\n *\n * @param resources The resources data of the game.\n */\n setResources(resources: ResourceData[]): void {\n this._resources = resources;\n }\n\n /**\n * Return the font family associated to the specified font resource name.\n * The font resource must have been loaded before. If that's not the case,\n * a default font family will be returned (\"Arial\").\n *\n * @param resourceName The name of the resource to get.\n * @returns The font family to be used for this font resource,\n * or \"Arial\" if not loaded.\n */\n getFontFamily(resourceName: string): string {\n if (this._loadedFontFamily[resourceName]) {\n return this._loadedFontFamily[resourceName];\n }\n return 'Arial';\n }\n\n /**\n * Return the font file associated to the specified font resource name.\n * The font resource must have been loaded before. If that's not the case,\n * the resource name will be returned (to\n * keep compatibility with GDevelop 5.0-beta56 and previous).\n *\n * Should only be useful for renderers running on a non HTML5/non browser environment.\n *\n * @param resourceName The name of the resource to get.\n * @returns The file of the font resource.\n */\n getFontFile(resourceName: string): string {\n if (this._loadedFonts[resourceName]) {\n return this._loadedFonts[resourceName].file || '';\n }\n return resourceName;\n }\n\n /**\n * Return the font family to use for a given filename.\n * Each filename is guaranteed to have a unique font family. You should not rely\n * on the font family formatting (consider it as an \"opaque string\") - it's slugified\n * (no spaces, no dots, no non-alphanumeric characters) to avoid issues when using the\n * font family in various contexts.\n *\n * @param filename The filename of the font.\n * @returns The font family to be used for this font resource.\n */\n _getFontFamilyFromFilename(filename: string): string {\n if (this._filenameToFontFamily[filename]) {\n return this._filenameToFontFamily[filename];\n }\n\n // Replaces all non-alphanumeric characters with dashes to ensure no issues when\n // referring to this font family (see https://github.com/4ian/GDevelop/issues/1521).\n let baseSlugifiedName =\n 'gdjs_font_' + filename.toLowerCase().replace(/[^\\w]/gi, '-');\n\n // Ensure the generated font family is unique.\n const slugifiedName = baseSlugifiedName;\n let uniqueSuffix = 2;\n while (!!this._filenameToFontFamily[baseSlugifiedName]) {\n baseSlugifiedName = baseSlugifiedName + '-' + uniqueSuffix;\n uniqueSuffix++;\n }\n\n // Cache the result to avoid collision with a similar slugified name for another filename.\n return (this._filenameToFontFamily[filename] = slugifiedName);\n }\n\n /**\n * Load the font at the given `src` location (relative to the project), giving\n * it the specified `fontFamily` name.\n *\n * This uses FontFace (if supported) or @font-face + FontFaceObserver\n * to load a font from an url and be notified when loading is done (or failed).\n *\n * @param fontFamily The font\n * @returns The font family to be used for this font resource.\n */\n private _loadFont(fontFamily: string, src): Promise<void> {\n const descriptors = {};\n const srcWithUrl = 'url(' + encodeURI(src) + ')';\n\n // @ts-ignore\n if (typeof FontFace !== 'undefined') {\n // Load the given font using CSS Font Loading API.\n return fetch(this._resourcesLoader.getFullUrl(src), {\n credentials: this._resourcesLoader.checkIfCredentialsRequired(src)\n ? // Any resource stored on the GDevelop Cloud buckets needs the \"credentials\" of the user,\n // i.e: its gdevelop.io cookie, to be passed.\n 'include'\n : // For other resources, use \"same-origin\" as done by default by fetch.\n 'same-origin',\n })\n .then((response) => {\n if (!response.ok) {\n const errorMessage =\n 'Unable to fetch ' +\n src +\n ' to be loaded as a font. HTTP status is: ' +\n response.status +\n '.';\n logger.error(errorMessage);\n throw new Error(errorMessage);\n }\n\n return response.arrayBuffer();\n })\n .then((arrayBuffer) => {\n // @ts-ignore\n const fontFace = new FontFace(fontFamily, arrayBuffer, descriptors);\n\n // @ts-ignore\n document.fonts.add(fontFace);\n });\n } else {\n // TODO: this method of loading font should be removed as old and not allowing\n // to handle loading with credentials. All moderns and not-so-modern browsers\n // that we support also support FontFace API.\n\n // Add @font-face and use FontFaceObserver to be notified when the\n // font is ready.\n const newStyle = document.createElement('style');\n newStyle.appendChild(\n document.createTextNode(\n \"@font-face { font-family: '\" +\n fontFamily +\n \"'; src: \" +\n srcWithUrl +\n '; }'\n )\n );\n document.head.appendChild(newStyle);\n\n // @ts-ignore\n return new FontFaceObserver(fontFamily, descriptors).load();\n }\n }\n\n /**\n * Load the specified resources, so that fonts are loaded and can then be\n * used by using the font family returned by getFontFamily.\n * @param onProgress Callback called each time a new file is loaded.\n * @param onComplete Callback called when loading is done.\n */\n loadFonts(onProgress, onComplete) {\n const resources = this._resources;\n\n // Construct the list of files to be loaded.\n // For one loaded file, it can have one or more resources\n // that use it.\n const filesResources: { [key: string]: ResourceData[] } = {};\n for (let i = 0, len = resources.length; i < len; ++i) {\n const res = resources[i];\n if (res.file && res.kind === 'font') {\n if (!!this._loadedFonts[res.name]) {\n continue;\n }\n filesResources[res.file] = filesResources[res.file]\n ? filesResources[res.file].concat(res)\n : [res];\n }\n }\n const totalCount = Object.keys(filesResources).length;\n if (totalCount === 0) {\n return onComplete(\n // Nothing to load.\n totalCount\n );\n }\n let loadingCount = 0;\n\n const onFontLoaded = (\n fontFamily: string,\n fontResources: ResourceData[]\n ) => {\n fontResources.forEach((resource) => {\n this._loadedFontFamily[resource.name] = fontFamily;\n this._loadedFonts[resource.name] = resource;\n });\n loadingCount++;\n onProgress(loadingCount, totalCount);\n if (loadingCount === totalCount) {\n onComplete(totalCount);\n }\n };\n Object.keys(filesResources).forEach((file) => {\n const fontFamily = this._getFontFamilyFromFilename(file);\n const fontResources = filesResources[file];\n this._loadFont(fontFamily, file).then(\n () => {\n onFontLoaded(fontFamily, fontResources);\n },\n (error) => {\n logger.error(\n 'Error loading font resource \"' +\n fontResources[0].name +\n '\" (file: ' +\n file +\n '): ' +\n (error.message || 'Unknown error')\n );\n onFontLoaded(fontFamily, fontResources);\n }\n );\n });\n }\n }\n\n //Register the class to let the engine use it.\n export type FontManager = FontFaceObserverFontManager;\n export const FontManager = FontFaceObserverFontManager;\n}\n"],
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+
"mappings": "AAKA,IAAU,MAAAA,GAAV,CACE,MAAMC,EAAS,IAAID,EAAK,OAAO,cAAc,EAOtC,MAAME,CAA4B,CACvC,iBACA,WAEA,kBAA+C,CAAC,EAEhD,aAAgD,CAAC,EACjD,sBAAmD,CAAC,EAMpD,YACEC,EACAC,EACA,CACA,KAAK,WAAaD,EAClB,KAAK,iBAAmBC,CAC1B,CAQA,aAAaD,EAAiC,CAC5C,KAAK,WAAaA,CACpB,CAWA,cAAcE,EAA8B,CAC1C,OAAI,KAAK,kBAAkBA,CAAY,EAC9B,KAAK,kBAAkBA,CAAY,EAErC,OACT,CAaA,YAAYA,EAA8B,CACxC,OAAI,KAAK,aAAaA,CAAY,EACzB,KAAK,aAAaA,CAAY,EAAE,MAAQ,GAE1CA,CACT,CAYA,2BAA2BC,EAA0B,CACnD,GAAI,KAAK,sBAAsBA,CAAQ,EACrC,OAAO,KAAK,sBAAsBA,CAAQ,EAK5C,IAAIC,EACF,aAAeD,EAAS,YAAY,EAAE,QAAQ,UAAW,GAAG,EAG9D,MAAME,EAAgBD,EACtB,IAAIE,EAAe,EACnB,KAAS,KAAK,sBAAsBF,CAAiB,GACnDA,EAAoBA,EAAoB,IAAME,EAC9CA,IAIF,OAAQ,KAAK,sBAAsBH,CAAQ,EAAIE,CACjD,CAYQ,UAAUE,EAAoBC,EAAoB,CACxD,MAAMC,EAAc,CAAC,EACfC,EAAa,OAAS,UAAUF,CAAG,EAAI,IAG7C,GAAI,OAAO,SAAa,IAEtB,OAAO,MAAM,KAAK,iBAAiB,WAAWA,CAAG,EAAG,CAClD,YAAa,KAAK,iBAAiB,2BAA2BA,CAAG,EAG7D,UAEA,aACN,CAAC,EACE,KAAMG,GAAa,CAClB,GAAI,CAACA,EAAS,GAAI,CAChB,MAAMC,EACJ,mBACAJ,EACA,4CACAG,EAAS,OACT,IACF,MAAAb,EAAO,MAAMc,CAAY,EACnB,IAAI,MAAMA,CAAY,CAC9B,CAEA,OAAOD,EAAS,YAAY,CAC9B,CAAC,EACA,KAAME,GAAgB,CAErB,MAAMC,EAAW,IAAI,SAASP,EAAYM,EAAaJ,CAAW,EAGlE,SAAS,MAAM,IAAIK,CAAQ,CAC7B,CAAC,EACE,CAOL,MAAMC,EAAW,SAAS,cAAc,OAAO,EAC/C,OAAAA,EAAS,YACP,SAAS,eACP,8BACER,EACA,WACAG,EACA,KACJ,CACF,EACA,SAAS,KAAK,YAAYK,CAAQ,EAG3B,IAAI,iBAAiBR,EAAYE,CAAW,EAAE,KAAK,CAC5D,CACF,CAQA,UAAUO,EAAYC,EAAY,CAChC,MAAMjB,EAAY,KAAK,WAKjBkB,EAAoD,CAAC,EAC3D,QAASC,EAAI,EAAGC,EAAMpB,EAAU,OAAQmB,EAAIC,EAAK,EAAED,EAAG,CACpD,MAAME,EAAMrB,EAAUmB,CAAC,EACvB,GAAIE,EAAI,MAAQA,EAAI,OAAS,OAAQ,CACnC,GAAM,KAAK,aAAaA,EAAI,IAAI,EAC9B,SAEFH,EAAeG,EAAI,IAAI,EAAIH,EAAeG,EAAI,IAAI,EAC9CH,EAAeG,EAAI,IAAI,EAAE,OAAOA,CAAG,EACnC,CAACA,CAAG,CACV,CACF,CACA,MAAMC,EAAa,OAAO,KAAKJ,CAAc,EAAE,OAC/C,GAAII,IAAe,EACjB,OAAOL,EAELK,CACF,EAEF,IAAIC,EAAe,EAEnB,MAAMC,EAAe,CACnBjB,EACAkB,IACG,CACHA,EAAc,QAASC,GAAa,CAClC,KAAK,kBAAkBA,EAAS,IAAI,EAAInB,EACxC,KAAK,aAAamB,EAAS,IAAI,EAAIA,CACrC,CAAC,EACDH,IACAP,EAAWO,EAAcD,CAAU,EAC/BC,IAAiBD,GACnBL,EAAWK,CAAU,CAEzB,EACA,OAAO,KAAKJ,CAAc,EAAE,QAASS,GAAS,CAC5C,MAAMpB,EAAa,KAAK,2BAA2BoB,CAAI,EACjDF,EAAgBP,EAAeS,CAAI,EACzC,KAAK,UAAUpB,EAAYoB,CAAI,EAAE,KAC/B,IAAM,CACJH,EAAajB,EAAYkB,CAAa,CACxC,EACCG,GAAU,CACT9B,EAAO,MACL,gCACE2B,EAAc,CAAC,EAAE,KACjB,YACAE,EACA,OACCC,EAAM,SAAW,gBACtB,EACAJ,EAAajB,EAAYkB,CAAa,CACxC,CACF,CACF,CAAC,CACH,CACF,CA3OO5B,EAAM,4BAAAE,EA+OAF,EAAA,YAAcE,IAvPnB",
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"names": ["gdjs", "logger", "FontFaceObserverFontManager", "resources", "resourcesLoader", "resourceName", "filename", "baseSlugifiedName", "slugifiedName", "uniqueSuffix", "fontFamily", "src", "descriptors", "srcWithUrl", "response", "errorMessage", "arrayBuffer", "fontFace", "newStyle", "onProgress", "onComplete", "filesResources", "i", "len", "res", "totalCount", "loadingCount", "onFontLoaded", "fontResources", "resource", "file", "error"]
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}
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@@ -0,0 +1,16 @@
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(function() {
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var module; //Define an undefined module variable to avoid fontfaceobserver thinking it's used in an environment using require.
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+
/* Font Face Observer v2.0.13 - © Bram Stein. License: BSD-3-Clause */(function(){'use strict';var f,g=[];function l(a){g.push(a);1==g.length&&f()}function m(){for(;g.length;)g[0](),g.shift()}f=function(){setTimeout(m)};function n(a){this.a=p;this.b=void 0;this.f=[];var b=this;try{a(function(a){q(b,a)},function(a){r(b,a)})}catch(c){r(b,c)}}var p=2;function t(a){return new n(function(b,c){c(a)})}function u(a){return new n(function(b){b(a)})}function q(a,b){if(a.a==p){if(b==a)throw new TypeError;var c=!1;try{var d=b&&b.then;if(null!=b&&"object"==typeof b&&"function"==typeof d){d.call(b,function(b){c||q(a,b);c=!0},function(b){c||r(a,b);c=!0});return}}catch(e){c||r(a,e);return}a.a=0;a.b=b;v(a)}}
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+
function r(a,b){if(a.a==p){if(b==a)throw new TypeError;a.a=1;a.b=b;v(a)}}function v(a){l(function(){if(a.a!=p)for(;a.f.length;){var b=a.f.shift(),c=b[0],d=b[1],e=b[2],b=b[3];try{0==a.a?"function"==typeof c?e(c.call(void 0,a.b)):e(a.b):1==a.a&&("function"==typeof d?e(d.call(void 0,a.b)):b(a.b))}catch(h){b(h)}}})}n.prototype.g=function(a){return this.c(void 0,a)};n.prototype.c=function(a,b){var c=this;return new n(function(d,e){c.f.push([a,b,d,e]);v(c)})};
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function w(a){return new n(function(b,c){function d(c){return function(d){h[c]=d;e+=1;e==a.length&&b(h)}}var e=0,h=[];0==a.length&&b(h);for(var k=0;k<a.length;k+=1)u(a[k]).c(d(k),c)})}function x(a){return new n(function(b,c){for(var d=0;d<a.length;d+=1)u(a[d]).c(b,c)})};window.Promise||(window.Promise=n,window.Promise.resolve=u,window.Promise.reject=t,window.Promise.race=x,window.Promise.all=w,window.Promise.prototype.then=n.prototype.c,window.Promise.prototype["catch"]=n.prototype.g);}());
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(function(){function l(a,b){document.addEventListener?a.addEventListener("scroll",b,!1):a.attachEvent("scroll",b)}function m(a){document.body?a():document.addEventListener?document.addEventListener("DOMContentLoaded",function c(){document.removeEventListener("DOMContentLoaded",c);a()}):document.attachEvent("onreadystatechange",function k(){if("interactive"==document.readyState||"complete"==document.readyState)document.detachEvent("onreadystatechange",k),a()})};function r(a){this.a=document.createElement("div");this.a.setAttribute("aria-hidden","true");this.a.appendChild(document.createTextNode(a));this.b=document.createElement("span");this.c=document.createElement("span");this.h=document.createElement("span");this.f=document.createElement("span");this.g=-1;this.b.style.cssText="max-width:none;display:inline-block;position:absolute;height:100%;width:100%;overflow:scroll;font-size:16px;";this.c.style.cssText="max-width:none;display:inline-block;position:absolute;height:100%;width:100%;overflow:scroll;font-size:16px;";
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this.f.style.cssText="max-width:none;display:inline-block;position:absolute;height:100%;width:100%;overflow:scroll;font-size:16px;";this.h.style.cssText="display:inline-block;width:200%;height:200%;font-size:16px;max-width:none;";this.b.appendChild(this.h);this.c.appendChild(this.f);this.a.appendChild(this.b);this.a.appendChild(this.c)}
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function t(a,b){a.a.style.cssText="max-width:none;min-width:20px;min-height:20px;display:inline-block;overflow:hidden;position:absolute;width:auto;margin:0;padding:0;top:-999px;white-space:nowrap;font-synthesis:none;font:"+b+";"}function y(a){var b=a.a.offsetWidth,c=b+100;a.f.style.width=c+"px";a.c.scrollLeft=c;a.b.scrollLeft=a.b.scrollWidth+100;return a.g!==b?(a.g=b,!0):!1}function z(a,b){function c(){var a=k;y(a)&&a.a.parentNode&&b(a.g)}var k=a;l(a.b,c);l(a.c,c);y(a)};function A(a,b){var c=b||{};this.family=a;this.style=c.style||"normal";this.weight=c.weight||"normal";this.stretch=c.stretch||"normal"}var B=null,C=null,E=null,F=null;function G(){if(null===C)if(J()&&/Apple/.test(window.navigator.vendor)){var a=/AppleWebKit\/([0-9]+)(?:\.([0-9]+))(?:\.([0-9]+))/.exec(window.navigator.userAgent);C=!!a&&603>parseInt(a[1],10)}else C=!1;return C}function J(){null===F&&(F=!!document.fonts);return F}
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function K(){if(null===E){var a=document.createElement("div");try{a.style.font="condensed 100px sans-serif"}catch(b){}E=""!==a.style.font}return E}function L(a,b){return[a.style,a.weight,K()?a.stretch:"","100px",b].join(" ")}
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A.prototype.load=function(a,b){var c=this,k=a||"BESbswy",q=0,D=b||3E3,H=(new Date).getTime();return new Promise(function(a,b){if(J()&&!G()){var M=new Promise(function(a,b){function e(){(new Date).getTime()-H>=D?b():document.fonts.load(L(c,'"'+c.family+'"'),k).then(function(c){1<=c.length?a():setTimeout(e,25)},function(){b()})}e()}),N=new Promise(function(a,c){q=setTimeout(c,D)});Promise.race([N,M]).then(function(){clearTimeout(q);a(c)},function(){b(c)})}else m(function(){function u(){var b;if(b=-1!=
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f&&-1!=g||-1!=f&&-1!=h||-1!=g&&-1!=h)(b=f!=g&&f!=h&&g!=h)||(null===B&&(b=/AppleWebKit\/([0-9]+)(?:\.([0-9]+))/.exec(window.navigator.userAgent),B=!!b&&(536>parseInt(b[1],10)||536===parseInt(b[1],10)&&11>=parseInt(b[2],10))),b=B&&(f==v&&g==v&&h==v||f==w&&g==w&&h==w||f==x&&g==x&&h==x)),b=!b;b&&(d.parentNode&&d.parentNode.removeChild(d),clearTimeout(q),a(c))}function I(){if((new Date).getTime()-H>=D)d.parentNode&&d.parentNode.removeChild(d),b(c);else{var a=document.hidden;if(!0===a||void 0===a)f=e.a.offsetWidth,
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g=n.a.offsetWidth,h=p.a.offsetWidth,u();q=setTimeout(I,50)}}var e=new r(k),n=new r(k),p=new r(k),f=-1,g=-1,h=-1,v=-1,w=-1,x=-1,d=document.createElement("div");d.dir="ltr";t(e,L(c,"sans-serif"));t(n,L(c,"serif"));t(p,L(c,"monospace"));d.appendChild(e.a);d.appendChild(n.a);d.appendChild(p.a);document.body.appendChild(d);v=e.a.offsetWidth;w=n.a.offsetWidth;x=p.a.offsetWidth;I();z(e,function(a){f=a;u()});t(e,L(c,'"'+c.family+'",sans-serif'));z(n,function(a){g=a;u()});t(n,L(c,'"'+c.family+'",serif'));
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z(p,function(a){h=a;u()});t(p,L(c,'"'+c.family+'",monospace'))})})};"object"===typeof module?module.exports=A:(window.FontFaceObserver=A,window.FontFaceObserver.prototype.load=A.prototype.load);}());
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})()
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@@ -0,0 +1,2 @@
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var gdjs;(e=>{class s{_x;_y;_angle;_length;_dirty=!1;_multiplier;constructor(t,i,h){this._x=t||0,this._y=i||0,this._angle=Math.atan2(i,t)*180/Math.PI,this._length=Math.sqrt(t*t+i*i),this._multiplier=h}getX(){return this._x}getY(){return this._y}setX(t){this._x=t,this._dirty=!0}setY(t){this._y=t,this._dirty=!0}setAngle(t){this._dirty&&(this._length=Math.sqrt(this._x*this._x+this._y*this._y),this._dirty=!1),this._angle=t;const i=t/180*Math.PI;this._x=Math.cos(i)*this._length,this._y=Math.sin(i)*this._length}setLength(t){this._dirty&&(this._angle=Math.atan2(this._y,this._x)*180/Math.PI,this._dirty=!1),this._length=t;const i=this._angle/180*Math.PI;this._x=Math.cos(i)*this._length,this._y=Math.sin(i)*this._length}getAngle(){return this._dirty&&(this._angle=Math.atan2(this._y,this._x)*180/Math.PI,this._length=Math.sqrt(this._x*this._x+this._y*this._y),this._dirty=!1),this._angle}getLength(){return this._dirty&&(this._angle=Math.atan2(this._y,this._x)*180/Math.PI,this._length=Math.sqrt(this._x*this._x+this._y*this._y),this._dirty=!1),this._length}getMultiplier(){return this._multiplier}setMultiplier(t){this._multiplier=t}}e.Force=s})(gdjs||={});
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//# sourceMappingURL=force.js.map
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{
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"version": 3,
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"sources": ["../../GDevelop/GDJS/Runtime/force.ts"],
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"sourcesContent": ["/*\n * GDevelop JS Platform\n * Copyright 2013-2016 Florian Rival (Florian.Rival@gmail.com). All rights reserved.\n * This project is released under the MIT License.\n */\nnamespace gdjs {\n /**\n * A vector used to move objects.\n */\n export class Force {\n _x: float;\n _y: float;\n _angle: float;\n _length: float;\n _dirty: boolean = false;\n _multiplier: integer;\n\n /**\n * @param x The initial x component\n * @param y The initial y component\n * @param multiplier The multiplier (0 for a force that disappear on next frame, 1 for a permanent force)\n */\n constructor(x: float, y: float, multiplier: integer) {\n this._x = x || 0;\n this._y = y || 0;\n this._angle = (Math.atan2(y, x) * 180) / Math.PI;\n this._length = Math.sqrt(x * x + y * y);\n this._multiplier = multiplier;\n }\n\n /**\n * Returns the X component of the force.\n */\n getX(): float {\n return this._x;\n }\n\n /**\n * Returns the Y component of the force.\n */\n getY(): float {\n return this._y;\n }\n\n /**\n * Set the x component of the force.\n * @param x The new X component\n */\n setX(x: float): void {\n this._x = x;\n this._dirty = true;\n }\n\n /**\n * Set the y component of the force.\n * @param y The new Y component\n */\n setY(y: float): void {\n this._y = y;\n this._dirty = true;\n }\n\n /**\n * Set the angle of the force.\n * @param angle The new angle\n */\n setAngle(angle: float): void {\n if (this._dirty) {\n this._length = Math.sqrt(this._x * this._x + this._y * this._y);\n this._dirty = false;\n }\n this._angle = angle;\n const angleInRadians = (angle / 180) * Math.PI;\n this._x = Math.cos(angleInRadians) * this._length;\n this._y = Math.sin(angleInRadians) * this._length;\n }\n\n /**\n * Set the length of the force.\n * @param len The length\n */\n setLength(len: number): void {\n if (this._dirty) {\n this._angle = (Math.atan2(this._y, this._x) * 180) / Math.PI;\n this._dirty = false;\n }\n this._length = len;\n const angleInRadians = (this._angle / 180) * Math.PI;\n this._x = Math.cos(angleInRadians) * this._length;\n this._y = Math.sin(angleInRadians) * this._length;\n }\n\n /**\n * Get the angle of the force\n */\n getAngle(): float {\n if (this._dirty) {\n this._angle = (Math.atan2(this._y, this._x) * 180) / Math.PI;\n this._length = Math.sqrt(this._x * this._x + this._y * this._y);\n this._dirty = false;\n }\n return this._angle;\n }\n\n /**\n * Get the length of the force\n */\n getLength(): float {\n if (this._dirty) {\n this._angle = (Math.atan2(this._y, this._x) * 180) / Math.PI;\n this._length = Math.sqrt(this._x * this._x + this._y * this._y);\n this._dirty = false;\n }\n return this._length;\n }\n\n /**\n * Return 1 (true) if the force is permanent, 0 (false) if it is instant.\n */\n getMultiplier(): integer {\n return this._multiplier;\n }\n\n /**\n * Set if the force multiplier.\n * @param multiplier The new value\n */\n setMultiplier(multiplier: integer): void {\n this._multiplier = multiplier;\n }\n }\n}\n"],
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"names": ["gdjs", "Force", "x", "y", "multiplier", "angle", "angleInRadians", "len"]
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}
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var gdjs;(t=>{const i=new t.Logger("Engine runtime");let u;(n=>{})(u=t.evtTools||={}),t.objectsTypes=new Hashtable,t.behaviorsTypes=new Hashtable,t.callbacksFirstRuntimeSceneLoaded=[],t.callbacksRuntimeSceneLoaded=[],t.callbacksRuntimeScenePreEvents=[],t.callbacksRuntimeScenePostEvents=[],t.callbacksRuntimeScenePaused=[],t.callbacksRuntimeSceneResumed=[],t.callbacksRuntimeSceneUnloading=[],t.callbacksRuntimeSceneUnloaded=[],t.callbacksObjectDeletedFromScene=[],t.gdevelopLogo="",t.rgbToHex=function(e,n,r){return""+((1<<24)+(e<<16)+(n<<8)+r).toString(16).slice(1)},t.hexToRGBColor=function(e){var n=parseInt(e.replace("#",""),16);return[n>>16&255,n>>8&255,n&255]},t.rgbOrHexToRGBColor=function(e){const n=e.split(";");return n.length===3?[parseInt(n[0],10),parseInt(n[1],10),parseInt(n[2],10)]:(0,t.hexToRGBColor)(e)},t.rgbOrHexStringToNumber=e=>{const n=t.rgbOrHexToRGBColor(e);return t.rgbToHexNumber(n[0],n[1],n[2])},t.rgbToHexNumber=function(e,n,r){return(e<<16)+(n<<8)+r},t.hexNumberToRGB=e=>({r:e>>16&255,g:e>>8&255,b:e&255,a:255}),t.hexNumberToRGBArray=e=>[e>>16&255,e>>8&255,e&255],t.random=function(e){return e<=0?0:Math.floor(Math.random()*(e+1))},t.randomInRange=function(e,n){return e+t.random(n-e)},t.randomFloat=function(e){return e<=0?0:Math.random()*e},t.randomFloatInRange=function(e,n){return e+t.randomFloat(n-e)},t.randomWithStep=function(e,n,r){return r<=0?e+t.random(n-e):e+t.random(Math.floor((n-e)/r))*r},t.toRad=function(e){return e/180*Math.PI},t.toDegrees=function(e){return e*180/Math.PI},t.registerObject=function(e,n){t.objectsTypes.put(e,n)},t.registerBehavior=function(e,n){t.behaviorsTypes.put(e,n)},t.registerFirstRuntimeSceneLoadedCallback=function(e){t.callbacksFirstRuntimeSceneLoaded.push(e)},t.registerRuntimeSceneLoadedCallback=function(e){t.callbacksRuntimeSceneLoaded.push(e)},t.registerRuntimeScenePreEventsCallback=function(e){t.callbacksRuntimeScenePreEvents.push(e)},t.registerRuntimeScenePostEventsCallback=function(e){t.callbacksRuntimeScenePostEvents.push(e)},t.registerRuntimeScenePausedCallback=function(e){t.callbacksRuntimeScenePaused.push(e)},t.registerRuntimeSceneResumedCallback=function(e){t.callbacksRuntimeSceneResumed.push(e)},t.registerRuntimeSceneUnloadingCallback=function(e){t.callbacksRuntimeSceneUnloading.push(e)},t.registerRuntimeSceneUnloadedCallback=function(e){t.callbacksRuntimeSceneUnloaded.push(e)},t.registerObjectDeletedFromSceneCallback=function(e){t.callbacksObjectDeletedFromScene.push(e)},t._unregisterCallback=function(e){const n=r=>{for(let o=0;o<r.length;)r[o]===e?r.splice(o,1):o++};n(t.callbacksFirstRuntimeSceneLoaded),n(t.callbacksRuntimeSceneLoaded),n(t.callbacksRuntimeScenePreEvents),n(t.callbacksRuntimeScenePostEvents),n(t.callbacksRuntimeScenePaused),n(t.callbacksRuntimeSceneResumed),n(t.callbacksRuntimeSceneUnloading),n(t.callbacksRuntimeSceneUnloaded),n(t.callbacksObjectDeletedFromScene)},t.registerGlobalCallbacks=function(){i.warn("You're calling gdjs.registerGlobalCallbacks. This method is now useless and you must not call it anymore.")},t.getObjectConstructor=function(e){return e!==void 0&&t.objectsTypes.containsKey(e)?t.objectsTypes.get(e):(i.warn('Object type "'+e+'" was not found.'),t.objectsTypes.get(""))},t.getBehaviorConstructor=function(e){return e!==void 0&&t.behaviorsTypes.containsKey(e)?t.behaviorsTypes.get(e):(i.warn('Behavior type "'+e+'" was not found.'),t.behaviorsTypes.get(""))},t.staticArray=function(e){return e._staticArray=e._staticArray||[],e._staticArray},t.staticArray2=function(e){return e._staticArray2=e._staticArray2||[],e._staticArray2},t.staticObject=function(e){return e._staticObject=e._staticObject||{},e._staticObject},t.objectsListsToArray=function(e){var n=t.staticArray(t.objectsListsToArray);e.values(n);for(var r=[],o=0;o<n.length;++o)for(var a=n[o],c=0;c<a.length;++c)r.push(a[c]);return r},t.copyArray=function(e,n){for(var r=e.length,o=0;o<r;++o)n[o]=e[o];n.length=r},t.makeUuid=function(){if(typeof crypto>"u"||!crypto.getRandomValues){const o=a=>a?(a^Math.random()*16>>a/4).toString(16):("10000000-1000-4000-8000"+-1e11).replace(/[018]/g,o);return o()}if(!t.makeUuid.hex){t.makeUuid.hex=[];for(var e=0;e<256;e++)t.makeUuid.hex[e]=(e<16?"0":"")+e.toString(16)}const n=t.makeUuid.hex;var r=crypto.getRandomValues(new Uint8Array(16));return r[6]=r[6]&15|64,r[8]=r[8]&63|128,n[r[0]]+n[r[1]]+n[r[2]]+n[r[3]]+"-"+n[r[4]]+n[r[5]]+"-"+n[r[6]]+n[r[7]]+"-"+n[r[8]]+n[r[9]]+"-"+n[r[10]]+n[r[11]]+n[r[12]]+n[r[13]]+n[r[14]]+n[r[15]]},t.nearlyEqual=(e,n,r)=>{const o=Math.abs(e),a=Math.abs(n),c=Math.abs(e-n);return e===n?!0:e==0||n==0||o+a<Number.EPSILON?c<r*Number.EPSILON:c/Math.min(o+a,Number.MAX_VALUE)<r};const l=[];t.registerAsynchronouslyLoadingLibraryPromise=e=>{l.push(e)},t.getAllAsynchronouslyLoadingLibraryPromise=()=>Promise.all(l)})(gdjs||={}),console.warn=console.warn||console.log,console.error=console.error||console.log;
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//# sourceMappingURL=gd.js.map
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{
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"version": 3,
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"sources": ["../../GDevelop/GDJS/Runtime/gd.ts"],
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"sourcesContent": ["/*\n * GDevelop JS Platform\n * Copyright 2013-2016 Florian Rival (Florian.Rival@gmail.com). All rights reserved.\n * This project is released under the MIT License.\n */\n\n/**\n * The `gdjs` namespace contains all classes and objects of the game engine.\n * @namespace gdjs\n */\nnamespace gdjs {\n const logger = new gdjs.Logger('Engine runtime');\n\n /**\n * Contains functions used by events (this is a convention only, functions can actually\n * be anywhere).\n * @namespace\n * @memberOf gdjs\n */\n export namespace evtTools {\n // @ts-ignore - This variable is unused on purpose.\n const thisIsUnusedButEnsureTheNamespaceIsDeclared = true;\n }\n\n export const objectsTypes = new Hashtable<typeof gdjs.RuntimeObject>();\n export const behaviorsTypes = new Hashtable<typeof gdjs.RuntimeBehavior>();\n\n type RuntimeSceneCallback = (runtimeScene: gdjs.RuntimeScene) => void;\n type RuntimeSceneRuntimeObjectCallback = (\n instanceContainer: gdjs.RuntimeInstanceContainer,\n runtimeObject: gdjs.RuntimeObject\n ) => void;\n\n export const callbacksFirstRuntimeSceneLoaded: Array<RuntimeSceneCallback> = [];\n export const callbacksRuntimeSceneLoaded: Array<RuntimeSceneCallback> = [];\n export const callbacksRuntimeScenePreEvents: Array<RuntimeSceneCallback> = [];\n export const callbacksRuntimeScenePostEvents: Array<RuntimeSceneCallback> = [];\n export const callbacksRuntimeScenePaused: Array<RuntimeSceneCallback> = [];\n export const callbacksRuntimeSceneResumed: Array<RuntimeSceneCallback> = [];\n export const callbacksRuntimeSceneUnloading: Array<RuntimeSceneCallback> = [];\n export const callbacksRuntimeSceneUnloaded: Array<RuntimeSceneCallback> = [];\n export const callbacksObjectDeletedFromScene: Array<RuntimeSceneRuntimeObjectCallback> = [];\n\n /** Base64 encoded logo of GDevelop for the splash screen. */\n export let gdevelopLogo: string = '';\n\n /**\n * Convert a RGB object to a Hex string.\n *\n * No \"#\" or \"0x\" are added.\n * @param r Red\n * @param g Green\n * @param b Blue\n */\n export const rgbToHex = function (\n r: integer,\n g: integer,\n b: integer\n ): string {\n return '' + ((1 << 24) + (r << 16) + (g << 8) + b).toString(16).slice(1);\n };\n\n /**\n * Convert a Hex string to an RGB color array [r, g, b], where each component is in the range [0, 255].\n *\n * @param {string} hex Color hexadecimal\n */\n export const hexToRGBColor = function (\n hexString: string\n ): [number, number, number] {\n var hexNumber = parseInt(hexString.replace('#', ''), 16);\n return [\n (hexNumber >> 16) & 0xff,\n (hexNumber >> 8) & 0xff,\n hexNumber & 0xff,\n ];\n };\n\n /**\n * Convert a RGB string (\"rrr;ggg;bbb\") or a Hex string (\"#rrggbb\") to a RGB color array ([r,g,b] with each component going from 0 to 255).\n * @param value The color as a RGB string or Hex string\n */\n export const rgbOrHexToRGBColor = function (\n value: string\n ): [number, number, number] {\n const splitValue = value.split(';');\n // If a RGB string is provided, return the RGB object.\n if (splitValue.length === 3) {\n return [\n parseInt(splitValue[0], 10),\n parseInt(splitValue[1], 10),\n parseInt(splitValue[2], 10),\n ];\n }\n // Otherwise, convert the Hex to RGB.\n return hexToRGBColor(value);\n };\n\n /**\n * Convert a RGB string (\"rrr;ggg;bbb\") or a Hex string (\"#rrggbb\") to a RGB color number.\n * @param rgbOrHexString The color as a RGB string or Hex string\n */\n export const rgbOrHexStringToNumber = (rgbOrHexString: string): integer => {\n const components = gdjs.rgbOrHexToRGBColor(rgbOrHexString);\n return gdjs.rgbToHexNumber(components[0], components[1], components[2]);\n };\n\n /**\n * Convert a RGB object to a Hex number.\n * @param r Red\n * @param g Green\n * @param b Blue\n */\n export const rgbToHexNumber = function (\n r: integer,\n g: integer,\n b: integer\n ): integer {\n return (r << 16) + (g << 8) + b;\n };\n\n /**\n * Convert a Hex number to a RGB color object ({r,g,b,a} with each component going from 0 to 255 and alpha set to 255).\n * @param hex Hex color\n */\n export const hexNumberToRGB = (\n hexNumber: number\n ): { r: integer; g: integer; b: integer; a: integer } => {\n return {\n r: (hexNumber >> 16) & 0xff,\n g: (hexNumber >> 8) & 0xff,\n b: hexNumber & 0xff,\n a: 255,\n };\n };\n\n /**\n * Convert a Hex number to a RGB color array([r,g,b] with each component going from 0 to 255).\n * @param hex Hex color\n */\n export const hexNumberToRGBArray = (\n hexNumber: number\n ): [integer, integer, integer] => {\n return [\n (hexNumber >> 16) & 0xff,\n (hexNumber >> 8) & 0xff,\n hexNumber & 0xff,\n ];\n };\n\n /**\n * Get a random integer between 0 and max.\n * @param max The maximum value (inclusive).\n */\n export const random = function (max: float): float {\n if (max <= 0) return 0;\n return Math.floor(Math.random() * (max + 1));\n };\n\n /**\n * Get a random integer between min and max.\n * @param min The minimum value (inclusive).\n * @param max The maximum value (inclusive).\n\n */\n export const randomInRange = function (min: float, max: float): float {\n return min + gdjs.random(max - min); // return min if min >= max\n };\n\n /**\n * Get a random float in the range 0 to less than max (inclusive of 0, but not max).\n * @param max The maximum value (exclusive).\n */\n export const randomFloat = function (max: float): float {\n if (max <= 0) return 0;\n return Math.random() * max;\n };\n\n /**\n * Get a random float between min and max\n * @param min The minimum value (inclusive).\n * @param max The maximum value (exclusive).\n * @returns {number}\n */\n export const randomFloatInRange = function (min: float, max: float): float {\n return min + gdjs.randomFloat(max - min); // return min if min >= max\n };\n\n /**\n * Get a random number between min and max in steps\n * @param min The minimum value (inclusive).\n * @param max The maximum value (inclusive).\n * @param step The interval between each value.\n * @returns {number}\n */\n export const randomWithStep = function (\n min: float,\n max: float,\n step: float\n ): float {\n if (step <= 0) return min + gdjs.random(max - min);\n return min + gdjs.random(Math.floor((max - min) / step)) * step; // return min if min >= max\n };\n\n /**\n * Convert an angle in degrees to radians.\n * @param angleInDegrees The angle in degrees.\n */\n export const toRad = function (angleInDegrees: float): float {\n return (angleInDegrees / 180) * Math.PI;\n };\n\n /**\n * Convert an angle in radians to degrees.\n * @param angleInRadians The angle in radians.\n */\n export const toDegrees = function (angleInRadians: float): float {\n return (angleInRadians * 180) / Math.PI;\n };\n\n /**\n * Register a runtime object (class extending {@link gdjs.RuntimeObject}) that can be used in a scene.\n *\n * The name of the type of the object must be complete, with the namespace if any. For\n * example, if you are providing a Text object in the TextObject extension, the full name\n * of the type of the object is \"TextObject::Text\".\n *\n * @param objectTypeName The name of the type of the Object.\n * @param Ctor The constructor of the Object.\n */\n export const registerObject = function (\n objectTypeName: string,\n Ctor: typeof gdjs.RuntimeObject\n ): void {\n gdjs.objectsTypes.put(objectTypeName, Ctor);\n };\n\n /**\n * Register a runtime behavior (class extending {@link gdjs.RuntimeBehavior}) that can be used by a\n * {@link gdjs.RuntimeObject}.\n *\n * The type of the behavior must be complete, with the namespace of the extension. For\n * example, if you are providing a Draggable behavior in the DraggableBehavior extension,\n * the full name of the type of the behavior is \"DraggableBehavior::Draggable\".\n *\n * @param behaviorTypeName The name of the type of the behavior.\n * @param Ctor The constructor of the Object.\n */\n export const registerBehavior = function (\n behaviorTypeName: string,\n Ctor: typeof gdjs.RuntimeBehavior\n ): void {\n gdjs.behaviorsTypes.put(behaviorTypeName, Ctor);\n };\n\n /**\n * Register a function to be called when the first {@link gdjs.RuntimeScene} is loaded, after\n * resources loading is done. This can be considered as the \"start of the game\".\n *\n * @param callback The function to be called.\n */\n export const registerFirstRuntimeSceneLoadedCallback = function (\n callback: RuntimeSceneCallback\n ): void {\n gdjs.callbacksFirstRuntimeSceneLoaded.push(callback);\n };\n\n /**\n * Register a function to be called when a scene is loaded.\n * @param callback The function to be called.\n */\n export const registerRuntimeSceneLoadedCallback = function (\n callback: RuntimeSceneCallback\n ): void {\n gdjs.callbacksRuntimeSceneLoaded.push(callback);\n };\n\n /**\n * Register a function to be called each time a scene is stepped (i.e: at every frame),\n * before events are run.\n * @param callback The function to be called.\n */\n export const registerRuntimeScenePreEventsCallback = function (\n callback: RuntimeSceneCallback\n ): void {\n gdjs.callbacksRuntimeScenePreEvents.push(callback);\n };\n\n /**\n * Register a function to be called each time a scene is stepped (i.e: at every frame),\n * after events are run and before rendering.\n * @param callback The function to be called.\n */\n export const registerRuntimeScenePostEventsCallback = function (\n callback: RuntimeSceneCallback\n ): void {\n gdjs.callbacksRuntimeScenePostEvents.push(callback);\n };\n\n /**\n * Register a function to be called when a scene is paused.\n * @param callback The function to be called.\n */\n export const registerRuntimeScenePausedCallback = function (\n callback: RuntimeSceneCallback\n ): void {\n gdjs.callbacksRuntimeScenePaused.push(callback);\n };\n\n /**\n * Register a function to be called when a scene is resumed.\n * @param callback The function to be called.\n */\n export const registerRuntimeSceneResumedCallback = function (\n callback: RuntimeSceneCallback\n ): void {\n gdjs.callbacksRuntimeSceneResumed.push(callback);\n };\n\n /**\n * Register a function to be called when a scene unload started. This is\n * before the object deletion and renderer destruction. It is safe to\n * manipulate these. It is **not** be safe to release resources as other\n * callbacks might do operations on objects or the scene.\n *\n * @param callback The function to be called.\n */\n export const registerRuntimeSceneUnloadingCallback = function (\n callback: RuntimeSceneCallback\n ): void {\n gdjs.callbacksRuntimeSceneUnloading.push(callback);\n };\n\n /**\n * Register a function to be called when a scene is unloaded. The objects\n * and renderer are now destroyed - it is **not** safe to do anything apart\n * from releasing resources.\n *\n * @param callback The function to be called.\n */\n export const registerRuntimeSceneUnloadedCallback = function (\n callback: RuntimeSceneCallback\n ): void {\n gdjs.callbacksRuntimeSceneUnloaded.push(callback);\n };\n\n /**\n * Register a function to be called when an object is deleted from a scene.\n * @param callback The function to be called.\n */\n export const registerObjectDeletedFromSceneCallback = function (\n callback: RuntimeSceneRuntimeObjectCallback\n ): void {\n gdjs.callbacksObjectDeletedFromScene.push(callback);\n };\n\n /**\n * Unregister a callback.\n * This should not be used apart from the code generated from extensions\n * events functions, to handle hot-reloading.\n * In any other case, a callback should be registered once, and only once.\n *\n * @internal\n */\n export const _unregisterCallback = function (callback: unknown): void {\n const filterArrayInPlace = (array: unknown[]) => {\n for (let i = 0; i < array.length; ) {\n if (array[i] === callback) {\n array.splice(i, 1);\n } else {\n i++;\n }\n }\n };\n\n filterArrayInPlace(callbacksFirstRuntimeSceneLoaded);\n filterArrayInPlace(callbacksRuntimeSceneLoaded);\n filterArrayInPlace(callbacksRuntimeScenePreEvents);\n filterArrayInPlace(callbacksRuntimeScenePostEvents);\n filterArrayInPlace(callbacksRuntimeScenePaused);\n filterArrayInPlace(callbacksRuntimeSceneResumed);\n filterArrayInPlace(callbacksRuntimeSceneUnloading);\n filterArrayInPlace(callbacksRuntimeSceneUnloaded);\n filterArrayInPlace(callbacksObjectDeletedFromScene);\n };\n\n /**\n * Keep this function until we're sure now client is using it anymore.\n * @deprecated\n * @private\n */\n export const registerGlobalCallbacks = function (): void {\n logger.warn(\n \"You're calling gdjs.registerGlobalCallbacks. This method is now useless and you must not call it anymore.\"\n );\n };\n\n /**\n * Get the constructor of an object.\n *\n * @param name The name of the type of the object.\n */\n export const getObjectConstructor = function (\n name: string\n ): typeof gdjs.RuntimeObject {\n if (name !== undefined && gdjs.objectsTypes.containsKey(name))\n return gdjs.objectsTypes.get(name);\n\n logger.warn('Object type \"' + name + '\" was not found.');\n return gdjs.objectsTypes.get(''); //Create a base empty runtime object.\n };\n\n /**\n * Get the constructor of a behavior.\n *\n * @param name The name of the type of the behavior.\n */\n export const getBehaviorConstructor = function (\n name: string\n ): typeof gdjs.RuntimeBehavior {\n if (name !== undefined && gdjs.behaviorsTypes.containsKey(name))\n return gdjs.behaviorsTypes.get(name);\n\n logger.warn('Behavior type \"' + name + '\" was not found.');\n return gdjs.behaviorsTypes.get(''); //Create a base empty runtime behavior.\n };\n\n /**\n * Create a static array that won't need a new allocation each time it's used.\n * @param owner The owner of the Array.\n */\n export const staticArray = function (owner: any): Array<any> {\n owner._staticArray = owner._staticArray || [];\n return owner._staticArray;\n };\n\n /**\n * Create a second static array that won't need a new allocation each time it's used.\n * @param owner The owner of the Array.\n */\n export const staticArray2 = function (owner: any): Array<any> {\n owner._staticArray2 = owner._staticArray2 || [];\n return owner._staticArray2;\n };\n\n /**\n * Create a static object that won't need a new allocation each time it's used.\n * @param owner The owner of the Array.\n */\n export const staticObject = function (owner: any): Object {\n owner._staticObject = owner._staticObject || {};\n return owner._staticObject;\n };\n\n /**\n * Return a new array of objects that is the concatenation of all the objects passed\n * as parameters.\n * @param objectsLists\n * @returns {Array}\n */\n export const objectsListsToArray = function (\n objectsLists: Hashtable<RuntimeObject>\n ): Array<RuntimeObject> {\n var lists = gdjs.staticArray(gdjs.objectsListsToArray);\n objectsLists.values(lists);\n\n var result: Array<RuntimeObject> = [];\n for (var i = 0; i < lists.length; ++i) {\n var arr = lists[i];\n for (var k = 0; k < arr.length; ++k) {\n result.push(arr[k]);\n }\n }\n return result;\n };\n\n /**\n * Copy the element for the first array into the second array, so that\n * both array contains the same elements.\n * @param src The source array\n * @param dst The destination array\n */\n export const copyArray = function <T>(src: Array<T>, dst: Array<T>): void {\n var len = src.length;\n for (var i = 0; i < len; ++i) {\n dst[i] = src[i];\n }\n dst.length = len;\n };\n\n interface MakeUUID {\n (): string;\n hex?: string[];\n }\n\n /**\n * Generate a UUID v4.\n * @returns The generated UUID.\n */\n export const makeUuid = <MakeUUID>function (): string {\n // Fallback to non cryptographically secure UUIDs if not supported\n if (typeof crypto === 'undefined' || !crypto.getRandomValues) {\n const makeMathRandomUuid = (a?: any): string => {\n return a\n ? (a ^ ((Math.random() * 16) >> (a / 4))).toString(16)\n : ('' + 1e7 + -1e3 + -4e3 + -8e3 + -1e11).replace(\n /[018]/g,\n makeMathRandomUuid\n );\n };\n\n return makeMathRandomUuid();\n }\n\n if (!gdjs.makeUuid.hex) {\n gdjs.makeUuid.hex = [];\n\n for (var i = 0; i < 256; i++) {\n gdjs.makeUuid.hex[i] = (i < 16 ? '0' : '') + i.toString(16);\n }\n }\n const hex = gdjs.makeUuid.hex;\n\n var r = crypto.getRandomValues(new Uint8Array(16));\n r[6] = (r[6] & 0x0f) | 0x40;\n r[8] = (r[8] & 0x3f) | 0x80;\n\n return (\n hex[r[0]] +\n hex[r[1]] +\n hex[r[2]] +\n hex[r[3]] +\n '-' +\n hex[r[4]] +\n hex[r[5]] +\n '-' +\n hex[r[6]] +\n hex[r[7]] +\n '-' +\n hex[r[8]] +\n hex[r[9]] +\n '-' +\n hex[r[10]] +\n hex[r[11]] +\n hex[r[12]] +\n hex[r[13]] +\n hex[r[14]] +\n hex[r[15]]\n );\n };\n\n /**\n * See https://floating-point-gui.de/errors/comparison/\n * @param a\n * @param b\n * @param epsilon the relative margin error\n * @returns true when a and b are within a relative margin error.\n */\n export const nearlyEqual = (a: float, b: float, epsilon: float): boolean => {\n const absA = Math.abs(a);\n const absB = Math.abs(b);\n const diff = Math.abs(a - b);\n\n if (a === b) {\n // shortcut, handles infinities\n return true;\n } else if (a == 0 || b == 0 || absA + absB < Number.EPSILON) {\n // a or b is zero or both are extremely close to it\n // relative error is less meaningful here\n return diff < epsilon * Number.EPSILON;\n } else {\n // use relative error\n return diff / Math.min(absA + absB, Number.MAX_VALUE) < epsilon;\n }\n };\n\n const asynchronouslyLoadingLibraryPromises: Array<Promise<any>> = [];\n\n /**\n * Register a promise which will be resolved when a third party library has\n * finished loading (and is required to load before launching the game).\n *\n * This method must be called by any library that loads asynchronously.\n */\n export const registerAsynchronouslyLoadingLibraryPromise = (\n promise: Promise<any>\n ): void => {\n asynchronouslyLoadingLibraryPromises.push(promise);\n };\n\n /**\n * @returns a promise resolved when all all third party libraries, which need\n * to be loaded before the game startup, are loaded. If a library fails\n * loading, this will be rejected.\n */\n export const getAllAsynchronouslyLoadingLibraryPromise = (): Promise<\n any[]\n > => {\n return Promise.all(asynchronouslyLoadingLibraryPromises);\n };\n}\n\n// Make sure console.warn and console.error are available.\nconsole.warn = console.warn || console.log;\nconsole.error = console.error || console.log;\n"],
|
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5
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+
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6
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+
"names": ["gdjs", "logger", "evtTools", "r", "g", "b", "hexString", "hexNumber", "value", "splitValue", "rgbOrHexString", "components", "max", "min", "step", "angleInDegrees", "angleInRadians", "objectTypeName", "Ctor", "behaviorTypeName", "callback", "filterArrayInPlace", "array", "i", "name", "owner", "objectsLists", "lists", "result", "arr", "k", "src", "dst", "len", "makeMathRandomUuid", "hex", "a", "epsilon", "absA", "absB", "diff", "asynchronouslyLoadingLibraryPromises", "promise"]
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7
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+
}
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@@ -0,0 +1,2 @@
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1
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+
var gdjs;(f=>{const g=new f.Logger("Audio manager"),m={preload:!0,onplayerror:(d,e)=>g.error("Can't play an audio file: "+e),onloaderror:(d,e)=>g.error("Error while loading an audio file: "+e)},w=d=>d>1?1:d<0?0:d;class H{_id=null;_howl;_initialVolume;_loop;_rate;_oncePlay=[];_onPlay=[];constructor(e,t,s,i){this._howl=e,this._initialVolume=w(t),this._loop=s,this._rate=i}isLoaded(){return this._howl.state()==="loaded"}play(){if(this.isLoaded()){const e=this._howl.play(this._id===null?"__default":this._id);this._id=e,this._howl.volume(this._initialVolume,e),this._howl.loop(this._loop,e),this._howl.rate(f.HowlerSoundManager.clampRate(this._rate),e),this._onPlay.forEach(t=>{this.on("play",t),t(e)}),this._oncePlay.forEach(t=>t(e)),this._onPlay=[],this._oncePlay=[]}else this._howl.once("load",()=>this.play());return this}pause(){return this._id!==null&&this._howl.pause(this._id),this}stop(){return this._id!==null&&this._howl.stop(this._id),this}playing(){return(this._id!==null?this._howl.playing(this._id):!0)||!this.isLoaded()}paused(){return!this.playing()}stopped(){return this.paused()&&this.getSeek()===0}getRate(){return this._rate}setRate(e){return this._rate=e,this._id!==null&&(e=f.HowlerSoundManager.clampRate(e),this._howl.rate(e,this._id)),this}getLoop(){return this._loop}setLoop(e){return this._loop=e,this._id!==null&&this._howl.loop(e,this._id),this}getVolume(){return this._id===null?this._initialVolume:this._howl.volume(this._id)}setVolume(e){return this._initialVolume=w(e),this._id!==null&&this._howl.volume(this._initialVolume,this._id),this}getMute(){return this._id===null?!1:this._howl.mute(this._id)}setMute(e){return this._id!==null&&this._howl.mute(e,this._id),this}getSeek(){return this._id===null?0:this._howl.seek(this._id)}setSeek(e){return this._id!==null&&this._howl.seek(e,this._id),this}getSpatialPosition(e){return this._id===null?0:this._howl.pos(this._id)[e==="x"?0:e==="y"?1:2]}setSpatialPosition(e,t,s){return this._id!==null&&this._howl.pos(e,t,s,this._id),this}fade(e,t,s){return this._id!==null&&this._howl.fade(w(e),w(t),s,this._id),this}on(e,t){return e==="play"?this._id===null?this._onPlay.push(t):this._howl.on(e,t,this._id):this._id===null?this.once("play",()=>this.on(e,t)):this._howl.on(e,t,this._id),this}once(e,t){return e==="play"?this._id===null?this._oncePlay.push(t):this.playing()?t(this._id):this._howl.once(e,t,this._id):this._id===null?this.once("play",()=>this.once(e,t)):this._howl.once(e,t,this._id),this}off(e,t){return this._id!==null&&this._howl.off(e,t,this._id),this}}f.HowlerSound=H;class b{_loadedMusics={};_loadedSounds={};_resources;_availableResources={};_globalVolume=100;_sounds={};_musics={};_freeSounds=[];_freeMusics=[];_pausedSounds=[];_paused=!1;_resourcesLoader;constructor(e,t){this._resources=e,this._resourcesLoader=t;const s=this;document.addEventListener("deviceready",function(){document.addEventListener("pause",function(){const i=s._freeSounds.concat(s._freeMusics);for(let o in s._sounds)s._sounds.hasOwnProperty(o)&&i.push(s._sounds[o]);for(let o in s._musics)s._musics.hasOwnProperty(o)&&i.push(s._musics[o]);for(let o=0;o<i.length;o++){const l=i[o];!l.paused()&&!l.stopped()&&(l.pause(),s._pausedSounds.push(l))}s._paused=!0},!1),document.addEventListener("resume",function(){for(let i=0;i<s._pausedSounds.length;i++){const o=s._pausedSounds[i];o.stopped()||o.play()}s._pausedSounds.length=0,s._paused=!1},!1)})}setResources(e){this._resources=e}static clampRate(e){return e>4?4:e<.5?.5:e}_getFileFromSoundName(e){return this._availableResources.hasOwnProperty(e)&&this._availableResources[e].file?this._availableResources[e].file:e}_storeSoundInArray(e,t){for(let s=0,i=e.length;s<i;++s)if(e[s]!==null&&e[s].stopped())return e[s]=t,t;return e.push(t),t}createHowlerSound(e,t,s,i,o){const l=this._getFileFromSoundName(e),r=t?this._loadedMusics:this._loadedSounds;return r.hasOwnProperty(l)||(r[l]=new Howl(Object.assign({src:[this._resourcesLoader.getFullUrl(l)],html5:t,xhr:{withCredentials:this._resourcesLoader.checkIfCredentialsRequired(l)},volume:0},m))),new f.HowlerSound(r[l],s,i,o)}loadAudio(e,t){const s=this._getFileFromSoundName(e),i=t?this._loadedMusics:this._loadedSounds;i.hasOwnProperty(s)||(i[s]=new Howl(Object.assign({src:[this._resourcesLoader.getFullUrl(s)],html5:t,xhr:{withCredentials:this._resourcesLoader.checkIfCredentialsRequired(s)},volume:0},m)))}unloadAudio(e,t){const s=this._getFileFromSoundName(e),i=t?this._loadedMusics:this._loadedSounds;if(!i[s])return;const o=i[s];function l(r){for(let _ in r)r[_]&&r[_]._howl===o&&(r[_].stop(),delete r[_])}l(this._freeMusics),l(this._freeSounds),l(Object.values(this._musics)),l(Object.values(this._sounds)),l(this._pausedSounds),i[s].unload(),delete i[s]}unloadAll(){Howler.unload(),this._freeSounds.length=0,this._freeMusics.length=0,this._sounds={},this._musics={},this._pausedSounds.length=0,this._loadedMusics={},this._loadedSounds={}}playSound(e,t,s,i){const o=this.createHowlerSound(e,!1,s/100,t,i);this._storeSoundInArray(this._freeSounds,o),o.once("play",()=>{this._paused&&(o.pause(),this._pausedSounds.push(o))}),o.play()}playSoundOnChannel(e,t,s,i,o){this._sounds[t]&&this._sounds[t].stop();const l=this.createHowlerSound(e,!1,i/100,s,o);this._sounds[t]=l,l.once("play",()=>{this._paused&&(l.pause(),this._pausedSounds.push(l))}),l.play()}getSoundOnChannel(e){return this._sounds[e]||null}playMusic(e,t,s,i){const o=this.createHowlerSound(e,!0,s/100,t,i);this._storeSoundInArray(this._freeMusics,o),o.once("play",()=>{this._paused&&(o.pause(),this._pausedSounds.push(o))}),o.play()}playMusicOnChannel(e,t,s,i,o){this._musics[t]&&this._musics[t].stop();const l=this.createHowlerSound(e,!0,i/100,s,o);this._musics[t]=l,l.once("play",()=>{this._paused&&(l.pause(),this._pausedSounds.push(l))}),l.play()}getMusicOnChannel(e){return this._musics[e]||null}setGlobalVolume(e){this._globalVolume=e,this._globalVolume>100&&(this._globalVolume=100),this._globalVolume<0&&(this._globalVolume=0),Howler.volume(this._globalVolume/100)}getGlobalVolume(){return this._globalVolume}clearAll(){Howler.stop(),this._freeSounds.length=0,this._freeMusics.length=0,this._sounds={},this._musics={},this._pausedSounds.length=0}preloadAudio(e,t,s){s=s||this._resources;const i={};for(let a=0,u=s.length;a<u;++a){let n=s[a];if(n.file&&n.kind==="audio"){if(this._availableResources[n.name])continue;this._availableResources[n.name]=n,i[n.file]=(i[n.file]||[]).concat(n)}}const o=Object.keys(i),l=o.length;if(l===0)return t(l);let r=0;const _=(a,u)=>{if(u&&g.warn("There was an error while preloading an audio file: "+u),r++,r===l)return t(l);e(r,l),y()},S=(a,u,n)=>{const c=n?this._loadedMusics:this._loadedSounds;c[a]=new Howl(Object.assign({},m,{src:[this._resourcesLoader.getFullUrl(a)],onload:u,onloaderror:u,html5:n,xhr:{withCredentials:this._resourcesLoader.checkIfCredentialsRequired(a)},volume:0}))},y=()=>{if(!o.length)return;const a=o.shift(),u=i[a][0];let n=0;const c=(h,p)=>{n--,n||_(h,p)};if(u.preloadAsMusic&&(n++,S(a,c,!0)),u.preloadAsSound)n++,S(a,c,!1);else if(u.preloadInCache){n++;const h=new XMLHttpRequest;h.withCredentials=this._resourcesLoader.checkIfCredentialsRequired(a),h.addEventListener("load",c),h.addEventListener("error",p=>c(p,"XHR error: "+a)),h.addEventListener("abort",p=>c(p,"XHR abort: "+a)),h.open("GET",this._resourcesLoader.getFullUrl(a)),h.send()}n||_()};y()}}f.HowlerSoundManager=b,f.SoundManager=b})(gdjs||={});
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