gdcore-tools 2.0.0-gd-v5.5.224-autobuild → 2.0.0-gd-v5.5.226-autobuild

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Files changed (202) hide show
  1. package/dist/Runtime/CustomRuntimeObject.js +1 -1
  2. package/dist/Runtime/CustomRuntimeObject.js.map +2 -2
  3. package/dist/Runtime/CustomRuntimeObject2D.js.map +2 -2
  4. package/dist/Runtime/Extensions/3D/A_RuntimeObject3D.js.map +2 -2
  5. package/dist/Runtime/Extensions/3D/Base3DBehavior.js.map +2 -2
  6. package/dist/Runtime/Extensions/3D/Cube3DRuntimeObject.js +1 -1
  7. package/dist/Runtime/Extensions/3D/Cube3DRuntimeObject.js.map +2 -2
  8. package/dist/Runtime/Extensions/3D/Cube3DRuntimeObjectPixiRenderer.js +1 -1
  9. package/dist/Runtime/Extensions/3D/Cube3DRuntimeObjectPixiRenderer.js.map +2 -2
  10. package/dist/Runtime/Extensions/3D/CustomRuntimeObject3D.js.map +2 -2
  11. package/dist/Runtime/Extensions/3D/CustomRuntimeObject3DRenderer.js +1 -1
  12. package/dist/Runtime/Extensions/3D/CustomRuntimeObject3DRenderer.js.map +2 -2
  13. package/dist/Runtime/Extensions/3D/JsExtension.js +219 -108
  14. package/dist/Runtime/Extensions/3D/Model3DRuntimeObject.js +1 -1
  15. package/dist/Runtime/Extensions/3D/Model3DRuntimeObject.js.map +2 -2
  16. package/dist/Runtime/Extensions/3D/Model3DRuntimeObject3DRenderer.js +1 -1
  17. package/dist/Runtime/Extensions/3D/Model3DRuntimeObject3DRenderer.js.map +2 -2
  18. package/dist/Runtime/Extensions/AdMob/JsExtension.js +63 -1
  19. package/dist/Runtime/Extensions/AdMob/admobtools.js +1 -1
  20. package/dist/Runtime/Extensions/AdMob/admobtools.js.map +2 -2
  21. package/dist/Runtime/Extensions/AdvancedWindow/electron-advancedwindowtools.js.map +2 -2
  22. package/dist/Runtime/Extensions/AnchorBehavior/anchorruntimebehavior.js +1 -1
  23. package/dist/Runtime/Extensions/AnchorBehavior/anchorruntimebehavior.js.map +2 -2
  24. package/dist/Runtime/Extensions/BBText/JsExtension.js +10 -9
  25. package/dist/Runtime/Extensions/BBText/bbtextruntimeobject.js.map +2 -2
  26. package/dist/Runtime/Extensions/BitmapText/JsExtension.js +4 -6
  27. package/dist/Runtime/Extensions/BitmapText/bitmaptextruntimeobject-pixi-renderer.js.map +2 -2
  28. package/dist/Runtime/Extensions/BitmapText/bitmaptextruntimeobject.js.map +2 -2
  29. package/dist/Runtime/Extensions/DialogueTree/dialoguetools.js.map +2 -2
  30. package/dist/Runtime/Extensions/DraggableBehavior/draggableruntimebehavior.js.map +2 -2
  31. package/dist/Runtime/Extensions/Effects/adjustment-pixi-filter.js.map +2 -2
  32. package/dist/Runtime/Extensions/Effects/advanced-bloom-pixi-filter.js.map +2 -2
  33. package/dist/Runtime/Extensions/Effects/ascii-pixi-filter.js.map +2 -2
  34. package/dist/Runtime/Extensions/Effects/bevel-pixi-filter.js.map +2 -2
  35. package/dist/Runtime/Extensions/Effects/black-and-white-pixi-filter.js.map +2 -2
  36. package/dist/Runtime/Extensions/Effects/blending-mode-pixi-filter.js.map +2 -2
  37. package/dist/Runtime/Extensions/Effects/brightness-pixi-filter.js.map +2 -2
  38. package/dist/Runtime/Extensions/Effects/bulge-pinch-pixi-filter.js.map +2 -2
  39. package/dist/Runtime/Extensions/Effects/color-map-pixi-filter.js.map +2 -2
  40. package/dist/Runtime/Extensions/Effects/color-replace-pixi-filter.js.map +2 -2
  41. package/dist/Runtime/Extensions/Effects/crt-pixi-filter.js.map +2 -2
  42. package/dist/Runtime/Extensions/Effects/displacement-pixi-filter.js.map +2 -2
  43. package/dist/Runtime/Extensions/Effects/dot-pixi-filter.js.map +2 -2
  44. package/dist/Runtime/Extensions/Effects/drop-shadow-pixi-filter.js.map +2 -2
  45. package/dist/Runtime/Extensions/Effects/glitch-pixi-filter.js.map +2 -2
  46. package/dist/Runtime/Extensions/Effects/glow-pixi-filter.js.map +2 -2
  47. package/dist/Runtime/Extensions/Effects/godray-pixi-filter.js.map +2 -2
  48. package/dist/Runtime/Extensions/Effects/kawase-blur-pixi-filter.js.map +2 -2
  49. package/dist/Runtime/Extensions/Effects/noise-pixi-filter.js.map +2 -2
  50. package/dist/Runtime/Extensions/Effects/old-film-pixi-filter.js.map +2 -2
  51. package/dist/Runtime/Extensions/Effects/outline-pixi-filter.js.map +2 -2
  52. package/dist/Runtime/Extensions/Effects/pixelate-pixi-filter.js.map +2 -2
  53. package/dist/Runtime/Extensions/Effects/pixi-filters/types/drop-shadow/types.d.ts +10 -4
  54. package/dist/Runtime/Extensions/Effects/radial-blur-pixi-filter.js.map +2 -2
  55. package/dist/Runtime/Extensions/Effects/reflection-pixi-filter.js.map +2 -2
  56. package/dist/Runtime/Extensions/Effects/rgb-split-pixi-filter.js.map +2 -2
  57. package/dist/Runtime/Extensions/Effects/sepia-pixi-filter.js.map +2 -2
  58. package/dist/Runtime/Extensions/Effects/shockwave-pixi-filter.js.map +2 -2
  59. package/dist/Runtime/Extensions/Effects/tilt-shift-pixi-filter.js.map +2 -2
  60. package/dist/Runtime/Extensions/Effects/twist-pixi-filter.js.map +2 -2
  61. package/dist/Runtime/Extensions/Effects/zoom-blur-pixi-filter.js.map +2 -2
  62. package/dist/Runtime/Extensions/ExampleJsExtension/dummyeffect.js.map +2 -2
  63. package/dist/Runtime/Extensions/FacebookInstantGames/facebookinstantgamestools.js.map +2 -2
  64. package/dist/Runtime/Extensions/Firebase/A_firebasejs/firebase.d.ts +5 -4
  65. package/dist/Runtime/Extensions/Firebase/B_firebasetools/D_cloudfirestoretools.js.map +2 -2
  66. package/dist/Runtime/Extensions/Firebase/B_firebasetools/D_remoteconfigtools.js.map +2 -2
  67. package/dist/Runtime/Extensions/Firebase/JsExtension.js +21 -21
  68. package/dist/Runtime/Extensions/JsExtensionTypes.d.ts +1 -0
  69. package/dist/Runtime/Extensions/Leaderboards/leaderboardstools.js.map +2 -2
  70. package/dist/Runtime/Extensions/Lighting/JsExtension.js +2 -2
  71. package/dist/Runtime/Extensions/Lighting/lightobstacleruntimebehavior.js.map +2 -2
  72. package/dist/Runtime/Extensions/Lighting/lightruntimeobject-pixi-renderer.js.map +2 -2
  73. package/dist/Runtime/Extensions/Lighting/lightruntimeobject.js.map +2 -2
  74. package/dist/Runtime/Extensions/LinkedObjects/linkedobjects.js.map +2 -2
  75. package/dist/Runtime/Extensions/Multiplayer/JsExtension.js +122 -0
  76. package/dist/Runtime/Extensions/Multiplayer/messageManager.js.map +2 -2
  77. package/dist/Runtime/Extensions/Multiplayer/multiplayerVariablesManager.js.map +2 -2
  78. package/dist/Runtime/Extensions/Multiplayer/multiplayercomponents.js +1 -1
  79. package/dist/Runtime/Extensions/Multiplayer/multiplayercomponents.js.map +2 -2
  80. package/dist/Runtime/Extensions/Multiplayer/multiplayerobjectruntimebehavior.js.map +2 -2
  81. package/dist/Runtime/Extensions/Multiplayer/multiplayertools.js +1 -1
  82. package/dist/Runtime/Extensions/Multiplayer/multiplayertools.js.map +2 -2
  83. package/dist/Runtime/Extensions/Multiplayer/peerJsHelper.js +1 -1
  84. package/dist/Runtime/Extensions/Multiplayer/peerJsHelper.js.map +2 -2
  85. package/dist/Runtime/Extensions/Multiplayer/peerjs.d.ts +8 -10
  86. package/dist/Runtime/Extensions/P2P/peerjs.d.ts +8 -10
  87. package/dist/Runtime/Extensions/PanelSpriteObject/panelspriteruntimeobject-pixi-renderer.js.map +2 -2
  88. package/dist/Runtime/Extensions/PanelSpriteObject/panelspriteruntimeobject.js.map +2 -2
  89. package/dist/Runtime/Extensions/ParticleSystem/particleemitterobject-pixi-renderer.js.map +2 -2
  90. package/dist/Runtime/Extensions/ParticleSystem/particleemitterobject.js.map +2 -2
  91. package/dist/Runtime/Extensions/ParticleSystem/pixi-particles-pixi-renderer.d.ts +2 -1
  92. package/dist/Runtime/Extensions/PathfindingBehavior/pathfindingobstacleruntimebehavior.js.map +2 -2
  93. package/dist/Runtime/Extensions/PathfindingBehavior/pathfindingruntimebehavior.js.map +2 -2
  94. package/dist/Runtime/Extensions/Physics2Behavior/JsExtension.js +106 -106
  95. package/dist/Runtime/Extensions/Physics2Behavior/box2d.d.ts +13 -7
  96. package/dist/Runtime/Extensions/Physics2Behavior/physics2runtimebehavior.js.map +2 -2
  97. package/dist/Runtime/Extensions/Physics3DBehavior/Physics3DRuntimeBehavior.js.map +2 -2
  98. package/dist/Runtime/Extensions/Physics3DBehavior/PhysicsCharacter3DRuntimeBehavior.js +1 -1
  99. package/dist/Runtime/Extensions/Physics3DBehavior/PhysicsCharacter3DRuntimeBehavior.js.map +2 -2
  100. package/dist/Runtime/Extensions/PhysicsBehavior/physicsruntimebehavior.js.map +2 -2
  101. package/dist/Runtime/Extensions/PlatformBehavior/platformerobjectruntimebehavior.js.map +2 -2
  102. package/dist/Runtime/Extensions/PlatformBehavior/platformruntimebehavior.js.map +2 -2
  103. package/dist/Runtime/Extensions/PlayerAuthentication/playerauthenticationcomponents.js.map +1 -1
  104. package/dist/Runtime/Extensions/PlayerAuthentication/playerauthenticationtools.js +1 -1
  105. package/dist/Runtime/Extensions/PlayerAuthentication/playerauthenticationtools.js.map +2 -2
  106. package/dist/Runtime/Extensions/PrimitiveDrawing/shapepainterruntimeobject-pixi-renderer.js.map +2 -2
  107. package/dist/Runtime/Extensions/PrimitiveDrawing/shapepainterruntimeobject.js.map +2 -2
  108. package/dist/Runtime/Extensions/SpatialSound/spatialsoundtools.js +1 -1
  109. package/dist/Runtime/Extensions/SpatialSound/spatialsoundtools.js.map +2 -2
  110. package/dist/Runtime/Extensions/Spine/JsExtension.js +5 -4
  111. package/dist/Runtime/Extensions/Spine/managers/pixi-spine-atlas-manager.js +1 -1
  112. package/dist/Runtime/Extensions/Spine/managers/pixi-spine-atlas-manager.js.map +2 -2
  113. package/dist/Runtime/Extensions/Spine/managers/pixi-spine-manager.js +1 -1
  114. package/dist/Runtime/Extensions/Spine/managers/pixi-spine-manager.js.map +2 -2
  115. package/dist/Runtime/Extensions/Spine/spineruntimeobject-pixi-renderer.js +1 -1
  116. package/dist/Runtime/Extensions/Spine/spineruntimeobject-pixi-renderer.js.map +2 -2
  117. package/dist/Runtime/Extensions/Spine/spineruntimeobject.js.map +2 -2
  118. package/dist/Runtime/Extensions/Steamworks/JsExtension.js +12 -12
  119. package/dist/Runtime/Extensions/Steamworks/Z_steamworksinputtools.js.map +2 -2
  120. package/dist/Runtime/Extensions/Steamworks/steamworkstools.js.map +2 -2
  121. package/dist/Runtime/Extensions/TextEntryObject/textentryruntimeobject-pixi-renderer.js.map +2 -2
  122. package/dist/Runtime/Extensions/TextInput/textinputruntimeobject-pixi-renderer.js +1 -1
  123. package/dist/Runtime/Extensions/TextInput/textinputruntimeobject-pixi-renderer.js.map +2 -2
  124. package/dist/Runtime/Extensions/TextInput/textinputruntimeobject.js.map +2 -2
  125. package/dist/Runtime/Extensions/TextObject/textruntimeobject-pixi-renderer.js.map +2 -2
  126. package/dist/Runtime/Extensions/TextObject/textruntimeobject.js.map +2 -2
  127. package/dist/Runtime/Extensions/TileMap/JsExtension.js +20 -18
  128. package/dist/Runtime/Extensions/TileMap/TileMapRuntimeManager.js.map +2 -2
  129. package/dist/Runtime/Extensions/TileMap/collision/TransformedTileMap.js.map +2 -2
  130. package/dist/Runtime/Extensions/TileMap/helper/dts/model/TileMapModel.d.ts +1 -3
  131. package/dist/Runtime/Extensions/TileMap/simpletilemapruntimeobject.js.map +2 -2
  132. package/dist/Runtime/Extensions/TileMap/tilemapcollisionmaskruntimeobject.js.map +2 -2
  133. package/dist/Runtime/Extensions/TileMap/tilemapruntimeobject-pixi-renderer.js.map +1 -1
  134. package/dist/Runtime/Extensions/TileMap/tilemapruntimeobject.js.map +2 -2
  135. package/dist/Runtime/Extensions/TiledSpriteObject/tiledspriteruntimeobject-pixi-renderer.js.map +2 -2
  136. package/dist/Runtime/Extensions/TiledSpriteObject/tiledspriteruntimeobject.js.map +2 -2
  137. package/dist/Runtime/Extensions/TopDownMovementBehavior/topdownmovementruntimebehavior.js.map +2 -2
  138. package/dist/Runtime/Extensions/TweenBehavior/tweenruntimebehavior.js.map +1 -1
  139. package/dist/Runtime/Extensions/Video/JsExtension.js +2 -1
  140. package/dist/Runtime/Extensions/Video/videoruntimeobject-pixi-renderer.js.map +2 -2
  141. package/dist/Runtime/Extensions/Video/videoruntimeobject.js.map +2 -2
  142. package/dist/Runtime/InAppTutorialMessage.js +6 -0
  143. package/dist/Runtime/InAppTutorialMessage.js.map +7 -0
  144. package/dist/Runtime/Model3DManager.js.map +2 -2
  145. package/dist/Runtime/ResourceLoader.js.map +2 -2
  146. package/dist/Runtime/RuntimeCustomObjectLayer.js +1 -1
  147. package/dist/Runtime/RuntimeCustomObjectLayer.js.map +2 -2
  148. package/dist/Runtime/RuntimeInstanceContainer.js.map +1 -1
  149. package/dist/Runtime/RuntimeLayer.js.map +2 -2
  150. package/dist/Runtime/SpriteAnimator.js.map +2 -2
  151. package/dist/Runtime/affinetransformation.js.map +1 -1
  152. package/dist/Runtime/debugger-client/abstract-debugger-client.js.map +2 -2
  153. package/dist/Runtime/debugger-client/hot-reloader.js +2 -2
  154. package/dist/Runtime/debugger-client/hot-reloader.js.map +2 -2
  155. package/dist/Runtime/debugger-client/websocket-debugger-client.js +1 -1
  156. package/dist/Runtime/debugger-client/websocket-debugger-client.js.map +2 -2
  157. package/dist/Runtime/events-tools/networktools.js +1 -1
  158. package/dist/Runtime/events-tools/networktools.js.map +2 -2
  159. package/dist/Runtime/fontfaceobserver-font-manager/fontfaceobserver-font-manager.js.map +2 -2
  160. package/dist/Runtime/gd.js.map +2 -2
  161. package/dist/Runtime/howler-sound-manager/howler-sound-manager.js +1 -1
  162. package/dist/Runtime/howler-sound-manager/howler-sound-manager.js.map +2 -2
  163. package/dist/Runtime/inputmanager.js.map +2 -2
  164. package/dist/Runtime/jsonmanager.js.map +2 -2
  165. package/dist/Runtime/layer.js.map +2 -2
  166. package/dist/Runtime/libs/nanomarkdown.js +5 -0
  167. package/dist/Runtime/libs/nanomarkdown.js.map +7 -0
  168. package/dist/Runtime/object-capabilities/AnimatableBehavior.js.map +2 -2
  169. package/dist/Runtime/object-capabilities/EffectBehavior.js.map +2 -2
  170. package/dist/Runtime/object-capabilities/FlippableBehavior.js.map +2 -2
  171. package/dist/Runtime/object-capabilities/OpacityBehavior.js.map +2 -2
  172. package/dist/Runtime/object-capabilities/ResizableBehavior.js.map +2 -2
  173. package/dist/Runtime/object-capabilities/ScalableBehavior.js.map +2 -2
  174. package/dist/Runtime/object-capabilities/TextContainerBehavior.js.map +2 -2
  175. package/dist/Runtime/pixi-renderers/CustomRuntimeObject2DPixiRenderer.js.map +2 -2
  176. package/dist/Runtime/pixi-renderers/DebuggerPixiRenderer.js.map +2 -2
  177. package/dist/Runtime/pixi-renderers/layer-pixi-renderer.js.map +2 -2
  178. package/dist/Runtime/pixi-renderers/loadingscreen-pixi-renderer.js.map +2 -2
  179. package/dist/Runtime/pixi-renderers/pixi-bitmapfont-manager.js.map +2 -2
  180. package/dist/Runtime/pixi-renderers/pixi-filters-tools.js.map +2 -2
  181. package/dist/Runtime/pixi-renderers/pixi-image-manager.js +1 -1
  182. package/dist/Runtime/pixi-renderers/pixi-image-manager.js.map +2 -2
  183. package/dist/Runtime/pixi-renderers/pixi.js +123 -177
  184. package/dist/Runtime/pixi-renderers/runtimegame-pixi-renderer.js +1 -1
  185. package/dist/Runtime/pixi-renderers/runtimegame-pixi-renderer.js.map +2 -2
  186. package/dist/Runtime/pixi-renderers/runtimescene-pixi-renderer.js.map +2 -2
  187. package/dist/Runtime/pixi-renderers/spriteruntimeobject-pixi-renderer.js.map +2 -2
  188. package/dist/Runtime/profiler.js.map +2 -2
  189. package/dist/Runtime/runtimegame.js +1 -1
  190. package/dist/Runtime/runtimegame.js.map +2 -2
  191. package/dist/Runtime/runtimeobject.js +1 -1
  192. package/dist/Runtime/runtimeobject.js.map +2 -2
  193. package/dist/Runtime/runtimescene.js.map +2 -2
  194. package/dist/Runtime/runtimewatermark.js.map +2 -2
  195. package/dist/Runtime/scenestack.js.map +2 -2
  196. package/dist/Runtime/spriteruntimeobject.js.map +2 -2
  197. package/dist/Runtime/variable.js.map +2 -2
  198. package/dist/Runtime/variablescontainer.js.map +2 -2
  199. package/dist/lib/libGD.cjs +1 -1
  200. package/dist/lib/libGD.wasm +0 -0
  201. package/gd.d.ts +5 -2
  202. package/package.json +1 -1
@@ -1,7 +1,7 @@
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  {
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  "version": 3,
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  "sources": ["../../../../../GDevelop/Extensions/Leaderboards/leaderboardstools.ts"],
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- "sourcesContent": ["/// <reference path=\"sha256.d.ts\" />\n\n// TODO EBO Replace runtimeScene to instanceContainer.\nnamespace gdjs {\n const logger = new gdjs.Logger('Leaderboards');\n export namespace evtTools {\n export namespace leaderboards {\n let _hasPlayerJustClosedLeaderboardView = false;\n let _preferSendConnectedPlayerScore = true;\n\n gdjs.registerRuntimeScenePostEventsCallback(() => {\n // Set it back to false for the next frame.\n _hasPlayerJustClosedLeaderboardView = false;\n });\n\n /**\n * Returns true if the player has just closed the leaderboard view.\n */\n export const hasPlayerJustClosedLeaderboardView = () =>\n _hasPlayerJustClosedLeaderboardView;\n\n const computeDigest = (payload: string): string => {\n const shaObj = new jsSHA('SHA-256', 'TEXT', { encoding: 'UTF8' });\n shaObj.update(payload);\n return shaObj.getHash('B64');\n };\n\n const leaderboardHostBaseUrl = 'https://gd.games';\n // const leaderboardHostBaseUrl = 'http://localhost:4000';\n\n type PublicLeaderboardEntry = {\n id: string;\n claimSecret?: string;\n };\n\n /**\n * Hold the state of the save of a score for a leaderboard.\n */\n class ScoreSavingState {\n lastScoreSavingStartedAt: number | null = null;\n lastScoreSavingSucceededAt: number | null = null;\n\n /** The promise that will be resolved when the score saving is done (successfully or not). */\n lastSavingPromise: Promise<void> | null = null;\n\n // Score that is being saved:\n private _currentlySavingScore: number | null = null;\n private _currentlySavingPlayerName: string | null = null;\n private _currentlySavingPlayerId: string | null = null;\n\n // Last score saved with success:\n private _lastSavedScore: number | null = null;\n private _lastSavedPlayerName: string | null = null;\n private _lastSavedPlayerId: string | null = null;\n\n /** The id of the entry in the leaderboard, for the last score saved with success. */\n lastSavedLeaderboardEntry: PublicLeaderboardEntry | null = null;\n\n /** Last error that happened when saving the score (useful if `hasScoreSavingErrored` is true). */\n lastSaveError: string | null = null;\n\n /** `true` if the last save has finished and succeeded. */\n hasScoreBeenSaved: boolean = false;\n\n /** `true` if the last save has finished and failed (check `lastSaveError` then). */\n hasScoreSavingErrored: boolean = false;\n\n isSaving(): boolean {\n return (\n !!this.lastSavingPromise &&\n !this.hasScoreBeenSaved &&\n !this.hasScoreSavingErrored\n );\n }\n\n private _isSameAsLastScore({\n playerName,\n playerId,\n score,\n }: {\n playerName?: string;\n playerId?: string;\n score: number;\n }): boolean {\n return (\n ((!!playerName && this._lastSavedPlayerName === playerName) ||\n (!!playerId && this._lastSavedPlayerId === playerId)) &&\n this._lastSavedScore === score\n );\n }\n\n private _isAlreadySavingThisScore({\n playerName,\n playerId,\n score,\n }: {\n playerName?: string;\n playerId?: string;\n score: number;\n }): boolean {\n if (!this.isSaving()) return false;\n\n return (\n ((!!playerName && this._currentlySavingPlayerName === playerName) ||\n (!!playerId && this._currentlySavingPlayerId === playerId)) &&\n this._currentlySavingScore === score\n );\n }\n\n private _isTooSoonToSaveAnotherScore(): boolean {\n return (\n !!this.lastScoreSavingStartedAt &&\n Date.now() - this.lastScoreSavingStartedAt < 500\n );\n }\n\n startSaving({\n playerName,\n playerId,\n score,\n }: {\n playerName?: string;\n playerId?: string;\n score: number;\n }): {\n closeSaving: (leaderboardEntry: PublicLeaderboardEntry) => void;\n closeSavingWithError(errorCode: string);\n } {\n if (this._isAlreadySavingThisScore({ playerName, playerId, score })) {\n logger.warn(\n 'There is already a request to save with this player name and this score. Ignoring this one.'\n );\n throw new Error('Ignoring this saving request.');\n }\n\n if (this._isSameAsLastScore({ playerName, playerId, score })) {\n logger.warn(\n 'The player and score to be sent are the same as previous one. Ignoring this one.'\n );\n this._setError('SAME_AS_PREVIOUS');\n throw new Error('Ignoring this saving request.');\n }\n\n if (this._isTooSoonToSaveAnotherScore()) {\n logger.warn(\n 'Last entry was sent too little time ago. Ignoring this one.'\n );\n this._setError('TOO_FAST');\n\n // Set the starting time to cancel all the following attempts that\n // are started too early after this one.\n this.lastScoreSavingStartedAt = Date.now();\n\n throw new Error('Ignoring this saving request.');\n }\n\n let resolveSavingPromise: () => void;\n const savingPromise = new Promise<void>((resolve) => {\n resolveSavingPromise = resolve;\n });\n\n this.lastScoreSavingStartedAt = Date.now();\n this.lastSavingPromise = savingPromise;\n this.hasScoreBeenSaved = false;\n this.hasScoreSavingErrored = false;\n this._currentlySavingScore = score;\n if (playerName) this._currentlySavingPlayerName = playerName;\n if (playerId) this._currentlySavingPlayerId = playerId;\n\n return {\n closeSaving: (leaderboardEntry) => {\n if (savingPromise !== this.lastSavingPromise) {\n logger.info(\n 'Score saving result received, but another save was launched in the meantime - ignoring the result of this one.'\n );\n\n // Still finish the promise that can be waited upon:\n resolveSavingPromise();\n return;\n }\n\n this.lastScoreSavingSucceededAt = Date.now();\n this._lastSavedScore = this._currentlySavingScore;\n this._lastSavedPlayerName = this._currentlySavingPlayerName;\n this._lastSavedPlayerId = this._currentlySavingPlayerId;\n this.lastSavedLeaderboardEntry = leaderboardEntry;\n this.hasScoreBeenSaved = true;\n\n resolveSavingPromise();\n },\n closeSavingWithError: (errorCode) => {\n if (savingPromise !== this.lastSavingPromise) {\n logger.info(\n 'Score saving result received, but another save was launched in the meantime - ignoring the result of this one.'\n );\n\n // Still finish the promise that can be waited upon:\n resolveSavingPromise();\n return;\n }\n\n this._setError(errorCode);\n resolveSavingPromise();\n },\n };\n }\n\n private _setError(errorCode: string): void {\n this.lastSaveError = errorCode;\n this.hasScoreBeenSaved = false;\n this.hasScoreSavingErrored = true;\n }\n }\n\n let _scoreSavingStateByLeaderboard: {\n [leaderboardId: string]: ScoreSavingState;\n } = {};\n\n // Leaderboard display\n let _requestedLeaderboardId: string | null;\n let _leaderboardViewIframe: HTMLIFrameElement | null = null;\n let _leaderboardViewIframeErrored: boolean = false;\n let _leaderboardViewIframeLoading: boolean = false;\n let _leaderboardViewIframeLoaded: boolean = false;\n let _errorTimeoutId: NodeJS.Timeout | null = null;\n let _leaderboardMessageListener:\n | ((event: MessageEvent) => void)\n | null = null;\n\n const _loaderContainer: HTMLDivElement = document.createElement('div');\n _loaderContainer.style.backgroundColor = '#000000';\n _loaderContainer.style.display = 'flex';\n _loaderContainer.style.height = '100%';\n _loaderContainer.style.width = '100%';\n _loaderContainer.style.justifyContent = 'center';\n _loaderContainer.style.alignItems = 'center';\n _loaderContainer.style.position = 'relative';\n _loaderContainer.style.zIndex = '2';\n const _loader = document.createElement('img');\n _loader.setAttribute('width', '50px');\n _loader.setAttribute(\n 'src',\n 'data:image/svg+xml;base64,PHN2ZyB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciIGZpbGw9Im5vbmUiIHZpZXdCb3g9IjAgMCAyNCAyNCI+CjxjaXJjbGUgb3BhY2l0eT0nMC4yNScgY3g9IjEyIiBjeT0iMTIiIHI9IjEwIiBzdHJva2U9IiNGRkZGRkYiIHN0cm9rZS13aWR0aD0iNCI+PC9jaXJjbGU+CjxwYXRoIG9wYWNpdHk9JzAuNzUnIGZpbGw9IiNGRkZGRkYiIGQ9Ik00IDEyYTggOCAwIDAxOC04VjBDNS4zNzMgMCAwIDUuMzczIDAgMTJoNHptMiA1LjI5MUE3Ljk2MiA3Ljk2MiAwIDAxNCAxMkgwYzAgMy4wNDIgMS4xMzUgNS44MjQgMyA3LjkzOGwzLTIuNjQ3eiI+PC9wYXRoPgo8L3N2Zz4='\n );\n try {\n _loader.animate(\n [{ transform: 'rotate(0deg)' }, { transform: 'rotate(359deg)' }],\n {\n duration: 3000,\n iterations: Infinity,\n }\n );\n } catch {\n logger.warn('Animation not supported, loader will be fixed.');\n }\n _loaderContainer.appendChild(_loader);\n\n /** Get the saving state of the leaderboard who had the last update (successful or started). */\n const getLastScoreSavingState = function ({\n hasSucceeded,\n }: {\n hasSucceeded: boolean;\n }): ScoreSavingState | null {\n const getDateField = (scoreSavingState: ScoreSavingState) =>\n hasSucceeded\n ? scoreSavingState.lastScoreSavingSucceededAt\n : scoreSavingState.lastScoreSavingStartedAt;\n const scoreSavingStates = Object.values(\n _scoreSavingStateByLeaderboard\n ).filter((scoreSavingState) => !!getDateField(scoreSavingState));\n if (scoreSavingStates.length === 0) return null;\n\n let lastScoreSavingState = scoreSavingStates[0];\n scoreSavingStates.forEach((scoreSavingState) => {\n const currentItemDate = getDateField(scoreSavingState);\n const lastItemDate = getDateField(lastScoreSavingState);\n if (\n currentItemDate &&\n lastItemDate &&\n currentItemDate > lastItemDate\n ) {\n lastScoreSavingState = scoreSavingState;\n }\n });\n return lastScoreSavingState;\n };\n\n const saveScore = async function ({\n leaderboardId,\n playerName,\n authenticatedPlayerData,\n score,\n runtimeScene,\n }: {\n leaderboardId: string;\n playerName?: string | null;\n authenticatedPlayerData?: { playerId: string; playerToken: string };\n score: number;\n runtimeScene: gdjs.RuntimeScene;\n }): Promise<PublicLeaderboardEntry> {\n const rootApi = runtimeScene\n .getGame()\n .isUsingGDevelopDevelopmentEnvironment()\n ? 'https://api-dev.gdevelop.io'\n : 'https://api.gdevelop.io';\n const baseUrl = `${rootApi}/play`;\n const game = runtimeScene.getGame();\n const payloadObject = {\n score: score,\n sessionId: game.getSessionId(),\n clientPlayerId: game.getPlayerId(),\n location:\n typeof window !== 'undefined' && (window as any).location\n ? (window as any).location.href\n : '',\n };\n const headers = {\n 'Content-Type': 'application/json',\n };\n let leaderboardEntryCreationUrl = `${baseUrl}/game/${gdjs.projectData.properties.projectUuid}/leaderboard/${leaderboardId}/entry`;\n if (authenticatedPlayerData) {\n headers[\n 'Authorization'\n ] = `player-game-token ${authenticatedPlayerData.playerToken}`;\n leaderboardEntryCreationUrl += `?playerId=${authenticatedPlayerData.playerId}`;\n } else {\n // In case playerName is empty, the backend will generate a random name.\n payloadObject['playerName'] = formatPlayerName(playerName);\n }\n const payload = JSON.stringify(payloadObject);\n headers['Digest'] = computeDigest(payload);\n\n try {\n const response = await fetch(leaderboardEntryCreationUrl, {\n body: payload,\n method: 'POST',\n headers: headers,\n });\n\n if (!response.ok) {\n const errorCode = response.status.toString();\n logger.error(\n 'Server responded with an error:',\n errorCode,\n response.statusText\n );\n\n throw errorCode;\n }\n\n try {\n const leaderboardEntry = await response.json();\n return leaderboardEntry;\n } catch (error) {\n logger.warn(\n 'An error occurred when reading response but score has been saved:',\n error\n );\n\n const errorCode = 'SAVED_ENTRY_CANT_BE_READ';\n throw errorCode;\n }\n } catch (error) {\n logger.error('Error while submitting a leaderboard score:', error);\n const errorCode = 'REQUEST_NOT_SENT';\n\n throw errorCode;\n }\n };\n\n export const setPreferSendConnectedPlayerScore = (\n runtimeScene: gdjs.RuntimeScene,\n enable: boolean\n ) => {\n _preferSendConnectedPlayerScore = enable;\n };\n\n export const savePlayerScore = (\n runtimeScene: gdjs.RuntimeScene,\n leaderboardId: string,\n score: float,\n playerName: string\n ) => {\n if (\n _preferSendConnectedPlayerScore &&\n gdjs.playerAuthentication.isAuthenticated()\n ) {\n return saveConnectedPlayerScore(runtimeScene, leaderboardId, score);\n }\n\n return new gdjs.PromiseTask(\n (async () => {\n const scoreSavingState = (_scoreSavingStateByLeaderboard[\n leaderboardId\n ] =\n _scoreSavingStateByLeaderboard[leaderboardId] ||\n new ScoreSavingState());\n\n try {\n const {\n closeSaving,\n closeSavingWithError,\n } = scoreSavingState.startSaving({ playerName, score });\n\n try {\n const leaderboardEntry = await saveScore({\n leaderboardId,\n playerName,\n score,\n runtimeScene,\n });\n closeSaving(leaderboardEntry);\n } catch (errorCode) {\n closeSavingWithError(errorCode);\n }\n } catch {\n // Do nothing: saving was rejected for a reason already logged.\n }\n })()\n );\n };\n\n export const saveConnectedPlayerScore = (\n runtimeScene: gdjs.RuntimeScene,\n leaderboardId: string,\n score: float\n ) =>\n new gdjs.PromiseTask(\n (async () => {\n const playerId = gdjs.playerAuthentication.getUserId();\n const playerToken = gdjs.playerAuthentication.getUserToken();\n if (!playerId || !playerToken) {\n logger.warn(\n 'Cannot save a score for a connected player if the player is not connected.'\n );\n return;\n }\n\n const scoreSavingState = (_scoreSavingStateByLeaderboard[\n leaderboardId\n ] =\n _scoreSavingStateByLeaderboard[leaderboardId] ||\n new ScoreSavingState());\n\n try {\n const {\n closeSaving,\n closeSavingWithError,\n } = scoreSavingState.startSaving({ playerId, score });\n\n try {\n const leaderboardEntryId = await saveScore({\n leaderboardId,\n authenticatedPlayerData: { playerId, playerToken },\n score,\n runtimeScene,\n });\n closeSaving(leaderboardEntryId);\n } catch (errorCode) {\n closeSavingWithError(errorCode);\n }\n } catch {\n // Do nothing: saving was rejected for a reason already logged.\n }\n })()\n );\n\n export const isSaving = function (leaderboardId?: string): boolean {\n if (leaderboardId) {\n return _scoreSavingStateByLeaderboard[leaderboardId]\n ? _scoreSavingStateByLeaderboard[leaderboardId].isSaving()\n : false;\n }\n\n const lastScoreSavingState = getLastScoreSavingState({\n hasSucceeded: false,\n });\n return lastScoreSavingState ? lastScoreSavingState.isSaving() : false;\n };\n\n export const hasBeenSaved = function (leaderboardId?: string): boolean {\n if (leaderboardId) {\n return _scoreSavingStateByLeaderboard[leaderboardId]\n ? _scoreSavingStateByLeaderboard[leaderboardId].hasScoreBeenSaved\n : false;\n }\n\n const lastScoreSavingState = getLastScoreSavingState({\n hasSucceeded: true,\n });\n return lastScoreSavingState\n ? lastScoreSavingState.hasScoreBeenSaved\n : false;\n };\n\n export const hasSavingErrored = function (\n leaderboardId?: string\n ): boolean {\n if (leaderboardId) {\n return _scoreSavingStateByLeaderboard[leaderboardId]\n ? _scoreSavingStateByLeaderboard[leaderboardId]\n .hasScoreSavingErrored\n : false;\n }\n\n const lastScoreSavingState = getLastScoreSavingState({\n hasSucceeded: false,\n });\n return lastScoreSavingState\n ? lastScoreSavingState.hasScoreSavingErrored\n : false;\n };\n\n export const getLastSaveError = function (\n leaderboardId?: string\n ): string | null {\n if (leaderboardId) {\n return _scoreSavingStateByLeaderboard[leaderboardId]\n ? _scoreSavingStateByLeaderboard[leaderboardId].lastSaveError\n : 'NO_DATA_ERROR';\n }\n\n const lastScoreSavingState = getLastScoreSavingState({\n hasSucceeded: false,\n });\n return lastScoreSavingState\n ? lastScoreSavingState.lastSaveError\n : 'NO_DATA_ERROR';\n };\n\n export const formatPlayerName = function (\n rawName?: string | null\n ): string {\n if (\n !rawName ||\n typeof rawName !== 'string' ||\n (typeof rawName === 'string' && rawName.length === 0)\n ) {\n return '';\n }\n return rawName\n .trim()\n .normalize('NFD')\n .replace(/[\\u0300-\\u036f]/g, '')\n .replace(/\\s/g, '_')\n .replace(/[^\\w|-]/g, '')\n .slice(0, 30);\n };\n\n const checkLeaderboardAvailability = function (\n url: string\n ): Promise<boolean> {\n return fetch(url, {\n method: 'GET',\n headers: { 'Content-Type': 'application/json' },\n }).then(\n (response) => {\n if (!response.ok) {\n logger.error(\n `Error while fetching leaderboard view, server returned: ${response.status} ${response.statusText}`\n );\n return false;\n }\n return true;\n },\n (err) => {\n logger.error('Error while fetching leaderboard view:', err);\n return false;\n }\n );\n };\n\n const receiveMessageFromLeaderboardView = function (\n runtimeScene: gdjs.RuntimeScene,\n displayLoader: boolean,\n event: MessageEvent\n ) {\n const messageId =\n typeof event.data === 'string' ? event.data : event.data.id;\n switch (messageId) {\n case 'playerAuthenticated':\n gdjs.playerAuthentication.login({\n runtimeScene,\n userId: event.data.userId,\n username: event.data.username,\n userToken: event.data.userToken,\n });\n break;\n case 'openPlayerAuthentication':\n gdjs.playerAuthentication\n .openAuthenticationWindow(runtimeScene, event.data.options)\n .promise.then(({ status }) => {\n if (\n !_leaderboardViewIframe ||\n !_leaderboardViewIframe.contentWindow\n ) {\n logger.warn(\n 'Unable to transmit the new login status to the leaderboard view.'\n );\n return;\n }\n\n if (status === 'errored') {\n _leaderboardViewIframe.contentWindow.postMessage(\n {\n id: 'onPlayerAuthenticationErrored',\n },\n leaderboardHostBaseUrl\n );\n return;\n }\n\n const playerId = gdjs.playerAuthentication.getUserId();\n const playerToken = gdjs.playerAuthentication.getUserToken();\n if (status === 'dismissed' || !playerId || !playerToken) {\n _leaderboardViewIframe.contentWindow.postMessage(\n {\n id: 'onPlayerAuthenticationDismissed',\n },\n leaderboardHostBaseUrl\n );\n return;\n }\n\n _leaderboardViewIframe.contentWindow.postMessage(\n {\n id: 'onPlayerAuthenticated',\n playerId,\n playerUsername: gdjs.playerAuthentication.getUsername(),\n playerToken: playerToken,\n },\n leaderboardHostBaseUrl\n );\n });\n break;\n case 'closeLeaderboardView':\n _hasPlayerJustClosedLeaderboardView = true;\n closeLeaderboardView(runtimeScene);\n break;\n case 'leaderboardViewLoaded':\n if (displayLoader) {\n if (_errorTimeoutId) clearTimeout(_errorTimeoutId);\n displayLoaderInLeaderboardView(false, runtimeScene, {\n callOnErrorIfDomElementContainerMissing: false,\n });\n }\n if (!_leaderboardViewIframe) {\n handleErrorDisplayingLeaderboard(\n runtimeScene,\n \"The leaderboard view couldn't be found. Doing nothing.\"\n );\n return;\n }\n _leaderboardViewIframe.style.opacity = '1';\n _leaderboardViewIframeLoaded = true;\n _leaderboardViewIframeLoading = false;\n\n break;\n }\n };\n\n const handleErrorDisplayingLeaderboard = function (\n runtimeScene: gdjs.RuntimeScene,\n message: string\n ) {\n logger.error(message);\n _leaderboardViewIframeErrored = true;\n _leaderboardViewIframeLoading = false;\n closeLeaderboardView(runtimeScene);\n };\n\n const resetLeaderboardDisplayErrorTimeout = (\n runtimeScene: gdjs.RuntimeScene\n ) => {\n if (_errorTimeoutId) clearTimeout(_errorTimeoutId);\n _errorTimeoutId = setTimeout(() => {\n if (!_leaderboardViewIframeLoaded) {\n handleErrorDisplayingLeaderboard(\n runtimeScene,\n 'Leaderboard page did not send message in time. Closing leaderboard view.'\n );\n }\n }, 15000);\n };\n\n const displayLoaderInLeaderboardView = function (\n yesOrNo: boolean,\n runtimeScene: gdjs.RuntimeScene,\n options: { callOnErrorIfDomElementContainerMissing: boolean }\n ): boolean {\n const domElementContainer = runtimeScene\n .getGame()\n .getRenderer()\n .getDomElementContainer();\n if (!domElementContainer) {\n if (options.callOnErrorIfDomElementContainerMissing) {\n handleErrorDisplayingLeaderboard(\n runtimeScene,\n \"The div element covering the game couldn't be found, the leaderboard cannot be displayed.\"\n );\n }\n return false;\n }\n if (yesOrNo) {\n if (\n domElementContainer.children &&\n domElementContainer.children.length > 0\n ) {\n domElementContainer.insertBefore(\n _loaderContainer,\n domElementContainer.children[0]\n );\n } else {\n domElementContainer.appendChild(_loaderContainer);\n }\n if (_leaderboardViewIframe) {\n _leaderboardViewIframe.style.opacity = '0';\n }\n } else {\n try {\n domElementContainer.removeChild(_loaderContainer);\n if (_leaderboardViewIframe) {\n _leaderboardViewIframe.style.opacity = '1';\n }\n } catch {}\n }\n return true;\n };\n\n const computeLeaderboardDisplayingIframe = function (\n url: string\n ): HTMLIFrameElement {\n const iframe = document.createElement('iframe');\n\n iframe.src = url;\n iframe.id = 'leaderboard-view';\n iframe.style.position = 'absolute';\n // To trigger iframe loading and be able to listen to its events, use `opacity: 0` instead of `visibility: hidden` or `display: none`\n iframe.style.opacity = '0';\n iframe.style.pointerEvents = 'all';\n iframe.style.backgroundColor = '#FFFFFF';\n iframe.style.top = '0px';\n iframe.style.height = '100%';\n iframe.style.left = '0px';\n iframe.style.width = '100%';\n iframe.style.border = 'none';\n\n return iframe;\n };\n\n export const displayLeaderboard = async function (\n runtimeScene: gdjs.RuntimeScene,\n leaderboardId: string,\n displayLoader: boolean\n ) {\n // First ensure we're not trying to display multiple times the same leaderboard (in which case\n // we \"de-duplicate\" the request to display it).\n if (leaderboardId === _requestedLeaderboardId) {\n if (_leaderboardViewIframeLoading) {\n logger.warn(\n `Already loading the view for the requested loader (${leaderboardId}), ignoring.`\n );\n return;\n }\n if (_leaderboardViewIframeLoaded) {\n logger.warn(\n `Already loaded the view for the requested loader (${leaderboardId}), ignoring.`\n );\n return;\n }\n }\n\n // We are now assured we want to display a new (or different) leaderboard: start loading it.\n _requestedLeaderboardId = leaderboardId;\n _leaderboardViewIframeErrored = false;\n _leaderboardViewIframeLoaded = false;\n _leaderboardViewIframeLoading = true;\n\n if (displayLoader) {\n displayLoaderInLeaderboardView(true, runtimeScene, {\n callOnErrorIfDomElementContainerMissing: true,\n });\n }\n\n // If a save is being done for this leaderboard, wait for it to end so that the `lastSavedLeaderboardEntry`\n // can be saved and then used to show the player score.\n const scoreSavingState = _scoreSavingStateByLeaderboard[leaderboardId];\n if (scoreSavingState && scoreSavingState.lastSavingPromise) {\n await scoreSavingState.lastSavingPromise;\n }\n\n const lastSavedLeaderboardEntry = scoreSavingState\n ? scoreSavingState.lastSavedLeaderboardEntry\n : null;\n\n const gameId = gdjs.projectData.properties.projectUuid;\n const isDev = runtimeScene\n .getGame()\n .isUsingGDevelopDevelopmentEnvironment();\n\n const searchParams = new URLSearchParams();\n searchParams.set('inGameEmbedded', 'true');\n if (isDev) searchParams.set('dev', 'true');\n if (lastSavedLeaderboardEntry) {\n searchParams.set(\n 'playerLeaderboardEntryId',\n lastSavedLeaderboardEntry.id\n );\n if (lastSavedLeaderboardEntry.claimSecret) {\n searchParams.set(\n 'playerLeaderboardEntryClaimSecret',\n lastSavedLeaderboardEntry.claimSecret\n );\n }\n }\n const playerId = gdjs.playerAuthentication.getUserId();\n const playerToken = gdjs.playerAuthentication.getUserToken();\n if (playerId && playerToken) {\n searchParams.set('playerId', playerId);\n searchParams.set('playerToken', playerToken);\n searchParams.set(\n 'playerUsername',\n gdjs.playerAuthentication.getUsername()\n );\n }\n\n const targetUrl = `${leaderboardHostBaseUrl}/games/${gameId}/leaderboard/${leaderboardId}?${searchParams}`;\n\n try {\n const isAvailable = await checkLeaderboardAvailability(targetUrl);\n\n if (leaderboardId !== _requestedLeaderboardId) {\n logger.warn(\n `Received a response for leaderboard ${leaderboardId} though the last leaderboard requested is ${_requestedLeaderboardId}, ignoring this response.`\n );\n return;\n }\n if (!isAvailable) {\n handleErrorDisplayingLeaderboard(\n runtimeScene,\n 'Leaderboard data could not be fetched. Closing leaderboard view if there is one.'\n );\n return;\n }\n\n if (_leaderboardViewIframe) {\n resetLeaderboardDisplayErrorTimeout(runtimeScene);\n if (displayLoader) {\n displayLoaderInLeaderboardView(true, runtimeScene, {\n callOnErrorIfDomElementContainerMissing: false,\n });\n }\n _leaderboardViewIframe.src = targetUrl;\n } else {\n const domElementContainer = runtimeScene\n .getGame()\n .getRenderer()\n .getDomElementContainer();\n if (!domElementContainer) {\n handleErrorDisplayingLeaderboard(\n runtimeScene,\n \"The div element covering the game couldn't be found, the leaderboard cannot be displayed.\"\n );\n return;\n }\n\n resetLeaderboardDisplayErrorTimeout(runtimeScene);\n\n _leaderboardViewIframe = computeLeaderboardDisplayingIframe(\n targetUrl\n );\n if (typeof window !== 'undefined') {\n _leaderboardMessageListener = (event: MessageEvent) => {\n receiveMessageFromLeaderboardView(\n runtimeScene,\n displayLoader,\n event\n );\n };\n (window as any).addEventListener(\n 'message',\n _leaderboardMessageListener,\n true\n );\n }\n domElementContainer.appendChild(_leaderboardViewIframe);\n }\n } catch (err) {\n logger.error(err);\n handleErrorDisplayingLeaderboard(\n runtimeScene,\n 'An error occurred when fetching leaderboard data. Closing leaderboard view if there is one.'\n );\n }\n };\n\n export const isLeaderboardViewErrored = function (): boolean {\n return _leaderboardViewIframeErrored;\n };\n\n export const isLeaderboardViewLoaded = function (): boolean {\n return _leaderboardViewIframeLoaded;\n };\n\n export const isLeaderboardViewLoading = function (): boolean {\n return _leaderboardViewIframeLoading;\n };\n\n export const closeLeaderboardView = function (\n runtimeScene: gdjs.RuntimeScene\n ) {\n try {\n displayLoaderInLeaderboardView(false, runtimeScene, {\n callOnErrorIfDomElementContainerMissing: false,\n });\n\n if (!_leaderboardViewIframe) {\n logger.info(\n \"The iframe displaying the current leaderboard couldn't be found, the leaderboard view must be already closed.\"\n );\n return;\n }\n const domElementContainer = runtimeScene\n .getGame()\n .getRenderer()\n .getDomElementContainer();\n if (!domElementContainer) {\n logger.info(\n \"The div element covering the game couldn't be found, the leaderboard view must be already closed.\"\n );\n return;\n }\n\n if (typeof window !== 'undefined') {\n (window as any).removeEventListener(\n 'message',\n _leaderboardMessageListener,\n true\n );\n _leaderboardMessageListener = null;\n }\n domElementContainer.removeChild(_leaderboardViewIframe);\n _leaderboardViewIframe = null;\n } finally {\n // Don't reset the loading flag (the view of another leaderboard might be loading)\n // or the error flag (we want to persist the error flag even after the view is closed),\n // but reset the flag indicating the view is loaded (if it was).\n _leaderboardViewIframeLoaded = false;\n\n const gameCanvas = runtimeScene.getGame().getRenderer().getCanvas();\n if (gameCanvas) gameCanvas.focus();\n }\n };\n }\n }\n}\n"],
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+ "sourcesContent": ["/// <reference path=\"sha256.d.ts\" />\n\n// TODO EBO Replace runtimeScene to instanceContainer.\nnamespace gdjs {\n const logger = new gdjs.Logger('Leaderboards');\n export namespace evtTools {\n export namespace leaderboards {\n let _hasPlayerJustClosedLeaderboardView = false;\n let _preferSendConnectedPlayerScore = true;\n\n gdjs.registerRuntimeScenePostEventsCallback(() => {\n // Set it back to false for the next frame.\n _hasPlayerJustClosedLeaderboardView = false;\n });\n\n /**\n * Returns true if the player has just closed the leaderboard view.\n */\n export const hasPlayerJustClosedLeaderboardView = () =>\n _hasPlayerJustClosedLeaderboardView;\n\n const computeDigest = (payload: string): string => {\n const shaObj = new jsSHA('SHA-256', 'TEXT', { encoding: 'UTF8' });\n shaObj.update(payload);\n return shaObj.getHash('B64');\n };\n\n const leaderboardHostBaseUrl = 'https://gd.games';\n // const leaderboardHostBaseUrl = 'http://localhost:4000';\n\n type PublicLeaderboardEntry = {\n id: string;\n claimSecret?: string;\n };\n\n /**\n * Hold the state of the save of a score for a leaderboard.\n */\n class ScoreSavingState {\n lastScoreSavingStartedAt: number | null = null;\n lastScoreSavingSucceededAt: number | null = null;\n\n /** The promise that will be resolved when the score saving is done (successfully or not). */\n lastSavingPromise: Promise<void> | null = null;\n\n // Score that is being saved:\n private _currentlySavingScore: number | null = null;\n private _currentlySavingPlayerName: string | null = null;\n private _currentlySavingPlayerId: string | null = null;\n\n // Last score saved with success:\n private _lastSavedScore: number | null = null;\n private _lastSavedPlayerName: string | null = null;\n private _lastSavedPlayerId: string | null = null;\n\n /** The id of the entry in the leaderboard, for the last score saved with success. */\n lastSavedLeaderboardEntry: PublicLeaderboardEntry | null = null;\n\n /** Last error that happened when saving the score (useful if `hasScoreSavingErrored` is true). */\n lastSaveError: string | null = null;\n\n /** `true` if the last save has finished and succeeded. */\n hasScoreBeenSaved: boolean = false;\n\n /** `true` if the last save has finished and failed (check `lastSaveError` then). */\n hasScoreSavingErrored: boolean = false;\n\n isSaving(): boolean {\n return (\n !!this.lastSavingPromise &&\n !this.hasScoreBeenSaved &&\n !this.hasScoreSavingErrored\n );\n }\n\n private _isSameAsLastScore({\n playerName,\n playerId,\n score,\n }: {\n playerName?: string;\n playerId?: string;\n score: number;\n }): boolean {\n return (\n ((!!playerName && this._lastSavedPlayerName === playerName) ||\n (!!playerId && this._lastSavedPlayerId === playerId)) &&\n this._lastSavedScore === score\n );\n }\n\n private _isAlreadySavingThisScore({\n playerName,\n playerId,\n score,\n }: {\n playerName?: string;\n playerId?: string;\n score: number;\n }): boolean {\n if (!this.isSaving()) return false;\n\n return (\n ((!!playerName && this._currentlySavingPlayerName === playerName) ||\n (!!playerId && this._currentlySavingPlayerId === playerId)) &&\n this._currentlySavingScore === score\n );\n }\n\n private _isTooSoonToSaveAnotherScore(): boolean {\n return (\n !!this.lastScoreSavingStartedAt &&\n Date.now() - this.lastScoreSavingStartedAt < 500\n );\n }\n\n startSaving({\n playerName,\n playerId,\n score,\n }: {\n playerName?: string;\n playerId?: string;\n score: number;\n }): {\n closeSaving: (leaderboardEntry: PublicLeaderboardEntry) => void;\n closeSavingWithError(errorCode: string);\n } {\n if (this._isAlreadySavingThisScore({ playerName, playerId, score })) {\n logger.warn(\n 'There is already a request to save with this player name and this score. Ignoring this one.'\n );\n throw new Error('Ignoring this saving request.');\n }\n\n if (this._isSameAsLastScore({ playerName, playerId, score })) {\n logger.warn(\n 'The player and score to be sent are the same as previous one. Ignoring this one.'\n );\n this._setError('SAME_AS_PREVIOUS');\n throw new Error('Ignoring this saving request.');\n }\n\n if (this._isTooSoonToSaveAnotherScore()) {\n logger.warn(\n 'Last entry was sent too little time ago. Ignoring this one.'\n );\n this._setError('TOO_FAST');\n\n // Set the starting time to cancel all the following attempts that\n // are started too early after this one.\n this.lastScoreSavingStartedAt = Date.now();\n\n throw new Error('Ignoring this saving request.');\n }\n\n let resolveSavingPromise: () => void;\n const savingPromise = new Promise<void>((resolve) => {\n resolveSavingPromise = resolve;\n });\n\n this.lastScoreSavingStartedAt = Date.now();\n this.lastSavingPromise = savingPromise;\n this.hasScoreBeenSaved = false;\n this.hasScoreSavingErrored = false;\n this._currentlySavingScore = score;\n if (playerName) this._currentlySavingPlayerName = playerName;\n if (playerId) this._currentlySavingPlayerId = playerId;\n\n return {\n closeSaving: (leaderboardEntry) => {\n if (savingPromise !== this.lastSavingPromise) {\n logger.info(\n 'Score saving result received, but another save was launched in the meantime - ignoring the result of this one.'\n );\n\n // Still finish the promise that can be waited upon:\n resolveSavingPromise();\n return;\n }\n\n this.lastScoreSavingSucceededAt = Date.now();\n this._lastSavedScore = this._currentlySavingScore;\n this._lastSavedPlayerName = this._currentlySavingPlayerName;\n this._lastSavedPlayerId = this._currentlySavingPlayerId;\n this.lastSavedLeaderboardEntry = leaderboardEntry;\n this.hasScoreBeenSaved = true;\n\n resolveSavingPromise();\n },\n closeSavingWithError: (errorCode) => {\n if (savingPromise !== this.lastSavingPromise) {\n logger.info(\n 'Score saving result received, but another save was launched in the meantime - ignoring the result of this one.'\n );\n\n // Still finish the promise that can be waited upon:\n resolveSavingPromise();\n return;\n }\n\n this._setError(errorCode);\n resolveSavingPromise();\n },\n };\n }\n\n private _setError(errorCode: string): void {\n this.lastSaveError = errorCode;\n this.hasScoreBeenSaved = false;\n this.hasScoreSavingErrored = true;\n }\n }\n\n let _scoreSavingStateByLeaderboard: {\n [leaderboardId: string]: ScoreSavingState;\n } = {};\n\n // Leaderboard display\n let _requestedLeaderboardId: string | null;\n let _leaderboardViewIframe: HTMLIFrameElement | null = null;\n let _leaderboardViewIframeErrored: boolean = false;\n let _leaderboardViewIframeLoading: boolean = false;\n let _leaderboardViewIframeLoaded: boolean = false;\n let _errorTimeoutId: NodeJS.Timeout | null = null;\n let _leaderboardMessageListener: ((event: MessageEvent) => void) | null =\n null;\n\n const _loaderContainer: HTMLDivElement = document.createElement('div');\n _loaderContainer.style.backgroundColor = '#000000';\n _loaderContainer.style.display = 'flex';\n _loaderContainer.style.height = '100%';\n _loaderContainer.style.width = '100%';\n _loaderContainer.style.justifyContent = 'center';\n _loaderContainer.style.alignItems = 'center';\n _loaderContainer.style.position = 'relative';\n _loaderContainer.style.zIndex = '2';\n const _loader = document.createElement('img');\n _loader.setAttribute('width', '50px');\n _loader.setAttribute(\n 'src',\n 'data:image/svg+xml;base64,PHN2ZyB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciIGZpbGw9Im5vbmUiIHZpZXdCb3g9IjAgMCAyNCAyNCI+CjxjaXJjbGUgb3BhY2l0eT0nMC4yNScgY3g9IjEyIiBjeT0iMTIiIHI9IjEwIiBzdHJva2U9IiNGRkZGRkYiIHN0cm9rZS13aWR0aD0iNCI+PC9jaXJjbGU+CjxwYXRoIG9wYWNpdHk9JzAuNzUnIGZpbGw9IiNGRkZGRkYiIGQ9Ik00IDEyYTggOCAwIDAxOC04VjBDNS4zNzMgMCAwIDUuMzczIDAgMTJoNHptMiA1LjI5MUE3Ljk2MiA3Ljk2MiAwIDAxNCAxMkgwYzAgMy4wNDIgMS4xMzUgNS44MjQgMyA3LjkzOGwzLTIuNjQ3eiI+PC9wYXRoPgo8L3N2Zz4='\n );\n try {\n _loader.animate(\n [{ transform: 'rotate(0deg)' }, { transform: 'rotate(359deg)' }],\n {\n duration: 3000,\n iterations: Infinity,\n }\n );\n } catch {\n logger.warn('Animation not supported, loader will be fixed.');\n }\n _loaderContainer.appendChild(_loader);\n\n /** Get the saving state of the leaderboard who had the last update (successful or started). */\n const getLastScoreSavingState = function ({\n hasSucceeded,\n }: {\n hasSucceeded: boolean;\n }): ScoreSavingState | null {\n const getDateField = (scoreSavingState: ScoreSavingState) =>\n hasSucceeded\n ? scoreSavingState.lastScoreSavingSucceededAt\n : scoreSavingState.lastScoreSavingStartedAt;\n const scoreSavingStates = Object.values(\n _scoreSavingStateByLeaderboard\n ).filter((scoreSavingState) => !!getDateField(scoreSavingState));\n if (scoreSavingStates.length === 0) return null;\n\n let lastScoreSavingState = scoreSavingStates[0];\n scoreSavingStates.forEach((scoreSavingState) => {\n const currentItemDate = getDateField(scoreSavingState);\n const lastItemDate = getDateField(lastScoreSavingState);\n if (\n currentItemDate &&\n lastItemDate &&\n currentItemDate > lastItemDate\n ) {\n lastScoreSavingState = scoreSavingState;\n }\n });\n return lastScoreSavingState;\n };\n\n const saveScore = async function ({\n leaderboardId,\n playerName,\n authenticatedPlayerData,\n score,\n runtimeScene,\n }: {\n leaderboardId: string;\n playerName?: string | null;\n authenticatedPlayerData?: { playerId: string; playerToken: string };\n score: number;\n runtimeScene: gdjs.RuntimeScene;\n }): Promise<PublicLeaderboardEntry> {\n const rootApi = runtimeScene\n .getGame()\n .isUsingGDevelopDevelopmentEnvironment()\n ? 'https://api-dev.gdevelop.io'\n : 'https://api.gdevelop.io';\n const baseUrl = `${rootApi}/play`;\n const game = runtimeScene.getGame();\n const payloadObject = {\n score: score,\n sessionId: game.getSessionId(),\n clientPlayerId: game.getPlayerId(),\n location:\n typeof window !== 'undefined' && (window as any).location\n ? (window as any).location.href\n : '',\n };\n const headers = {\n 'Content-Type': 'application/json',\n };\n let leaderboardEntryCreationUrl = `${baseUrl}/game/${gdjs.projectData.properties.projectUuid}/leaderboard/${leaderboardId}/entry`;\n if (authenticatedPlayerData) {\n headers['Authorization'] =\n `player-game-token ${authenticatedPlayerData.playerToken}`;\n leaderboardEntryCreationUrl += `?playerId=${authenticatedPlayerData.playerId}`;\n } else {\n // In case playerName is empty, the backend will generate a random name.\n payloadObject['playerName'] = formatPlayerName(playerName);\n }\n const payload = JSON.stringify(payloadObject);\n headers['Digest'] = computeDigest(payload);\n\n try {\n const response = await fetch(leaderboardEntryCreationUrl, {\n body: payload,\n method: 'POST',\n headers: headers,\n });\n\n if (!response.ok) {\n const errorCode = response.status.toString();\n logger.error(\n 'Server responded with an error:',\n errorCode,\n response.statusText\n );\n\n throw errorCode;\n }\n\n try {\n const leaderboardEntry = await response.json();\n return leaderboardEntry;\n } catch (error) {\n logger.warn(\n 'An error occurred when reading response but score has been saved:',\n error\n );\n\n const errorCode = 'SAVED_ENTRY_CANT_BE_READ';\n throw errorCode;\n }\n } catch (error) {\n logger.error('Error while submitting a leaderboard score:', error);\n const errorCode = 'REQUEST_NOT_SENT';\n\n throw errorCode;\n }\n };\n\n export const setPreferSendConnectedPlayerScore = (\n runtimeScene: gdjs.RuntimeScene,\n enable: boolean\n ) => {\n _preferSendConnectedPlayerScore = enable;\n };\n\n export const savePlayerScore = (\n runtimeScene: gdjs.RuntimeScene,\n leaderboardId: string,\n score: float,\n playerName: string\n ) => {\n if (\n _preferSendConnectedPlayerScore &&\n gdjs.playerAuthentication.isAuthenticated()\n ) {\n return saveConnectedPlayerScore(runtimeScene, leaderboardId, score);\n }\n\n return new gdjs.PromiseTask(\n (async () => {\n const scoreSavingState = (_scoreSavingStateByLeaderboard[\n leaderboardId\n ] =\n _scoreSavingStateByLeaderboard[leaderboardId] ||\n new ScoreSavingState());\n\n try {\n const { closeSaving, closeSavingWithError } =\n scoreSavingState.startSaving({ playerName, score });\n\n try {\n const leaderboardEntry = await saveScore({\n leaderboardId,\n playerName,\n score,\n runtimeScene,\n });\n closeSaving(leaderboardEntry);\n } catch (errorCode) {\n closeSavingWithError(errorCode);\n }\n } catch {\n // Do nothing: saving was rejected for a reason already logged.\n }\n })()\n );\n };\n\n export const saveConnectedPlayerScore = (\n runtimeScene: gdjs.RuntimeScene,\n leaderboardId: string,\n score: float\n ) =>\n new gdjs.PromiseTask(\n (async () => {\n const playerId = gdjs.playerAuthentication.getUserId();\n const playerToken = gdjs.playerAuthentication.getUserToken();\n if (!playerId || !playerToken) {\n logger.warn(\n 'Cannot save a score for a connected player if the player is not connected.'\n );\n return;\n }\n\n const scoreSavingState = (_scoreSavingStateByLeaderboard[\n leaderboardId\n ] =\n _scoreSavingStateByLeaderboard[leaderboardId] ||\n new ScoreSavingState());\n\n try {\n const { closeSaving, closeSavingWithError } =\n scoreSavingState.startSaving({ playerId, score });\n\n try {\n const leaderboardEntryId = await saveScore({\n leaderboardId,\n authenticatedPlayerData: { playerId, playerToken },\n score,\n runtimeScene,\n });\n closeSaving(leaderboardEntryId);\n } catch (errorCode) {\n closeSavingWithError(errorCode);\n }\n } catch {\n // Do nothing: saving was rejected for a reason already logged.\n }\n })()\n );\n\n export const isSaving = function (leaderboardId?: string): boolean {\n if (leaderboardId) {\n return _scoreSavingStateByLeaderboard[leaderboardId]\n ? _scoreSavingStateByLeaderboard[leaderboardId].isSaving()\n : false;\n }\n\n const lastScoreSavingState = getLastScoreSavingState({\n hasSucceeded: false,\n });\n return lastScoreSavingState ? lastScoreSavingState.isSaving() : false;\n };\n\n export const hasBeenSaved = function (leaderboardId?: string): boolean {\n if (leaderboardId) {\n return _scoreSavingStateByLeaderboard[leaderboardId]\n ? _scoreSavingStateByLeaderboard[leaderboardId].hasScoreBeenSaved\n : false;\n }\n\n const lastScoreSavingState = getLastScoreSavingState({\n hasSucceeded: true,\n });\n return lastScoreSavingState\n ? lastScoreSavingState.hasScoreBeenSaved\n : false;\n };\n\n export const hasSavingErrored = function (\n leaderboardId?: string\n ): boolean {\n if (leaderboardId) {\n return _scoreSavingStateByLeaderboard[leaderboardId]\n ? _scoreSavingStateByLeaderboard[leaderboardId]\n .hasScoreSavingErrored\n : false;\n }\n\n const lastScoreSavingState = getLastScoreSavingState({\n hasSucceeded: false,\n });\n return lastScoreSavingState\n ? lastScoreSavingState.hasScoreSavingErrored\n : false;\n };\n\n export const getLastSaveError = function (\n leaderboardId?: string\n ): string | null {\n if (leaderboardId) {\n return _scoreSavingStateByLeaderboard[leaderboardId]\n ? _scoreSavingStateByLeaderboard[leaderboardId].lastSaveError\n : 'NO_DATA_ERROR';\n }\n\n const lastScoreSavingState = getLastScoreSavingState({\n hasSucceeded: false,\n });\n return lastScoreSavingState\n ? lastScoreSavingState.lastSaveError\n : 'NO_DATA_ERROR';\n };\n\n export const formatPlayerName = function (\n rawName?: string | null\n ): string {\n if (\n !rawName ||\n typeof rawName !== 'string' ||\n (typeof rawName === 'string' && rawName.length === 0)\n ) {\n return '';\n }\n return rawName\n .trim()\n .normalize('NFD')\n .replace(/[\\u0300-\\u036f]/g, '')\n .replace(/\\s/g, '_')\n .replace(/[^\\w|-]/g, '')\n .slice(0, 30);\n };\n\n const checkLeaderboardAvailability = function (\n url: string\n ): Promise<boolean> {\n return fetch(url, {\n method: 'GET',\n headers: { 'Content-Type': 'application/json' },\n }).then(\n (response) => {\n if (!response.ok) {\n logger.error(\n `Error while fetching leaderboard view, server returned: ${response.status} ${response.statusText}`\n );\n return false;\n }\n return true;\n },\n (err) => {\n logger.error('Error while fetching leaderboard view:', err);\n return false;\n }\n );\n };\n\n const receiveMessageFromLeaderboardView = function (\n runtimeScene: gdjs.RuntimeScene,\n displayLoader: boolean,\n event: MessageEvent\n ) {\n const messageId =\n typeof event.data === 'string' ? event.data : event.data.id;\n switch (messageId) {\n case 'playerAuthenticated':\n gdjs.playerAuthentication.login({\n runtimeScene,\n userId: event.data.userId,\n username: event.data.username,\n userToken: event.data.userToken,\n });\n break;\n case 'openPlayerAuthentication':\n gdjs.playerAuthentication\n .openAuthenticationWindow(runtimeScene, event.data.options)\n .promise.then(({ status }) => {\n if (\n !_leaderboardViewIframe ||\n !_leaderboardViewIframe.contentWindow\n ) {\n logger.warn(\n 'Unable to transmit the new login status to the leaderboard view.'\n );\n return;\n }\n\n if (status === 'errored') {\n _leaderboardViewIframe.contentWindow.postMessage(\n {\n id: 'onPlayerAuthenticationErrored',\n },\n leaderboardHostBaseUrl\n );\n return;\n }\n\n const playerId = gdjs.playerAuthentication.getUserId();\n const playerToken = gdjs.playerAuthentication.getUserToken();\n if (status === 'dismissed' || !playerId || !playerToken) {\n _leaderboardViewIframe.contentWindow.postMessage(\n {\n id: 'onPlayerAuthenticationDismissed',\n },\n leaderboardHostBaseUrl\n );\n return;\n }\n\n _leaderboardViewIframe.contentWindow.postMessage(\n {\n id: 'onPlayerAuthenticated',\n playerId,\n playerUsername: gdjs.playerAuthentication.getUsername(),\n playerToken: playerToken,\n },\n leaderboardHostBaseUrl\n );\n });\n break;\n case 'closeLeaderboardView':\n _hasPlayerJustClosedLeaderboardView = true;\n closeLeaderboardView(runtimeScene);\n break;\n case 'leaderboardViewLoaded':\n if (displayLoader) {\n if (_errorTimeoutId) clearTimeout(_errorTimeoutId);\n displayLoaderInLeaderboardView(false, runtimeScene, {\n callOnErrorIfDomElementContainerMissing: false,\n });\n }\n if (!_leaderboardViewIframe) {\n handleErrorDisplayingLeaderboard(\n runtimeScene,\n \"The leaderboard view couldn't be found. Doing nothing.\"\n );\n return;\n }\n _leaderboardViewIframe.style.opacity = '1';\n _leaderboardViewIframeLoaded = true;\n _leaderboardViewIframeLoading = false;\n\n break;\n }\n };\n\n const handleErrorDisplayingLeaderboard = function (\n runtimeScene: gdjs.RuntimeScene,\n message: string\n ) {\n logger.error(message);\n _leaderboardViewIframeErrored = true;\n _leaderboardViewIframeLoading = false;\n closeLeaderboardView(runtimeScene);\n };\n\n const resetLeaderboardDisplayErrorTimeout = (\n runtimeScene: gdjs.RuntimeScene\n ) => {\n if (_errorTimeoutId) clearTimeout(_errorTimeoutId);\n _errorTimeoutId = setTimeout(() => {\n if (!_leaderboardViewIframeLoaded) {\n handleErrorDisplayingLeaderboard(\n runtimeScene,\n 'Leaderboard page did not send message in time. Closing leaderboard view.'\n );\n }\n }, 15000);\n };\n\n const displayLoaderInLeaderboardView = function (\n yesOrNo: boolean,\n runtimeScene: gdjs.RuntimeScene,\n options: { callOnErrorIfDomElementContainerMissing: boolean }\n ): boolean {\n const domElementContainer = runtimeScene\n .getGame()\n .getRenderer()\n .getDomElementContainer();\n if (!domElementContainer) {\n if (options.callOnErrorIfDomElementContainerMissing) {\n handleErrorDisplayingLeaderboard(\n runtimeScene,\n \"The div element covering the game couldn't be found, the leaderboard cannot be displayed.\"\n );\n }\n return false;\n }\n if (yesOrNo) {\n if (\n domElementContainer.children &&\n domElementContainer.children.length > 0\n ) {\n domElementContainer.insertBefore(\n _loaderContainer,\n domElementContainer.children[0]\n );\n } else {\n domElementContainer.appendChild(_loaderContainer);\n }\n if (_leaderboardViewIframe) {\n _leaderboardViewIframe.style.opacity = '0';\n }\n } else {\n try {\n domElementContainer.removeChild(_loaderContainer);\n if (_leaderboardViewIframe) {\n _leaderboardViewIframe.style.opacity = '1';\n }\n } catch {}\n }\n return true;\n };\n\n const computeLeaderboardDisplayingIframe = function (\n url: string\n ): HTMLIFrameElement {\n const iframe = document.createElement('iframe');\n\n iframe.src = url;\n iframe.id = 'leaderboard-view';\n iframe.style.position = 'absolute';\n // To trigger iframe loading and be able to listen to its events, use `opacity: 0` instead of `visibility: hidden` or `display: none`\n iframe.style.opacity = '0';\n iframe.style.pointerEvents = 'all';\n iframe.style.backgroundColor = '#FFFFFF';\n iframe.style.top = '0px';\n iframe.style.height = '100%';\n iframe.style.left = '0px';\n iframe.style.width = '100%';\n iframe.style.border = 'none';\n\n return iframe;\n };\n\n export const displayLeaderboard = async function (\n runtimeScene: gdjs.RuntimeScene,\n leaderboardId: string,\n displayLoader: boolean\n ) {\n // First ensure we're not trying to display multiple times the same leaderboard (in which case\n // we \"de-duplicate\" the request to display it).\n if (leaderboardId === _requestedLeaderboardId) {\n if (_leaderboardViewIframeLoading) {\n logger.warn(\n `Already loading the view for the requested loader (${leaderboardId}), ignoring.`\n );\n return;\n }\n if (_leaderboardViewIframeLoaded) {\n logger.warn(\n `Already loaded the view for the requested loader (${leaderboardId}), ignoring.`\n );\n return;\n }\n }\n\n // We are now assured we want to display a new (or different) leaderboard: start loading it.\n _requestedLeaderboardId = leaderboardId;\n _leaderboardViewIframeErrored = false;\n _leaderboardViewIframeLoaded = false;\n _leaderboardViewIframeLoading = true;\n\n if (displayLoader) {\n displayLoaderInLeaderboardView(true, runtimeScene, {\n callOnErrorIfDomElementContainerMissing: true,\n });\n }\n\n // If a save is being done for this leaderboard, wait for it to end so that the `lastSavedLeaderboardEntry`\n // can be saved and then used to show the player score.\n const scoreSavingState = _scoreSavingStateByLeaderboard[leaderboardId];\n if (scoreSavingState && scoreSavingState.lastSavingPromise) {\n await scoreSavingState.lastSavingPromise;\n }\n\n const lastSavedLeaderboardEntry = scoreSavingState\n ? scoreSavingState.lastSavedLeaderboardEntry\n : null;\n\n const gameId = gdjs.projectData.properties.projectUuid;\n const isDev = runtimeScene\n .getGame()\n .isUsingGDevelopDevelopmentEnvironment();\n\n const searchParams = new URLSearchParams();\n searchParams.set('inGameEmbedded', 'true');\n if (isDev) searchParams.set('dev', 'true');\n if (lastSavedLeaderboardEntry) {\n searchParams.set(\n 'playerLeaderboardEntryId',\n lastSavedLeaderboardEntry.id\n );\n if (lastSavedLeaderboardEntry.claimSecret) {\n searchParams.set(\n 'playerLeaderboardEntryClaimSecret',\n lastSavedLeaderboardEntry.claimSecret\n );\n }\n }\n const playerId = gdjs.playerAuthentication.getUserId();\n const playerToken = gdjs.playerAuthentication.getUserToken();\n if (playerId && playerToken) {\n searchParams.set('playerId', playerId);\n searchParams.set('playerToken', playerToken);\n searchParams.set(\n 'playerUsername',\n gdjs.playerAuthentication.getUsername()\n );\n }\n\n const targetUrl = `${leaderboardHostBaseUrl}/games/${gameId}/leaderboard/${leaderboardId}?${searchParams}`;\n\n try {\n const isAvailable = await checkLeaderboardAvailability(targetUrl);\n\n if (leaderboardId !== _requestedLeaderboardId) {\n logger.warn(\n `Received a response for leaderboard ${leaderboardId} though the last leaderboard requested is ${_requestedLeaderboardId}, ignoring this response.`\n );\n return;\n }\n if (!isAvailable) {\n handleErrorDisplayingLeaderboard(\n runtimeScene,\n 'Leaderboard data could not be fetched. Closing leaderboard view if there is one.'\n );\n return;\n }\n\n if (_leaderboardViewIframe) {\n resetLeaderboardDisplayErrorTimeout(runtimeScene);\n if (displayLoader) {\n displayLoaderInLeaderboardView(true, runtimeScene, {\n callOnErrorIfDomElementContainerMissing: false,\n });\n }\n _leaderboardViewIframe.src = targetUrl;\n } else {\n const domElementContainer = runtimeScene\n .getGame()\n .getRenderer()\n .getDomElementContainer();\n if (!domElementContainer) {\n handleErrorDisplayingLeaderboard(\n runtimeScene,\n \"The div element covering the game couldn't be found, the leaderboard cannot be displayed.\"\n );\n return;\n }\n\n resetLeaderboardDisplayErrorTimeout(runtimeScene);\n\n _leaderboardViewIframe =\n computeLeaderboardDisplayingIframe(targetUrl);\n if (typeof window !== 'undefined') {\n _leaderboardMessageListener = (event: MessageEvent) => {\n receiveMessageFromLeaderboardView(\n runtimeScene,\n displayLoader,\n event\n );\n };\n (window as any).addEventListener(\n 'message',\n _leaderboardMessageListener,\n true\n );\n }\n domElementContainer.appendChild(_leaderboardViewIframe);\n }\n } catch (err) {\n logger.error(err);\n handleErrorDisplayingLeaderboard(\n runtimeScene,\n 'An error occurred when fetching leaderboard data. Closing leaderboard view if there is one.'\n );\n }\n };\n\n export const isLeaderboardViewErrored = function (): boolean {\n return _leaderboardViewIframeErrored;\n };\n\n export const isLeaderboardViewLoaded = function (): boolean {\n return _leaderboardViewIframeLoaded;\n };\n\n export const isLeaderboardViewLoading = function (): boolean {\n return _leaderboardViewIframeLoading;\n };\n\n export const closeLeaderboardView = function (\n runtimeScene: gdjs.RuntimeScene\n ) {\n try {\n displayLoaderInLeaderboardView(false, runtimeScene, {\n callOnErrorIfDomElementContainerMissing: false,\n });\n\n if (!_leaderboardViewIframe) {\n logger.info(\n \"The iframe displaying the current leaderboard couldn't be found, the leaderboard view must be already closed.\"\n );\n return;\n }\n const domElementContainer = runtimeScene\n .getGame()\n .getRenderer()\n .getDomElementContainer();\n if (!domElementContainer) {\n logger.info(\n \"The div element covering the game couldn't be found, the leaderboard view must be already closed.\"\n );\n return;\n }\n\n if (typeof window !== 'undefined') {\n (window as any).removeEventListener(\n 'message',\n _leaderboardMessageListener,\n true\n );\n _leaderboardMessageListener = null;\n }\n domElementContainer.removeChild(_leaderboardViewIframe);\n _leaderboardViewIframe = null;\n } finally {\n // Don't reset the loading flag (the view of another leaderboard might be loading)\n // or the error flag (we want to persist the error flag even after the view is closed),\n // but reset the flag indicating the view is loaded (if it was).\n _leaderboardViewIframeLoaded = false;\n\n const gameCanvas = runtimeScene.getGame().getRenderer().getCanvas();\n if (gameCanvas) gameCanvas.focus();\n }\n };\n }\n }\n}\n"],
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6
6
  "names": []
7
7
  }
@@ -235,7 +235,8 @@ module.exports = {
235
235
  class RenderedLightObjectInstance extends RenderedInstance {
236
236
  _radius = 0;
237
237
  _color = 0;
238
- _radiusGraphics = null;
238
+ /** @type {PIXI.Graphics} The circle to show the radius of the light */
239
+ _radiusGraphics;
239
240
 
240
241
  constructor(
241
242
  project,
@@ -259,7 +260,6 @@ module.exports = {
259
260
  lightIconSprite.anchor.x = 0.5;
260
261
  lightIconSprite.anchor.y = 0.5;
261
262
 
262
- // The circle to show the radius of the light.
263
263
  this._radiusGraphics = new PIXI.Graphics();
264
264
 
265
265
  this._pixiObject = new PIXI.Container();
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "version": 3,
3
3
  "sources": ["../../../../../GDevelop/Extensions/Lighting/lightobstacleruntimebehavior.ts"],
4
- "sourcesContent": ["namespace gdjs {\n declare var rbush: any;\n\n export class LightObstaclesManager {\n _obstacleRBush: any;\n\n constructor(instanceContainer: gdjs.RuntimeInstanceContainer) {\n this._obstacleRBush = new rbush();\n }\n\n /**\n * Get the light obstacles manager of an instance container.\n */\n static getManager(\n instanceContainer: gdjs.RuntimeInstanceContainer\n ): gdjs.LightObstaclesManager {\n // @ts-ignore\n if (!instanceContainer._lightObstaclesManager) {\n // Create the shared manager if necessary.\n // @ts-ignore\n instanceContainer._lightObstaclesManager = new gdjs.LightObstaclesManager(\n instanceContainer\n );\n }\n // @ts-ignore\n return instanceContainer._lightObstaclesManager;\n }\n\n /**\n * Add a light obstacle to the list of existing obstacles.\n */\n addObstacle(obstacle: gdjs.LightObstacleRuntimeBehavior) {\n if (obstacle.currentRBushAABB)\n obstacle.currentRBushAABB.updateAABBFromOwner();\n else obstacle.currentRBushAABB = new gdjs.BehaviorRBushAABB(obstacle);\n this._obstacleRBush.insert(obstacle.currentRBushAABB);\n }\n\n /**\n * Remove a light obstacle from the list of existing obstacles. Be sure that the obstacle was\n * added before.\n */\n removeObstacle(obstacle: gdjs.LightObstacleRuntimeBehavior) {\n this._obstacleRBush.remove(obstacle.currentRBushAABB);\n }\n\n /**\n * Returns all the light obstacles around the specified object.\n * @param object The object\n * @param radius Radius of the area to be searched.\n * @param result An array with all obstacles near the object.\n */\n getAllObstaclesAround(\n object: gdjs.RuntimeObject,\n radius: number,\n result: gdjs.LightObstacleRuntimeBehavior[]\n ): void {\n // TODO: This would better be done using the object AABB (getAABB), as (`getCenterX`;`getCenterY`) point\n // is not necessarily in the middle of the object (for sprites for example).\n const x = object.getX();\n const y = object.getY();\n const searchArea = gdjs.staticObject(\n LightObstaclesManager.prototype.getAllObstaclesAround\n );\n // @ts-ignore\n searchArea.minX = x - radius;\n // @ts-ignore\n searchArea.minY = y - radius;\n // @ts-ignore\n searchArea.maxX = x + radius;\n // @ts-ignore\n searchArea.maxY = y + radius;\n const nearbyObstacles: gdjs.BehaviorRBushAABB<\n gdjs.LightObstacleRuntimeBehavior\n >[] = this._obstacleRBush.search(searchArea);\n result.length = 0;\n nearbyObstacles.forEach((nearbyObstacle) =>\n result.push(nearbyObstacle.behavior)\n );\n }\n }\n\n export class LightObstacleRuntimeBehavior extends gdjs.RuntimeBehavior {\n _oldX: float = 0;\n _oldY: float = 0;\n _oldWidth: float = 0;\n _oldHeight: float = 0;\n currentRBushAABB: gdjs.BehaviorRBushAABB<\n LightObstacleRuntimeBehavior\n > | null = null;\n _manager: any;\n _registeredInManager: boolean = false;\n\n constructor(\n instanceContainer: gdjs.RuntimeInstanceContainer,\n behaviorData,\n owner: gdjs.RuntimeObject\n ) {\n super(instanceContainer, behaviorData, owner);\n this._manager = LightObstaclesManager.getManager(instanceContainer);\n }\n\n doStepPreEvents(instanceContainer: gdjs.RuntimeInstanceContainer) {\n // Make sure the obstacle is or is not in the obstacles manager.\n if (!this.activated() && this._registeredInManager) {\n this._manager.removeObstacle(this);\n this._registeredInManager = false;\n } else {\n if (this.activated() && !this._registeredInManager) {\n this._manager.addObstacle(this);\n this._registeredInManager = true;\n }\n }\n\n //Track changes in size or position\n if (\n this._oldX !== this.owner.getX() ||\n this._oldY !== this.owner.getY() ||\n this._oldWidth !== this.owner.getWidth() ||\n this._oldHeight !== this.owner.getHeight()\n ) {\n if (this._registeredInManager) {\n this._manager.removeObstacle(this);\n this._manager.addObstacle(this);\n }\n this._oldX = this.owner.getX();\n this._oldY = this.owner.getY();\n this._oldWidth = this.owner.getWidth();\n this._oldHeight = this.owner.getHeight();\n }\n }\n\n onDestroy() {\n if (this._manager && this._registeredInManager) {\n this._manager.removeObstacle(this);\n }\n }\n\n onActivate() {\n if (this._registeredInManager) {\n return;\n }\n this._manager.addObstacle(this);\n this._registeredInManager = true;\n }\n\n onDeActivate() {\n if (!this._registeredInManager) {\n return;\n }\n this._manager.removeObstacle(this);\n this._registeredInManager = false;\n }\n }\n gdjs.registerBehavior(\n 'Lighting::LightObstacleBehavior',\n gdjs.LightObstacleRuntimeBehavior\n );\n}\n"],
5
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+ "sourcesContent": ["namespace gdjs {\n declare var rbush: any;\n\n export class LightObstaclesManager {\n _obstacleRBush: any;\n\n constructor(instanceContainer: gdjs.RuntimeInstanceContainer) {\n this._obstacleRBush = new rbush();\n }\n\n /**\n * Get the light obstacles manager of an instance container.\n */\n static getManager(\n instanceContainer: gdjs.RuntimeInstanceContainer\n ): gdjs.LightObstaclesManager {\n // @ts-ignore\n if (!instanceContainer._lightObstaclesManager) {\n // Create the shared manager if necessary.\n // @ts-ignore\n instanceContainer._lightObstaclesManager =\n new gdjs.LightObstaclesManager(instanceContainer);\n }\n // @ts-ignore\n return instanceContainer._lightObstaclesManager;\n }\n\n /**\n * Add a light obstacle to the list of existing obstacles.\n */\n addObstacle(obstacle: gdjs.LightObstacleRuntimeBehavior) {\n if (obstacle.currentRBushAABB)\n obstacle.currentRBushAABB.updateAABBFromOwner();\n else obstacle.currentRBushAABB = new gdjs.BehaviorRBushAABB(obstacle);\n this._obstacleRBush.insert(obstacle.currentRBushAABB);\n }\n\n /**\n * Remove a light obstacle from the list of existing obstacles. Be sure that the obstacle was\n * added before.\n */\n removeObstacle(obstacle: gdjs.LightObstacleRuntimeBehavior) {\n this._obstacleRBush.remove(obstacle.currentRBushAABB);\n }\n\n /**\n * Returns all the light obstacles around the specified object.\n * @param object The object\n * @param radius Radius of the area to be searched.\n * @param result An array with all obstacles near the object.\n */\n getAllObstaclesAround(\n object: gdjs.RuntimeObject,\n radius: number,\n result: gdjs.LightObstacleRuntimeBehavior[]\n ): void {\n // TODO: This would better be done using the object AABB (getAABB), as (`getCenterX`;`getCenterY`) point\n // is not necessarily in the middle of the object (for sprites for example).\n const x = object.getX();\n const y = object.getY();\n const searchArea = gdjs.staticObject(\n LightObstaclesManager.prototype.getAllObstaclesAround\n );\n // @ts-ignore\n searchArea.minX = x - radius;\n // @ts-ignore\n searchArea.minY = y - radius;\n // @ts-ignore\n searchArea.maxX = x + radius;\n // @ts-ignore\n searchArea.maxY = y + radius;\n const nearbyObstacles: gdjs.BehaviorRBushAABB<gdjs.LightObstacleRuntimeBehavior>[] =\n this._obstacleRBush.search(searchArea);\n result.length = 0;\n nearbyObstacles.forEach((nearbyObstacle) =>\n result.push(nearbyObstacle.behavior)\n );\n }\n }\n\n export class LightObstacleRuntimeBehavior extends gdjs.RuntimeBehavior {\n _oldX: float = 0;\n _oldY: float = 0;\n _oldWidth: float = 0;\n _oldHeight: float = 0;\n currentRBushAABB: gdjs.BehaviorRBushAABB<LightObstacleRuntimeBehavior> | null =\n null;\n _manager: any;\n _registeredInManager: boolean = false;\n\n constructor(\n instanceContainer: gdjs.RuntimeInstanceContainer,\n behaviorData,\n owner: gdjs.RuntimeObject\n ) {\n super(instanceContainer, behaviorData, owner);\n this._manager = LightObstaclesManager.getManager(instanceContainer);\n }\n\n doStepPreEvents(instanceContainer: gdjs.RuntimeInstanceContainer) {\n // Make sure the obstacle is or is not in the obstacles manager.\n if (!this.activated() && this._registeredInManager) {\n this._manager.removeObstacle(this);\n this._registeredInManager = false;\n } else {\n if (this.activated() && !this._registeredInManager) {\n this._manager.addObstacle(this);\n this._registeredInManager = true;\n }\n }\n\n //Track changes in size or position\n if (\n this._oldX !== this.owner.getX() ||\n this._oldY !== this.owner.getY() ||\n this._oldWidth !== this.owner.getWidth() ||\n this._oldHeight !== this.owner.getHeight()\n ) {\n if (this._registeredInManager) {\n this._manager.removeObstacle(this);\n this._manager.addObstacle(this);\n }\n this._oldX = this.owner.getX();\n this._oldY = this.owner.getY();\n this._oldWidth = this.owner.getWidth();\n this._oldHeight = this.owner.getHeight();\n }\n }\n\n onDestroy() {\n if (this._manager && this._registeredInManager) {\n this._manager.removeObstacle(this);\n }\n }\n\n onActivate() {\n if (this._registeredInManager) {\n return;\n }\n this._manager.addObstacle(this);\n this._registeredInManager = true;\n }\n\n onDeActivate() {\n if (!this._registeredInManager) {\n return;\n }\n this._manager.removeObstacle(this);\n this._registeredInManager = false;\n }\n }\n gdjs.registerBehavior(\n 'Lighting::LightObstacleBehavior',\n gdjs.LightObstacleRuntimeBehavior\n );\n}\n"],
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  "names": []
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  }
@@ -1,7 +1,7 @@
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  {
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  "version": 3,
3
3
  "sources": ["../../../../../GDevelop/Extensions/Lighting/lightruntimeobject-pixi-renderer.ts"],
4
- "sourcesContent": ["namespace gdjs {\n const logger = new gdjs.Logger('Light object');\n\n /**\n * Pixi renderer for light runtime objects.\n */\n export class LightRuntimeObjectPixiRenderer {\n _object: gdjs.LightRuntimeObject;\n _instanceContainer: gdjs.RuntimeInstanceContainer;\n _manager: gdjs.LightObstaclesManager;\n _radius: number;\n _color: [number, number, number];\n _texture: PIXI.Texture | null = null;\n _center: Float32Array;\n _defaultVertexBuffer: Float32Array;\n _vertexBuffer: Float32Array;\n _indexBuffer: Uint16Array;\n _light: PIXI.Mesh<PIXI.Shader> | null = null;\n _isPreview: boolean;\n _debugMode: boolean = false;\n _debugLight: PIXI.Container | null = null;\n _debugGraphics: PIXI.Graphics | null = null;\n\n /**\n * A polygon updated when vertices of the light are computed\n * to be a polygon bounding the light and its obstacles.\n */\n _lightBoundingPoly: gdjs.Polygon;\n\n constructor(\n runtimeObject: gdjs.LightRuntimeObject,\n instanceContainer: gdjs.RuntimeInstanceContainer\n ) {\n this._object = runtimeObject;\n this._instanceContainer = instanceContainer;\n this._manager = runtimeObject.getObstaclesManager();\n this._radius = runtimeObject.getRadius();\n const objectColor = runtimeObject._color;\n this._color = [\n objectColor[0] / 255,\n objectColor[1] / 255,\n objectColor[2] / 255,\n ];\n this.updateTexture();\n this._center = new Float32Array([runtimeObject.x, runtimeObject.y]);\n this._defaultVertexBuffer = new Float32Array(8);\n this._vertexBuffer = new Float32Array([\n runtimeObject.x - this._radius,\n runtimeObject.y + this._radius,\n runtimeObject.x + this._radius,\n runtimeObject.y + this._radius,\n runtimeObject.x + this._radius,\n runtimeObject.y - this._radius,\n runtimeObject.x - this._radius,\n runtimeObject.y - this._radius,\n ]);\n this._indexBuffer = new Uint16Array([0, 1, 2, 0, 2, 3]);\n this.updateMesh();\n this._isPreview = instanceContainer.getGame().isPreview();\n this._lightBoundingPoly = gdjs.Polygon.createRectangle(0, 0);\n\n this.updateDebugMode();\n\n // Objects will be added in lighting layer, this is just to maintain consistency.\n if (this._light) {\n instanceContainer\n .getLayer('')\n .getRenderer()\n .addRendererObject(\n this.getRendererObject(),\n runtimeObject.getZOrder()\n );\n }\n }\n\n static _verticesWithAngleComparator(vertexWithAngleA, vertexWithAngleB) {\n if (vertexWithAngleA.angle < vertexWithAngleB.angle) {\n return -1;\n }\n if (vertexWithAngleA.angle > vertexWithAngleB.angle) {\n return 1;\n }\n return 0;\n }\n\n static _computeClosestIntersectionPoint(\n lightObject: gdjs.LightRuntimeObject,\n angle: float,\n polygons: Array<gdjs.Polygon>,\n boundingSquareHalfDiag: float\n ) {\n const centerX = lightObject.getX();\n const centerY = lightObject.getY();\n const targetX = centerX + boundingSquareHalfDiag * Math.cos(angle);\n const targetY = centerY + boundingSquareHalfDiag * Math.sin(angle);\n let minSqDist = boundingSquareHalfDiag * boundingSquareHalfDiag;\n const closestPoint: Array<integer | null> = [null, null];\n for (const poly of polygons) {\n const raycastResult = gdjs.Polygon.raycastTest(\n poly,\n centerX,\n centerY,\n targetX,\n targetY\n );\n if (raycastResult.collision && raycastResult.closeSqDist <= minSqDist) {\n minSqDist = raycastResult.closeSqDist;\n closestPoint[0] = raycastResult.closeX;\n closestPoint[1] = raycastResult.closeY;\n }\n }\n if (closestPoint[0] && closestPoint[1]) {\n return closestPoint;\n }\n return null;\n }\n\n getRendererObject(): PIXI.Mesh | null | PIXI.Container {\n if (this._debugLight) {\n return this._debugLight;\n }\n return this._light;\n }\n\n ensureUpToDate() {\n if (this._object.isHidden()) {\n return;\n }\n if (this._debugGraphics) {\n this._updateDebugGraphics();\n }\n this._updateBuffers();\n }\n\n updateMesh(): void {\n if (!PIXI.utils.isWebGLSupported()) {\n logger.warn(\n 'This device does not support webgl, which is required for Lighting Extension.'\n );\n return;\n }\n this.updateTexture();\n const fragmentShader =\n this._texture === null\n ? LightRuntimeObjectPixiRenderer.defaultFragmentShader\n : LightRuntimeObjectPixiRenderer.texturedFragmentShader;\n const shaderUniforms = {\n center: this._center,\n radius: this._radius,\n color: this._color,\n };\n if (this._texture) {\n // @ts-ignore\n shaderUniforms.uSampler = this._texture;\n }\n const shader = PIXI.Shader.from(\n LightRuntimeObjectPixiRenderer.defaultVertexShader,\n fragmentShader,\n shaderUniforms\n );\n const geometry = new PIXI.Geometry();\n geometry\n .addAttribute('aVertexPosition', this._vertexBuffer, 2)\n .addIndex(this._indexBuffer);\n if (!this._light) {\n this._light = new PIXI.Mesh(geometry, shader);\n this._light.blendMode = PIXI.BLEND_MODES.ADD;\n } else {\n this._light.shader = shader;\n // @ts-ignore - replacing the read-only geometry\n this._light.geometry = geometry;\n }\n }\n\n updateRadius(): void {\n if (!this._light) {\n return;\n }\n this._radius = this._object.getRadius();\n this._light.shader.uniforms.radius = this._radius;\n }\n\n updateColor(): void {\n if (!this._light) {\n return;\n }\n const objectColor = this._object._color;\n this._color = [\n objectColor[0] / 255,\n objectColor[1] / 255,\n objectColor[2] / 255,\n ];\n this._light.shader.uniforms.color = this._color;\n }\n\n updateTexture(): void {\n const texture = this._object.getTexture();\n this._texture =\n texture !== ''\n ? (this._instanceContainer\n .getGame()\n .getImageManager() as gdjs.PixiImageManager).getPIXITexture(\n texture\n )\n : null;\n }\n\n updateDebugMode(): void {\n if (!this._light) {\n return;\n }\n this._debugMode = this._object.getDebugMode();\n if (!this._debugLight && (this._isPreview || this._debugMode)) {\n this._debugLight = new PIXI.Container();\n this._debugLight.addChild(this._light);\n }\n if (this._debugMode && !this._debugGraphics) {\n this._debugGraphics = new PIXI.Graphics();\n (this._debugLight as PIXI.Container).addChild(this._debugGraphics);\n }\n if (!this._debugMode && this._debugGraphics) {\n (this._debugLight as PIXI.Container).removeChild(this._debugGraphics);\n this._debugGraphics.destroy();\n this._debugGraphics = null;\n }\n this.ensureUpToDate();\n }\n\n _updateDebugGraphics() {\n const debugGraphics = this._debugGraphics as PIXI.Graphics;\n\n const computedVertices = this._computeLightVertices();\n if (!computedVertices.length) {\n debugGraphics.clear();\n debugGraphics\n .lineStyle(1, 16711680, 1)\n .moveTo(this._object.x, this._object.y)\n .lineTo(this._object.x - this._radius, this._object.y + this._radius)\n .lineTo(this._object.x + this._radius, this._object.y + this._radius)\n .moveTo(this._object.x, this._object.y)\n .lineTo(this._object.x + this._radius, this._object.y + this._radius)\n .lineTo(this._object.x + this._radius, this._object.y - this._radius)\n .moveTo(this._object.x, this._object.y)\n .lineTo(this._object.x + this._radius, this._object.y - this._radius)\n .lineTo(this._object.x - this._radius, this._object.y - this._radius)\n .moveTo(this._object.x, this._object.y)\n .lineTo(this._object.x - this._radius, this._object.y - this._radius)\n .lineTo(this._object.x - this._radius, this._object.y + this._radius);\n return;\n }\n const vertices = new Array(2 * computedVertices.length + 2);\n vertices[0] = this._object.x;\n vertices[1] = this._object.y;\n for (let i = 2; i < 2 * computedVertices.length + 2; i += 2) {\n vertices[i] = computedVertices[i / 2 - 1][0];\n vertices[i + 1] = computedVertices[i / 2 - 1][1];\n }\n debugGraphics.clear();\n debugGraphics.moveTo(vertices[2], vertices[3]);\n const verticesCount = vertices.length;\n for (let i = 2; i < verticesCount; i += 2) {\n const lineColor = i % 4 === 0 ? 16711680 : 65280;\n const lastX = i + 2 >= verticesCount ? 2 : i + 2;\n const lastY = i + 3 >= verticesCount ? 3 : i + 3;\n debugGraphics\n .lineStyle(1, lineColor, 1)\n .lineTo(vertices[i], vertices[i + 1])\n .lineTo(vertices[lastX], vertices[lastY])\n .moveTo(vertices[0], vertices[1])\n .lineTo(vertices[i], vertices[i + 1])\n .moveTo(vertices[0], vertices[1])\n .lineTo(vertices[lastX], vertices[lastY]);\n }\n }\n\n _updateBuffers() {\n if (!this._light) {\n return;\n }\n this._center[0] = this._object.x;\n this._center[1] = this._object.y;\n const vertices = this._computeLightVertices();\n\n // Fallback to simple quad when there are no obstacles around.\n if (vertices.length === 0) {\n this._defaultVertexBuffer[0] = this._object.x - this._radius;\n this._defaultVertexBuffer[1] = this._object.y + this._radius;\n this._defaultVertexBuffer[2] = this._object.x + this._radius;\n this._defaultVertexBuffer[3] = this._object.y + this._radius;\n this._defaultVertexBuffer[4] = this._object.x + this._radius;\n this._defaultVertexBuffer[5] = this._object.y - this._radius;\n this._defaultVertexBuffer[6] = this._object.x - this._radius;\n this._defaultVertexBuffer[7] = this._object.y - this._radius;\n this._light.shader.uniforms.center = this._center;\n this._light.geometry\n .getBuffer('aVertexPosition')\n .update(this._defaultVertexBuffer);\n this._light.geometry\n .getIndex()\n .update(LightRuntimeObjectPixiRenderer._defaultIndexBuffer);\n return;\n }\n const verticesCount = vertices.length;\n\n // If the array buffer which is already allocated is at most\n // twice the size of memory required, we could avoid re-allocation\n // and instead use a subarray. Otherwise, allocate new array buffers as\n // there would be memory wastage.\n let isSubArrayUsed = false;\n let vertexBufferSubArray: Float32Array | null = null;\n let indexBufferSubArray: Uint16Array | null = null;\n if (this._vertexBuffer.length > 2 * verticesCount + 2) {\n if (this._vertexBuffer.length < 4 * verticesCount + 4) {\n isSubArrayUsed = true;\n vertexBufferSubArray = this._vertexBuffer.subarray(\n 0,\n 2 * verticesCount + 2\n );\n indexBufferSubArray = this._indexBuffer.subarray(\n 0,\n 3 * verticesCount\n );\n } else {\n this._vertexBuffer = new Float32Array(2 * verticesCount + 2);\n this._indexBuffer = new Uint16Array(3 * verticesCount);\n }\n }\n\n // When the allocated array buffer has less memory than\n // required, we'll have to allocated new array buffers.\n if (this._vertexBuffer.length < 2 * verticesCount + 2) {\n this._vertexBuffer = new Float32Array(2 * verticesCount + 2);\n this._indexBuffer = new Uint16Array(3 * verticesCount);\n }\n this._vertexBuffer[0] = this._object.x;\n this._vertexBuffer[1] = this._object.y;\n for (let i = 2; i < 2 * verticesCount + 2; i += 2) {\n this._vertexBuffer[i] = vertices[i / 2 - 1][0];\n this._vertexBuffer[i + 1] = vertices[i / 2 - 1][1];\n }\n for (let i = 0; i < 3 * verticesCount; i += 3) {\n this._indexBuffer[i] = 0;\n this._indexBuffer[i + 1] = i / 3 + 1;\n if (i / 3 + 1 !== verticesCount) {\n this._indexBuffer[i + 2] = i / 3 + 2;\n } else {\n this._indexBuffer[i + 2] = 1;\n }\n }\n this._light.shader.uniforms.center = this._center;\n if (!isSubArrayUsed) {\n this._light.geometry\n .getBuffer('aVertexPosition')\n .update(this._vertexBuffer);\n this._light.geometry.getIndex().update(this._indexBuffer);\n } else {\n this._light.geometry\n .getBuffer('aVertexPosition')\n // @ts-ignore\n .update(vertexBufferSubArray);\n // @ts-ignore\n this._light.geometry.getIndex().update(indexBufferSubArray);\n }\n }\n\n /**\n * Computes the vertices of mesh using raycasting.\n * @returns the vertices of mesh.\n */\n _computeLightVertices(): Array<FloatPoint> {\n const lightObstacles: gdjs.LightObstacleRuntimeBehavior[] = [];\n if (this._manager) {\n this._manager.getAllObstaclesAround(\n this._object,\n this._radius,\n lightObstacles\n );\n }\n const searchAreaLeft = this._object.getX() - this._radius;\n const searchAreaTop = this._object.getY() - this._radius;\n const searchAreaRight = this._object.getX() + this._radius;\n const searchAreaBottom = this._object.getY() + this._radius;\n\n // Bail out early if there are no obstacles.\n if (lightObstacles.length === 0) {\n // @ts-ignore TODO the array should probably be pass as a parameter.\n return lightObstacles;\n }\n\n // Synchronize light bounding polygon with the hitbox.\n // Note: we suppose the hitbox is always a single rectangle.\n const objectHitBox = this._object.getHitBoxes()[0];\n for (let i = 0; i < 4; i++) {\n this._lightBoundingPoly.vertices[i][0] = objectHitBox.vertices[i][0];\n this._lightBoundingPoly.vertices[i][1] = objectHitBox.vertices[i][1];\n }\n\n // Create the list of polygons to compute the light vertices\n const obstaclePolygons: Array<gdjs.Polygon> = [];\n obstaclePolygons.push(this._lightBoundingPoly);\n for (let i = 0; i < lightObstacles.length; i++) {\n const obstacleHitBoxes = lightObstacles[i].owner.getHitBoxesAround(\n searchAreaLeft,\n searchAreaTop,\n searchAreaRight,\n searchAreaBottom\n );\n for (const hitbox of obstacleHitBoxes) {\n obstaclePolygons.push(hitbox);\n }\n }\n\n let maxX = this._object.x + this._radius;\n let minX = this._object.x - this._radius;\n let maxY = this._object.y + this._radius;\n let minY = this._object.y - this._radius;\n const flattenVertices: Array<FloatPoint> = [];\n for (let i = 1; i < obstaclePolygons.length; i++) {\n const vertices = obstaclePolygons[i].vertices;\n const verticesCount = vertices.length;\n for (let j = 0; j < verticesCount; j++) {\n flattenVertices.push(vertices[j]);\n if (vertices[j][0] < minX) {\n minX = vertices[j][0];\n }\n if (vertices[j][0] > maxX) {\n maxX = vertices[j][0];\n }\n if (vertices[j][1] < minY) {\n minY = vertices[j][1];\n }\n if (vertices[j][1] > maxY) {\n maxY = vertices[j][1];\n }\n }\n }\n obstaclePolygons[0].vertices[0][0] = minX;\n obstaclePolygons[0].vertices[0][1] = minY;\n obstaclePolygons[0].vertices[1][0] = maxX;\n obstaclePolygons[0].vertices[1][1] = minY;\n obstaclePolygons[0].vertices[2][0] = maxX;\n obstaclePolygons[0].vertices[2][1] = maxY;\n obstaclePolygons[0].vertices[3][0] = minX;\n obstaclePolygons[0].vertices[3][1] = maxY;\n\n // Find the largest diagonal length.\n const boundingSquareHalfDiag = Math.sqrt(\n Math.max(\n (this._object.x - minX) * (this._object.x - minX) +\n (this._object.y - minY) * (this._object.y - minY),\n (maxX - this._object.x) * (maxX - this._object.x) +\n (this._object.y - minY) * (this._object.y - minY),\n (maxX - this._object.x) * (maxX - this._object.x) +\n (maxY - this._object.y) * (maxY - this._object.y),\n (this._object.x - minX) * (this._object.x - minX) +\n (maxY - this._object.y) * (maxY - this._object.y)\n )\n );\n // Add this._object.hitBoxes vertices.\n for (let i = 0; i < 4; i++) {\n flattenVertices.push(obstaclePolygons[0].vertices[i]);\n }\n const closestVertices: Array<any> = [];\n const flattenVerticesCount = flattenVertices.length;\n for (let i = 0; i < flattenVerticesCount; i++) {\n const xdiff = flattenVertices[i][0] - this._object.x;\n const ydiff = flattenVertices[i][1] - this._object.y;\n const angle = Math.atan2(ydiff, xdiff);\n const closestVertex = LightRuntimeObjectPixiRenderer._computeClosestIntersectionPoint(\n this._object,\n angle,\n obstaclePolygons,\n boundingSquareHalfDiag\n );\n if (closestVertex) {\n closestVertices.push({ vertex: closestVertex, angle: angle });\n }\n\n // TODO: Check whether we need to raycast these two extra rays or not.\n const closestVertexOffsetLeft = LightRuntimeObjectPixiRenderer._computeClosestIntersectionPoint(\n this._object,\n angle + 0.0001,\n obstaclePolygons,\n boundingSquareHalfDiag\n );\n if (closestVertexOffsetLeft) {\n closestVertices.push({\n vertex: closestVertexOffsetLeft,\n angle: angle + 0.0001,\n });\n }\n const closestVertexOffsetRight = LightRuntimeObjectPixiRenderer._computeClosestIntersectionPoint(\n this._object,\n angle - 0.0001,\n obstaclePolygons,\n boundingSquareHalfDiag\n );\n if (closestVertexOffsetRight) {\n closestVertices.push({\n vertex: closestVertexOffsetRight,\n angle: angle - 0.0001,\n });\n }\n }\n closestVertices.sort(\n LightRuntimeObjectPixiRenderer._verticesWithAngleComparator\n );\n const closestVerticesCount = closestVertices.length;\n if (closestVerticesCount === 0) return [];\n const filteredVerticesResult = [closestVertices[0].vertex];\n for (let i = 1; i < closestVerticesCount; i++) {\n if (closestVertices[i].angle !== closestVertices[i - 1].angle) {\n filteredVerticesResult.push(closestVertices[i].vertex);\n }\n }\n return filteredVerticesResult;\n }\n\n static _defaultIndexBuffer = new Uint16Array([0, 1, 2, 0, 2, 3]);\n static defaultVertexShader = `\n precision highp float;\n attribute vec2 aVertexPosition;\n\n uniform mat3 translationMatrix;\n uniform mat3 projectionMatrix;\n varying vec2 vPos;\n\n void main() {\n vPos = aVertexPosition;\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n }`;\n static defaultFragmentShader = `\n precision highp float;\n uniform vec2 center;\n uniform float radius;\n uniform vec3 color;\n varying vec2 vPos;\n\n void main() {\n float l = length(vPos - center);\n float intensity = 0.0;\n if(l < radius)\n intensity = clamp((radius - l)*(radius - l)/(radius*radius), 0.0, 1.0);\n gl_FragColor = vec4(color*intensity, 1.0);\n }`;\n static texturedFragmentShader = `\n precision highp float;\n uniform vec2 center;\n uniform float radius;\n uniform vec3 color;\n uniform sampler2D uSampler;\n varying vec2 vPos;\n\n void main() {\n vec2 topleft = vec2(center.x - radius, center.y - radius);\n vec2 texCoord = (vPos - topleft)/(2.0 * radius);\n gl_FragColor = (texCoord.x > 0.0 && texCoord.x < 1.0 && texCoord.y > 0.0 && texCoord.y < 1.0)\n ? vec4(color, 1.0) * texture2D(uSampler, texCoord)\n : vec4(0.0, 0.0, 0.0, 0.0);\n }`;\n }\n\n // @ts-ignore - Register the class to let the engine use it.\n export const LightRuntimeObjectRenderer = LightRuntimeObjectPixiRenderer;\n export type LightRuntimeObjectRenderer = LightRuntimeObjectPixiRenderer;\n}\n"],
5
- "mappings": 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+ "sourcesContent": ["namespace gdjs {\n const logger = new gdjs.Logger('Light object');\n\n /**\n * Pixi renderer for light runtime objects.\n */\n export class LightRuntimeObjectPixiRenderer {\n _object: gdjs.LightRuntimeObject;\n _instanceContainer: gdjs.RuntimeInstanceContainer;\n _manager: gdjs.LightObstaclesManager;\n _radius: number;\n _color: [number, number, number];\n _texture: PIXI.Texture | null = null;\n _center: Float32Array;\n _defaultVertexBuffer: Float32Array;\n _vertexBuffer: Float32Array;\n _indexBuffer: Uint16Array;\n _light: PIXI.Mesh<PIXI.Shader> | null = null;\n _isPreview: boolean;\n _debugMode: boolean = false;\n _debugLight: PIXI.Container | null = null;\n _debugGraphics: PIXI.Graphics | null = null;\n\n /**\n * A polygon updated when vertices of the light are computed\n * to be a polygon bounding the light and its obstacles.\n */\n _lightBoundingPoly: gdjs.Polygon;\n\n constructor(\n runtimeObject: gdjs.LightRuntimeObject,\n instanceContainer: gdjs.RuntimeInstanceContainer\n ) {\n this._object = runtimeObject;\n this._instanceContainer = instanceContainer;\n this._manager = runtimeObject.getObstaclesManager();\n this._radius = runtimeObject.getRadius();\n const objectColor = runtimeObject._color;\n this._color = [\n objectColor[0] / 255,\n objectColor[1] / 255,\n objectColor[2] / 255,\n ];\n this.updateTexture();\n this._center = new Float32Array([runtimeObject.x, runtimeObject.y]);\n this._defaultVertexBuffer = new Float32Array(8);\n this._vertexBuffer = new Float32Array([\n runtimeObject.x - this._radius,\n runtimeObject.y + this._radius,\n runtimeObject.x + this._radius,\n runtimeObject.y + this._radius,\n runtimeObject.x + this._radius,\n runtimeObject.y - this._radius,\n runtimeObject.x - this._radius,\n runtimeObject.y - this._radius,\n ]);\n this._indexBuffer = new Uint16Array([0, 1, 2, 0, 2, 3]);\n this.updateMesh();\n this._isPreview = instanceContainer.getGame().isPreview();\n this._lightBoundingPoly = gdjs.Polygon.createRectangle(0, 0);\n\n this.updateDebugMode();\n\n // Objects will be added in lighting layer, this is just to maintain consistency.\n if (this._light) {\n instanceContainer\n .getLayer('')\n .getRenderer()\n .addRendererObject(\n this.getRendererObject(),\n runtimeObject.getZOrder()\n );\n }\n }\n\n static _verticesWithAngleComparator(vertexWithAngleA, vertexWithAngleB) {\n if (vertexWithAngleA.angle < vertexWithAngleB.angle) {\n return -1;\n }\n if (vertexWithAngleA.angle > vertexWithAngleB.angle) {\n return 1;\n }\n return 0;\n }\n\n static _computeClosestIntersectionPoint(\n lightObject: gdjs.LightRuntimeObject,\n angle: float,\n polygons: Array<gdjs.Polygon>,\n boundingSquareHalfDiag: float\n ) {\n const centerX = lightObject.getX();\n const centerY = lightObject.getY();\n const targetX = centerX + boundingSquareHalfDiag * Math.cos(angle);\n const targetY = centerY + boundingSquareHalfDiag * Math.sin(angle);\n let minSqDist = boundingSquareHalfDiag * boundingSquareHalfDiag;\n const closestPoint: Array<integer | null> = [null, null];\n for (const poly of polygons) {\n const raycastResult = gdjs.Polygon.raycastTest(\n poly,\n centerX,\n centerY,\n targetX,\n targetY\n );\n if (raycastResult.collision && raycastResult.closeSqDist <= minSqDist) {\n minSqDist = raycastResult.closeSqDist;\n closestPoint[0] = raycastResult.closeX;\n closestPoint[1] = raycastResult.closeY;\n }\n }\n if (closestPoint[0] && closestPoint[1]) {\n return closestPoint;\n }\n return null;\n }\n\n getRendererObject(): PIXI.Mesh | null | PIXI.Container {\n if (this._debugLight) {\n return this._debugLight;\n }\n return this._light;\n }\n\n ensureUpToDate() {\n if (this._object.isHidden()) {\n return;\n }\n if (this._debugGraphics) {\n this._updateDebugGraphics();\n }\n this._updateBuffers();\n }\n\n updateMesh(): void {\n if (!PIXI.utils.isWebGLSupported()) {\n logger.warn(\n 'This device does not support webgl, which is required for Lighting Extension.'\n );\n return;\n }\n this.updateTexture();\n const fragmentShader =\n this._texture === null\n ? LightRuntimeObjectPixiRenderer.defaultFragmentShader\n : LightRuntimeObjectPixiRenderer.texturedFragmentShader;\n const shaderUniforms = {\n center: this._center,\n radius: this._radius,\n color: this._color,\n };\n if (this._texture) {\n // @ts-ignore\n shaderUniforms.uSampler = this._texture;\n }\n const shader = PIXI.Shader.from(\n LightRuntimeObjectPixiRenderer.defaultVertexShader,\n fragmentShader,\n shaderUniforms\n );\n const geometry = new PIXI.Geometry();\n geometry\n .addAttribute('aVertexPosition', this._vertexBuffer, 2)\n .addIndex(this._indexBuffer);\n if (!this._light) {\n this._light = new PIXI.Mesh(geometry, shader);\n this._light.blendMode = PIXI.BLEND_MODES.ADD;\n } else {\n this._light.shader = shader;\n // @ts-ignore - replacing the read-only geometry\n this._light.geometry = geometry;\n }\n }\n\n updateRadius(): void {\n if (!this._light) {\n return;\n }\n this._radius = this._object.getRadius();\n this._light.shader.uniforms.radius = this._radius;\n }\n\n updateColor(): void {\n if (!this._light) {\n return;\n }\n const objectColor = this._object._color;\n this._color = [\n objectColor[0] / 255,\n objectColor[1] / 255,\n objectColor[2] / 255,\n ];\n this._light.shader.uniforms.color = this._color;\n }\n\n updateTexture(): void {\n const texture = this._object.getTexture();\n this._texture =\n texture !== ''\n ? (\n this._instanceContainer\n .getGame()\n .getImageManager() as gdjs.PixiImageManager\n ).getPIXITexture(texture)\n : null;\n }\n\n updateDebugMode(): void {\n if (!this._light) {\n return;\n }\n this._debugMode = this._object.getDebugMode();\n if (!this._debugLight && (this._isPreview || this._debugMode)) {\n this._debugLight = new PIXI.Container();\n this._debugLight.addChild(this._light);\n }\n if (this._debugMode && !this._debugGraphics) {\n this._debugGraphics = new PIXI.Graphics();\n (this._debugLight as PIXI.Container).addChild(this._debugGraphics);\n }\n if (!this._debugMode && this._debugGraphics) {\n (this._debugLight as PIXI.Container).removeChild(this._debugGraphics);\n this._debugGraphics.destroy();\n this._debugGraphics = null;\n }\n this.ensureUpToDate();\n }\n\n _updateDebugGraphics() {\n const debugGraphics = this._debugGraphics as PIXI.Graphics;\n\n const computedVertices = this._computeLightVertices();\n if (!computedVertices.length) {\n debugGraphics.clear();\n debugGraphics\n .lineStyle(1, 16711680, 1)\n .moveTo(this._object.x, this._object.y)\n .lineTo(this._object.x - this._radius, this._object.y + this._radius)\n .lineTo(this._object.x + this._radius, this._object.y + this._radius)\n .moveTo(this._object.x, this._object.y)\n .lineTo(this._object.x + this._radius, this._object.y + this._radius)\n .lineTo(this._object.x + this._radius, this._object.y - this._radius)\n .moveTo(this._object.x, this._object.y)\n .lineTo(this._object.x + this._radius, this._object.y - this._radius)\n .lineTo(this._object.x - this._radius, this._object.y - this._radius)\n .moveTo(this._object.x, this._object.y)\n .lineTo(this._object.x - this._radius, this._object.y - this._radius)\n .lineTo(this._object.x - this._radius, this._object.y + this._radius);\n return;\n }\n const vertices = new Array(2 * computedVertices.length + 2);\n vertices[0] = this._object.x;\n vertices[1] = this._object.y;\n for (let i = 2; i < 2 * computedVertices.length + 2; i += 2) {\n vertices[i] = computedVertices[i / 2 - 1][0];\n vertices[i + 1] = computedVertices[i / 2 - 1][1];\n }\n debugGraphics.clear();\n debugGraphics.moveTo(vertices[2], vertices[3]);\n const verticesCount = vertices.length;\n for (let i = 2; i < verticesCount; i += 2) {\n const lineColor = i % 4 === 0 ? 16711680 : 65280;\n const lastX = i + 2 >= verticesCount ? 2 : i + 2;\n const lastY = i + 3 >= verticesCount ? 3 : i + 3;\n debugGraphics\n .lineStyle(1, lineColor, 1)\n .lineTo(vertices[i], vertices[i + 1])\n .lineTo(vertices[lastX], vertices[lastY])\n .moveTo(vertices[0], vertices[1])\n .lineTo(vertices[i], vertices[i + 1])\n .moveTo(vertices[0], vertices[1])\n .lineTo(vertices[lastX], vertices[lastY]);\n }\n }\n\n _updateBuffers() {\n if (!this._light) {\n return;\n }\n this._center[0] = this._object.x;\n this._center[1] = this._object.y;\n const vertices = this._computeLightVertices();\n\n // Fallback to simple quad when there are no obstacles around.\n if (vertices.length === 0) {\n this._defaultVertexBuffer[0] = this._object.x - this._radius;\n this._defaultVertexBuffer[1] = this._object.y + this._radius;\n this._defaultVertexBuffer[2] = this._object.x + this._radius;\n this._defaultVertexBuffer[3] = this._object.y + this._radius;\n this._defaultVertexBuffer[4] = this._object.x + this._radius;\n this._defaultVertexBuffer[5] = this._object.y - this._radius;\n this._defaultVertexBuffer[6] = this._object.x - this._radius;\n this._defaultVertexBuffer[7] = this._object.y - this._radius;\n this._light.shader.uniforms.center = this._center;\n this._light.geometry\n .getBuffer('aVertexPosition')\n .update(this._defaultVertexBuffer);\n this._light.geometry\n .getIndex()\n .update(LightRuntimeObjectPixiRenderer._defaultIndexBuffer);\n return;\n }\n const verticesCount = vertices.length;\n\n // If the array buffer which is already allocated is at most\n // twice the size of memory required, we could avoid re-allocation\n // and instead use a subarray. Otherwise, allocate new array buffers as\n // there would be memory wastage.\n let isSubArrayUsed = false;\n let vertexBufferSubArray: Float32Array | null = null;\n let indexBufferSubArray: Uint16Array | null = null;\n if (this._vertexBuffer.length > 2 * verticesCount + 2) {\n if (this._vertexBuffer.length < 4 * verticesCount + 4) {\n isSubArrayUsed = true;\n vertexBufferSubArray = this._vertexBuffer.subarray(\n 0,\n 2 * verticesCount + 2\n );\n indexBufferSubArray = this._indexBuffer.subarray(\n 0,\n 3 * verticesCount\n );\n } else {\n this._vertexBuffer = new Float32Array(2 * verticesCount + 2);\n this._indexBuffer = new Uint16Array(3 * verticesCount);\n }\n }\n\n // When the allocated array buffer has less memory than\n // required, we'll have to allocated new array buffers.\n if (this._vertexBuffer.length < 2 * verticesCount + 2) {\n this._vertexBuffer = new Float32Array(2 * verticesCount + 2);\n this._indexBuffer = new Uint16Array(3 * verticesCount);\n }\n this._vertexBuffer[0] = this._object.x;\n this._vertexBuffer[1] = this._object.y;\n for (let i = 2; i < 2 * verticesCount + 2; i += 2) {\n this._vertexBuffer[i] = vertices[i / 2 - 1][0];\n this._vertexBuffer[i + 1] = vertices[i / 2 - 1][1];\n }\n for (let i = 0; i < 3 * verticesCount; i += 3) {\n this._indexBuffer[i] = 0;\n this._indexBuffer[i + 1] = i / 3 + 1;\n if (i / 3 + 1 !== verticesCount) {\n this._indexBuffer[i + 2] = i / 3 + 2;\n } else {\n this._indexBuffer[i + 2] = 1;\n }\n }\n this._light.shader.uniforms.center = this._center;\n if (!isSubArrayUsed) {\n this._light.geometry\n .getBuffer('aVertexPosition')\n .update(this._vertexBuffer);\n this._light.geometry.getIndex().update(this._indexBuffer);\n } else {\n this._light.geometry\n .getBuffer('aVertexPosition')\n // @ts-ignore\n .update(vertexBufferSubArray);\n // @ts-ignore\n this._light.geometry.getIndex().update(indexBufferSubArray);\n }\n }\n\n /**\n * Computes the vertices of mesh using raycasting.\n * @returns the vertices of mesh.\n */\n _computeLightVertices(): Array<FloatPoint> {\n const lightObstacles: gdjs.LightObstacleRuntimeBehavior[] = [];\n if (this._manager) {\n this._manager.getAllObstaclesAround(\n this._object,\n this._radius,\n lightObstacles\n );\n }\n const searchAreaLeft = this._object.getX() - this._radius;\n const searchAreaTop = this._object.getY() - this._radius;\n const searchAreaRight = this._object.getX() + this._radius;\n const searchAreaBottom = this._object.getY() + this._radius;\n\n // Bail out early if there are no obstacles.\n if (lightObstacles.length === 0) {\n // @ts-ignore TODO the array should probably be pass as a parameter.\n return lightObstacles;\n }\n\n // Synchronize light bounding polygon with the hitbox.\n // Note: we suppose the hitbox is always a single rectangle.\n const objectHitBox = this._object.getHitBoxes()[0];\n for (let i = 0; i < 4; i++) {\n this._lightBoundingPoly.vertices[i][0] = objectHitBox.vertices[i][0];\n this._lightBoundingPoly.vertices[i][1] = objectHitBox.vertices[i][1];\n }\n\n // Create the list of polygons to compute the light vertices\n const obstaclePolygons: Array<gdjs.Polygon> = [];\n obstaclePolygons.push(this._lightBoundingPoly);\n for (let i = 0; i < lightObstacles.length; i++) {\n const obstacleHitBoxes = lightObstacles[i].owner.getHitBoxesAround(\n searchAreaLeft,\n searchAreaTop,\n searchAreaRight,\n searchAreaBottom\n );\n for (const hitbox of obstacleHitBoxes) {\n obstaclePolygons.push(hitbox);\n }\n }\n\n let maxX = this._object.x + this._radius;\n let minX = this._object.x - this._radius;\n let maxY = this._object.y + this._radius;\n let minY = this._object.y - this._radius;\n const flattenVertices: Array<FloatPoint> = [];\n for (let i = 1; i < obstaclePolygons.length; i++) {\n const vertices = obstaclePolygons[i].vertices;\n const verticesCount = vertices.length;\n for (let j = 0; j < verticesCount; j++) {\n flattenVertices.push(vertices[j]);\n if (vertices[j][0] < minX) {\n minX = vertices[j][0];\n }\n if (vertices[j][0] > maxX) {\n maxX = vertices[j][0];\n }\n if (vertices[j][1] < minY) {\n minY = vertices[j][1];\n }\n if (vertices[j][1] > maxY) {\n maxY = vertices[j][1];\n }\n }\n }\n obstaclePolygons[0].vertices[0][0] = minX;\n obstaclePolygons[0].vertices[0][1] = minY;\n obstaclePolygons[0].vertices[1][0] = maxX;\n obstaclePolygons[0].vertices[1][1] = minY;\n obstaclePolygons[0].vertices[2][0] = maxX;\n obstaclePolygons[0].vertices[2][1] = maxY;\n obstaclePolygons[0].vertices[3][0] = minX;\n obstaclePolygons[0].vertices[3][1] = maxY;\n\n // Find the largest diagonal length.\n const boundingSquareHalfDiag = Math.sqrt(\n Math.max(\n (this._object.x - minX) * (this._object.x - minX) +\n (this._object.y - minY) * (this._object.y - minY),\n (maxX - this._object.x) * (maxX - this._object.x) +\n (this._object.y - minY) * (this._object.y - minY),\n (maxX - this._object.x) * (maxX - this._object.x) +\n (maxY - this._object.y) * (maxY - this._object.y),\n (this._object.x - minX) * (this._object.x - minX) +\n (maxY - this._object.y) * (maxY - this._object.y)\n )\n );\n // Add this._object.hitBoxes vertices.\n for (let i = 0; i < 4; i++) {\n flattenVertices.push(obstaclePolygons[0].vertices[i]);\n }\n const closestVertices: Array<any> = [];\n const flattenVerticesCount = flattenVertices.length;\n for (let i = 0; i < flattenVerticesCount; i++) {\n const xdiff = flattenVertices[i][0] - this._object.x;\n const ydiff = flattenVertices[i][1] - this._object.y;\n const angle = Math.atan2(ydiff, xdiff);\n const closestVertex =\n LightRuntimeObjectPixiRenderer._computeClosestIntersectionPoint(\n this._object,\n angle,\n obstaclePolygons,\n boundingSquareHalfDiag\n );\n if (closestVertex) {\n closestVertices.push({ vertex: closestVertex, angle: angle });\n }\n\n // TODO: Check whether we need to raycast these two extra rays or not.\n const closestVertexOffsetLeft =\n LightRuntimeObjectPixiRenderer._computeClosestIntersectionPoint(\n this._object,\n angle + 0.0001,\n obstaclePolygons,\n boundingSquareHalfDiag\n );\n if (closestVertexOffsetLeft) {\n closestVertices.push({\n vertex: closestVertexOffsetLeft,\n angle: angle + 0.0001,\n });\n }\n const closestVertexOffsetRight =\n LightRuntimeObjectPixiRenderer._computeClosestIntersectionPoint(\n this._object,\n angle - 0.0001,\n obstaclePolygons,\n boundingSquareHalfDiag\n );\n if (closestVertexOffsetRight) {\n closestVertices.push({\n vertex: closestVertexOffsetRight,\n angle: angle - 0.0001,\n });\n }\n }\n closestVertices.sort(\n LightRuntimeObjectPixiRenderer._verticesWithAngleComparator\n );\n const closestVerticesCount = closestVertices.length;\n if (closestVerticesCount === 0) return [];\n const filteredVerticesResult = [closestVertices[0].vertex];\n for (let i = 1; i < closestVerticesCount; i++) {\n if (closestVertices[i].angle !== closestVertices[i - 1].angle) {\n filteredVerticesResult.push(closestVertices[i].vertex);\n }\n }\n return filteredVerticesResult;\n }\n\n static _defaultIndexBuffer = new Uint16Array([0, 1, 2, 0, 2, 3]);\n static defaultVertexShader = `\n precision highp float;\n attribute vec2 aVertexPosition;\n\n uniform mat3 translationMatrix;\n uniform mat3 projectionMatrix;\n varying vec2 vPos;\n\n void main() {\n vPos = aVertexPosition;\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n }`;\n static defaultFragmentShader = `\n precision highp float;\n uniform vec2 center;\n uniform float radius;\n uniform vec3 color;\n varying vec2 vPos;\n\n void main() {\n float l = length(vPos - center);\n float intensity = 0.0;\n if(l < radius)\n intensity = clamp((radius - l)*(radius - l)/(radius*radius), 0.0, 1.0);\n gl_FragColor = vec4(color*intensity, 1.0);\n }`;\n static texturedFragmentShader = `\n precision highp float;\n uniform vec2 center;\n uniform float radius;\n uniform vec3 color;\n uniform sampler2D uSampler;\n varying vec2 vPos;\n\n void main() {\n vec2 topleft = vec2(center.x - radius, center.y - radius);\n vec2 texCoord = (vPos - topleft)/(2.0 * radius);\n gl_FragColor = (texCoord.x > 0.0 && texCoord.x < 1.0 && texCoord.y > 0.0 && texCoord.y < 1.0)\n ? vec4(color, 1.0) * texture2D(uSampler, texCoord)\n : vec4(0.0, 0.0, 0.0, 0.0);\n }`;\n }\n\n // @ts-ignore - Register the class to let the engine use it.\n export const LightRuntimeObjectRenderer = LightRuntimeObjectPixiRenderer;\n export type LightRuntimeObjectRenderer = LightRuntimeObjectPixiRenderer;\n}\n"],
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  }
@@ -1,7 +1,7 @@
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  {
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  "version": 3,
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  "sources": ["../../../../../GDevelop/Extensions/Lighting/lightruntimeobject.ts"],
4
- "sourcesContent": ["namespace gdjs {\n export type LightObjectDataType = {\n /** The base parameters of light object. */\n content: {\n /** The radius of light object. */\n radius: number;\n /** A string representing color in hexadecimal format. */\n color: string;\n /** A string representing the name of texture used for light object. */\n texture: string;\n /** true if the light objects shows debug graphics, false otherwise. */\n debugMode: boolean;\n };\n };\n\n export type LightObjectData = ObjectData & LightObjectDataType;\n\n export type LightNetworkSyncDataType = {\n rad: number;\n col: string;\n };\n\n export type LightNetworkSyncData = ObjectNetworkSyncData &\n LightNetworkSyncDataType;\n\n /**\n * Displays a Light object.\n */\n export class LightRuntimeObject extends gdjs.RuntimeObject {\n _radius: number;\n\n /** color in format [r, g, b], where each component is in the range [0, 255] */\n _color: integer[];\n _debugMode: boolean;\n _texture: string;\n _obstaclesManager: gdjs.LightObstaclesManager;\n _renderer: gdjs.LightRuntimeObjectRenderer;\n _instanceContainer: gdjs.RuntimeScene;\n\n constructor(\n runtimeScene: gdjs.RuntimeScene,\n lightObjectData: LightObjectData\n ) {\n super(runtimeScene, lightObjectData);\n this._radius =\n lightObjectData.content.radius > 0 ? lightObjectData.content.radius : 1;\n this._color = gdjs.rgbOrHexToRGBColor(lightObjectData.content.color);\n this._debugMode = lightObjectData.content.debugMode;\n this._texture = lightObjectData.content.texture;\n this._obstaclesManager = gdjs.LightObstaclesManager.getManager(\n runtimeScene\n );\n this._renderer = new gdjs.LightRuntimeObjectRenderer(this, runtimeScene);\n this._instanceContainer = runtimeScene;\n\n // *ALWAYS* call `this.onCreated()` at the very end of your object constructor.\n this.onCreated();\n }\n\n static hexToRGBColor(hex) {\n const hexNumber = parseInt(hex.replace('#', ''), 16);\n return [(hexNumber >> 16) & 255, (hexNumber >> 8) & 255, hexNumber & 255];\n }\n\n getRendererObject() {\n return this._renderer.getRendererObject();\n }\n\n updateFromObjectData(\n oldObjectData: LightObjectData,\n newObjectData: LightObjectData\n ): boolean {\n if (oldObjectData.content.radius !== newObjectData.content.radius) {\n this.setRadius(newObjectData.content.radius);\n }\n if (oldObjectData.content.color !== newObjectData.content.color) {\n this._color = gdjs.rgbOrHexToRGBColor(newObjectData.content.color);\n this._renderer.updateColor();\n }\n if (oldObjectData.content.texture !== newObjectData.content.texture) {\n this._texture = newObjectData.content.texture;\n this._renderer.updateMesh();\n }\n if (oldObjectData.content.debugMode !== newObjectData.content.debugMode) {\n this._debugMode = newObjectData.content.debugMode;\n this._renderer.updateDebugMode();\n }\n return true;\n }\n\n getNetworkSyncData(): LightNetworkSyncData {\n return {\n ...super.getNetworkSyncData(),\n rad: this.getRadius(),\n col: this.getColor(),\n };\n }\n\n updateFromNetworkSyncData(networkSyncData: LightNetworkSyncData): void {\n super.updateFromNetworkSyncData(networkSyncData);\n\n if (networkSyncData.rad !== undefined) {\n this.setRadius(networkSyncData.rad);\n }\n if (networkSyncData.col !== undefined) {\n this.setColor(networkSyncData.col);\n }\n }\n\n updatePreRender(): void {\n this._renderer.ensureUpToDate();\n }\n\n /**\n * Get the radius of the light object.\n * @returns radius of the light object.\n */\n getRadius(): number {\n return this._radius;\n }\n\n /**\n * Set the radius of the light object.\n */\n setRadius(radius: number): void {\n this._radius = radius > 0 ? radius : 1;\n this._renderer.updateRadius();\n }\n\n /**\n * Get the height of the light object.\n * @returns height of light object.\n */\n getHeight(): float {\n return 2 * this._radius;\n }\n\n /**\n * Get the width of the light object.\n * @returns width of light object.\n */\n getWidth(): float {\n return 2 * this._radius;\n }\n\n /**\n * Get the x co-ordinate of the top-left vertex/point of light object.\n * @returns x co-ordinate of the top-left vertex/point.\n */\n getDrawableX(): float {\n return this.x - this._radius;\n }\n\n /**\n * Get the y co-ordinate of the top-left vertex/point of light object.\n * @returns y co-ordinate of the top-left vertex/point.\n */\n getDrawableY(): float {\n return this.y - this._radius;\n }\n\n /**\n * Get the color of the light object as a \"R;G;B\" string.\n * @returns the color of light object in \"R;G;B\" format.\n */\n getColor(): string {\n return this._color[0] + ';' + this._color[1] + ';' + this._color[2];\n }\n\n /**\n * Set the color of the light object in format \"R;G;B\" string, with components in the range of [0-255].\n */\n setColor(color: string): void {\n this._color = gdjs.rgbOrHexToRGBColor(color);\n this._renderer.updateColor();\n }\n\n /**\n * Get the light obstacles manager.\n * @returns the light obstacles manager.\n */\n getObstaclesManager(): gdjs.LightObstaclesManager {\n return this._obstaclesManager;\n }\n\n /**\n * Returns true if the light shows debug graphics, false otherwise.\n * @returns true if debug mode is activated.\n */\n getDebugMode(): boolean {\n return this._debugMode;\n }\n\n /**\n * Returns the path of texture resource.\n * @returns the path of texture.\n */\n getTexture(): string {\n return this._texture;\n }\n }\n gdjs.registerObject('Lighting::LightObject', gdjs.LightRuntimeObject);\n}\n"],
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+ "sourcesContent": ["namespace gdjs {\n export type LightObjectDataType = {\n /** The base parameters of light object. */\n content: {\n /** The radius of light object. */\n radius: number;\n /** A string representing color in hexadecimal format. */\n color: string;\n /** A string representing the name of texture used for light object. */\n texture: string;\n /** true if the light objects shows debug graphics, false otherwise. */\n debugMode: boolean;\n };\n };\n\n export type LightObjectData = ObjectData & LightObjectDataType;\n\n export type LightNetworkSyncDataType = {\n rad: number;\n col: string;\n };\n\n export type LightNetworkSyncData = ObjectNetworkSyncData &\n LightNetworkSyncDataType;\n\n /**\n * Displays a Light object.\n */\n export class LightRuntimeObject extends gdjs.RuntimeObject {\n _radius: number;\n\n /** color in format [r, g, b], where each component is in the range [0, 255] */\n _color: integer[];\n _debugMode: boolean;\n _texture: string;\n _obstaclesManager: gdjs.LightObstaclesManager;\n _renderer: gdjs.LightRuntimeObjectRenderer;\n _instanceContainer: gdjs.RuntimeScene;\n\n constructor(\n runtimeScene: gdjs.RuntimeScene,\n lightObjectData: LightObjectData\n ) {\n super(runtimeScene, lightObjectData);\n this._radius =\n lightObjectData.content.radius > 0 ? 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radius : 1;\n this._renderer.updateRadius();\n }\n\n /**\n * Get the height of the light object.\n * @returns height of light object.\n */\n getHeight(): float {\n return 2 * this._radius;\n }\n\n /**\n * Get the width of the light object.\n * @returns width of light object.\n */\n getWidth(): float {\n return 2 * this._radius;\n }\n\n /**\n * Get the x co-ordinate of the top-left vertex/point of light object.\n * @returns x co-ordinate of the top-left vertex/point.\n */\n getDrawableX(): float {\n return this.x - this._radius;\n }\n\n /**\n * Get the y co-ordinate of the top-left vertex/point of light object.\n * @returns y co-ordinate of the top-left vertex/point.\n */\n getDrawableY(): float {\n return this.y - this._radius;\n }\n\n /**\n * Get the color of the light object as a \"R;G;B\" string.\n * @returns the color of light object in \"R;G;B\" format.\n */\n getColor(): string {\n return this._color[0] + ';' + this._color[1] + ';' + this._color[2];\n }\n\n /**\n * Set the color of the light object in format \"R;G;B\" string, with components in the range of [0-255].\n */\n setColor(color: string): void {\n this._color = gdjs.rgbOrHexToRGBColor(color);\n this._renderer.updateColor();\n }\n\n /**\n * Get the light obstacles manager.\n * @returns the light obstacles manager.\n */\n getObstaclesManager(): gdjs.LightObstaclesManager {\n return this._obstaclesManager;\n }\n\n /**\n * Returns true if the light shows debug graphics, false otherwise.\n * @returns true if debug mode is activated.\n */\n getDebugMode(): boolean {\n return this._debugMode;\n }\n\n /**\n * Returns the path of texture resource.\n * @returns the path of texture.\n */\n getTexture(): string {\n return this._texture;\n }\n }\n gdjs.registerObject('Lighting::LightObject', gdjs.LightRuntimeObject);\n}\n"],
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  "sources": ["../../../../../GDevelop/Extensions/LinkedObjects/linkedobjects.ts"],
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- "sourcesContent": ["/*\nGDevelop - LinkedObjects Extension\nCopyright (c) 2013-2016 Florian Rival (Florian.Rival@gmail.com)\n */\nnamespace gdjs {\n const logger = new gdjs.Logger('LinkedObjects');\n /**\n * Manages the links between objects.\n */\n export class LinksManager {\n private _links = new Map<integer, IterableLinkedObjects>();\n\n /**\n * Get the links manager of a scene.\n */\n static getManager(\n instanceContainer: gdjs.RuntimeInstanceContainer\n ): gdjs.LinksManager {\n // @ts-ignore\n if (!instanceContainer.linkedObjectsManager) {\n //Create the shared manager if necessary.\n // @ts-ignore\n instanceContainer.linkedObjectsManager = new gdjs.LinksManager();\n }\n // @ts-ignore\n return instanceContainer.linkedObjectsManager;\n }\n\n /**\n * This function is for internal use and could disappear in next versions.\n * Prefer using:\n * * {@link LinksManager.getObjectsLinkedWithAndNamed}\n * * {@link LinksManager.getObjectsLinkedWith}\n * * {@link evtTools.linkedObjects.quickPickObjectsLinkedTo}\n *\n * @param objA\n * @returns the linked objects by name\n */\n _getMapOfObjectsLinkedWith(\n objA: gdjs.RuntimeObject\n ): Map<string, gdjs.RuntimeObject[]> {\n if (!this._links.has(objA.id)) {\n this._links.set(objA.id, new IterableLinkedObjects());\n }\n return this._links.get(objA.id)!.linkedObjectMap;\n }\n\n // These 2 following functions give JS extensions an implementation dependent access to links.\n\n /**\n * @returns an iterable on every object linked with objA.\n */\n getObjectsLinkedWith(\n objA: gdjs.RuntimeObject\n ): Iterable<gdjs.RuntimeObject> {\n if (!this._links.has(objA.id)) {\n this._links.set(objA.id, new IterableLinkedObjects());\n }\n return this._links.get(objA.id)!;\n }\n\n /**\n * @returns an iterable of the objects with the given name that are linked with objA.\n */\n getObjectsLinkedWithAndNamed(\n objA: gdjs.RuntimeObject,\n objectName: string\n ): Iterable<gdjs.RuntimeObject> {\n let objects = this._getMapOfObjectsLinkedWith(objA).get(objectName);\n if (!objects) {\n // Give an empty Array\n objects = gdjs.staticArray(\n LinksManager.prototype.getObjectsLinkedWithAndNamed\n );\n }\n return objects;\n }\n\n linkObjects(objA: gdjs.RuntimeObject, objB: gdjs.RuntimeObject) {\n const objALinkedObjectMap = this._getMapOfObjectsLinkedWith(objA);\n if (!objALinkedObjectMap.has(objB.getName())) {\n objALinkedObjectMap.set(objB.getName(), []);\n }\n const objALinkedObjects = objALinkedObjectMap.get(objB.getName())!;\n if (objALinkedObjects.indexOf(objB) === -1) {\n objALinkedObjects.push(objB);\n }\n const objBLinkedObjectMap = this._getMapOfObjectsLinkedWith(objB);\n if (!objBLinkedObjectMap.has(objA.getName())) {\n objBLinkedObjectMap.set(objA.getName(), []);\n }\n const objBLinkedObjects = objBLinkedObjectMap.get(objA.getName())!;\n if (objBLinkedObjects.indexOf(objA) === -1) {\n objBLinkedObjects.push(objA);\n }\n }\n\n removeAllLinksOf(removedObject: gdjs.RuntimeObject) {\n // Remove the other side of the links\n // Note: don't use `this._getMapOfObjectsLinkedWith` as this would\n // create an empty map of linked objects if not existing already.\n const links = this._links.get(removedObject.id);\n if (!links) {\n // No existing links to other objects.\n // This also means no links to the object from other objects.\n return;\n }\n\n for (const linkedObjects of links.linkedObjectMap.values()) {\n for (let i = 0; i < linkedObjects.length; i++) {\n // This is the object on the other side of the link.\n // We find the removed object in its list of linked objects and remove it.\n const linkedObject = linkedObjects[i];\n\n if (this._links.has(linkedObject.id)) {\n const otherObjList = this._links\n .get(linkedObject.id)!\n .linkedObjectMap.get(removedObject.getName());\n\n if (!otherObjList) {\n logger.error(\n `Can't find link from ${linkedObject.id} (${linkedObject.name}) to ${removedObject.id} (${removedObject.name})`\n );\n return;\n }\n\n const index = otherObjList.indexOf(removedObject);\n if (index !== -1) {\n otherObjList.splice(index, 1);\n }\n }\n }\n }\n\n // Remove the links on the removedObject side.\n this._links.delete(removedObject.id);\n }\n\n removeLinkBetween(objA: gdjs.RuntimeObject, objB: gdjs.RuntimeObject) {\n if (this._links.has(objA.id)) {\n const map = this._links.get(objA.id)!.linkedObjectMap;\n if (map.has(objB.getName())) {\n const list = map.get(objB.getName())!;\n const index = list.indexOf(objB);\n if (index !== -1) {\n list.splice(index, 1);\n }\n }\n }\n if (this._links.has(objB.id)) {\n const map = this._links.get(objB.id)!.linkedObjectMap;\n if (map.has(objA.getName())) {\n const list = map.get(objA.getName())!;\n const index = list.indexOf(objA);\n if (index !== -1) {\n list.splice(index, 1);\n }\n }\n }\n }\n }\n\n class IterableLinkedObjects implements Iterable<gdjs.RuntimeObject> {\n linkedObjectMap: Map<string, gdjs.RuntimeObject[]>;\n static emptyItr: Iterator<gdjs.RuntimeObject> = {\n next: () => ({ value: undefined, done: true }),\n };\n\n constructor() {\n this.linkedObjectMap = new Map<string, gdjs.RuntimeObject[]>();\n }\n\n [Symbol.iterator]() {\n let mapItr = this.linkedObjectMap.values();\n let listItr: Iterator<gdjs.RuntimeObject> =\n IterableLinkedObjects.emptyItr;\n\n return {\n next: () => {\n let listNext = listItr.next();\n while (listNext.done) {\n const mapNext = mapItr.next();\n if (mapNext.done) {\n return listNext;\n }\n listItr = mapNext.value[Symbol.iterator]();\n listNext = listItr.next();\n }\n return listNext;\n },\n };\n }\n }\n\n export namespace evtTools {\n export namespace linkedObjects {\n gdjs.registerObjectDeletedFromSceneCallback(function (\n instanceContainer,\n obj\n ) {\n LinksManager.getManager(instanceContainer).removeAllLinksOf(obj);\n });\n\n export const linkObjects = function (\n instanceContainer: gdjs.RuntimeInstanceContainer,\n objA: gdjs.RuntimeObject | null,\n objB: gdjs.RuntimeObject | null\n ) {\n if (objA === null || objB === null) {\n return;\n }\n LinksManager.getManager(instanceContainer).linkObjects(objA, objB);\n };\n\n export const removeLinkBetween = function (\n instanceContainer: gdjs.RuntimeInstanceContainer,\n objA: gdjs.RuntimeObject | null,\n objB: gdjs.RuntimeObject | null\n ) {\n if (objA === null || objB === null) {\n return;\n }\n LinksManager.getManager(instanceContainer).removeLinkBetween(\n objA,\n objB\n );\n };\n\n export const removeAllLinksOf = function (\n instanceContainer: gdjs.RuntimeInstanceContainer,\n objA: gdjs.RuntimeObject\n ) {\n if (objA === null) {\n return;\n }\n LinksManager.getManager(instanceContainer).removeAllLinksOf(objA);\n };\n\n export const pickObjectsLinkedTo = function (\n instanceContainer: gdjs.RuntimeInstanceContainer,\n objectsLists: Hashtable<gdjs.RuntimeObject[]>,\n obj: gdjs.RuntimeObject | null,\n eventsFunctionContext: EventsFunctionContext | undefined\n ) {\n if (obj === null) {\n return false;\n }\n const linkedObjectMap = LinksManager.getManager(\n instanceContainer\n )._getMapOfObjectsLinkedWith(obj);\n\n let pickedSomething = false;\n for (const contextObjectName in objectsLists.items) {\n if (objectsLists.containsKey(contextObjectName)) {\n const parentEventPickedObjects =\n objectsLists.items[contextObjectName];\n\n if (parentEventPickedObjects.length === 0) {\n continue;\n }\n\n // Find the object names in the scene\n const parentEventPickedObjectNames = gdjs.staticArray2(\n gdjs.evtTools.linkedObjects.pickObjectsLinkedTo\n );\n parentEventPickedObjectNames.length = 0;\n if (eventsFunctionContext) {\n // For functions, objects lists may contain objects with different names\n // indexed not by their name, but by the parameter name representing them.\n // This means that each object can have a different name,\n // so we iterate on them to get all the names.\n for (const pickedObject of parentEventPickedObjects) {\n if (\n parentEventPickedObjectNames.indexOf(pickedObject.getName()) <\n 0\n ) {\n parentEventPickedObjectNames.push(pickedObject.getName());\n }\n }\n } else {\n // In the case of a scene, the list of objects are guaranteed\n // to be indexed by the object name (no mix of objects with\n // different names in a list).\n parentEventPickedObjectNames.push(contextObjectName);\n }\n\n // Sum the number of instances in the scene for each objects found\n // previously in parentEventPickedObjects, so that we know if we can\n // avoid running an intersection with the picked objects later.\n let objectCount = 0;\n for (const objectName of parentEventPickedObjectNames) {\n objectCount += instanceContainer.getObjects(objectName)!.length;\n }\n\n if (parentEventPickedObjects.length === objectCount) {\n // The parent event didn't make any selection on the current object,\n // (because the number of picked objects is the total object count on the scene).\n // There is no need to make an intersection.\n // We will only replace the picked list with the linked object list.\n parentEventPickedObjects.length = 0;\n for (const objectName of parentEventPickedObjectNames) {\n if (linkedObjectMap.has(objectName)) {\n const linkedObjects = linkedObjectMap.get(objectName)!;\n\n pickedSomething = pickedSomething || linkedObjects.length > 0;\n parentEventPickedObjects.push.apply(\n parentEventPickedObjects,\n linkedObjects\n );\n }\n }\n } else {\n // Run an intersection between objects picked by parent events\n // and the linked ones.\n const pickedAndLinkedObjects = gdjs.staticArray(\n gdjs.evtTools.linkedObjects.pickObjectsLinkedTo\n );\n pickedAndLinkedObjects.length = 0;\n\n for (const objectName of parentEventPickedObjectNames) {\n if (linkedObjectMap.has(objectName)) {\n const linkedObjects = linkedObjectMap.get(objectName)!;\n\n for (const otherObject of linkedObjects) {\n if (parentEventPickedObjects.indexOf(otherObject) >= 0) {\n pickedAndLinkedObjects.push(otherObject);\n }\n }\n }\n }\n pickedSomething =\n pickedSomething || pickedAndLinkedObjects.length 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+ "sourcesContent": ["/*\nGDevelop - LinkedObjects Extension\nCopyright (c) 2013-2016 Florian Rival (Florian.Rival@gmail.com)\n */\nnamespace gdjs {\n const logger = new gdjs.Logger('LinkedObjects');\n /**\n * Manages the links between objects.\n */\n export class LinksManager {\n private _links = new Map<integer, IterableLinkedObjects>();\n\n /**\n * Get the links manager of a scene.\n */\n static getManager(\n instanceContainer: gdjs.RuntimeInstanceContainer\n ): gdjs.LinksManager {\n // @ts-ignore\n if (!instanceContainer.linkedObjectsManager) {\n //Create the shared manager if necessary.\n // @ts-ignore\n instanceContainer.linkedObjectsManager = new gdjs.LinksManager();\n }\n // @ts-ignore\n return instanceContainer.linkedObjectsManager;\n }\n\n /**\n * This function is for internal use and could disappear in next versions.\n * Prefer using:\n * * {@link LinksManager.getObjectsLinkedWithAndNamed}\n * * {@link LinksManager.getObjectsLinkedWith}\n * * {@link evtTools.linkedObjects.quickPickObjectsLinkedTo}\n *\n * @param objA\n * @returns the linked objects by name\n */\n _getMapOfObjectsLinkedWith(\n objA: gdjs.RuntimeObject\n ): Map<string, gdjs.RuntimeObject[]> {\n if (!this._links.has(objA.id)) {\n this._links.set(objA.id, new IterableLinkedObjects());\n }\n return this._links.get(objA.id)!.linkedObjectMap;\n }\n\n // These 2 following functions give JS extensions an implementation dependent access to links.\n\n /**\n * @returns an iterable on every object linked with objA.\n */\n getObjectsLinkedWith(\n objA: gdjs.RuntimeObject\n ): Iterable<gdjs.RuntimeObject> {\n if (!this._links.has(objA.id)) {\n this._links.set(objA.id, new IterableLinkedObjects());\n }\n return this._links.get(objA.id)!;\n }\n\n /**\n * @returns an iterable of the objects with the given name that are linked with objA.\n */\n getObjectsLinkedWithAndNamed(\n objA: gdjs.RuntimeObject,\n objectName: string\n ): Iterable<gdjs.RuntimeObject> {\n let objects = this._getMapOfObjectsLinkedWith(objA).get(objectName);\n if (!objects) {\n // Give an empty Array\n objects = gdjs.staticArray(\n LinksManager.prototype.getObjectsLinkedWithAndNamed\n );\n }\n return objects;\n }\n\n linkObjects(objA: gdjs.RuntimeObject, objB: gdjs.RuntimeObject) {\n const objALinkedObjectMap = this._getMapOfObjectsLinkedWith(objA);\n if (!objALinkedObjectMap.has(objB.getName())) {\n objALinkedObjectMap.set(objB.getName(), []);\n }\n const objALinkedObjects = objALinkedObjectMap.get(objB.getName())!;\n if (objALinkedObjects.indexOf(objB) === -1) {\n objALinkedObjects.push(objB);\n }\n const objBLinkedObjectMap = this._getMapOfObjectsLinkedWith(objB);\n if (!objBLinkedObjectMap.has(objA.getName())) {\n objBLinkedObjectMap.set(objA.getName(), []);\n }\n const objBLinkedObjects = objBLinkedObjectMap.get(objA.getName())!;\n if (objBLinkedObjects.indexOf(objA) === -1) {\n objBLinkedObjects.push(objA);\n }\n }\n\n removeAllLinksOf(removedObject: gdjs.RuntimeObject) {\n // Remove the other side of the links\n // Note: don't use `this._getMapOfObjectsLinkedWith` as this would\n // create an empty map of linked objects if not existing already.\n const links = this._links.get(removedObject.id);\n if (!links) {\n // No existing links to other objects.\n // This also means no links to the object from other objects.\n return;\n }\n\n for (const linkedObjects of links.linkedObjectMap.values()) {\n for (let i = 0; i < linkedObjects.length; i++) {\n // This is the object on the other side of the link.\n // We find the removed object in its list of linked objects and remove it.\n const linkedObject = linkedObjects[i];\n\n if (this._links.has(linkedObject.id)) {\n const otherObjList = this._links\n .get(linkedObject.id)!\n .linkedObjectMap.get(removedObject.getName());\n\n if (!otherObjList) {\n logger.error(\n `Can't find link from ${linkedObject.id} (${linkedObject.name}) to ${removedObject.id} (${removedObject.name})`\n );\n return;\n }\n\n const index = otherObjList.indexOf(removedObject);\n if (index !== -1) {\n otherObjList.splice(index, 1);\n }\n }\n }\n }\n\n // Remove the links on the removedObject side.\n this._links.delete(removedObject.id);\n }\n\n removeLinkBetween(objA: gdjs.RuntimeObject, objB: gdjs.RuntimeObject) {\n if (this._links.has(objA.id)) {\n const map = this._links.get(objA.id)!.linkedObjectMap;\n if (map.has(objB.getName())) {\n const list = map.get(objB.getName())!;\n const index = list.indexOf(objB);\n if (index !== -1) {\n list.splice(index, 1);\n }\n }\n }\n if (this._links.has(objB.id)) {\n const map = this._links.get(objB.id)!.linkedObjectMap;\n if (map.has(objA.getName())) {\n const list = map.get(objA.getName())!;\n const index = list.indexOf(objA);\n if (index !== -1) {\n list.splice(index, 1);\n }\n }\n }\n }\n }\n\n class IterableLinkedObjects implements Iterable<gdjs.RuntimeObject> {\n linkedObjectMap: Map<string, gdjs.RuntimeObject[]>;\n static emptyItr: Iterator<gdjs.RuntimeObject> = {\n next: () => ({ value: undefined, done: true }),\n };\n\n constructor() {\n this.linkedObjectMap = new Map<string, gdjs.RuntimeObject[]>();\n }\n\n [Symbol.iterator]() {\n let mapItr = this.linkedObjectMap.values();\n let listItr: Iterator<gdjs.RuntimeObject> =\n IterableLinkedObjects.emptyItr;\n\n return {\n next: () => {\n let listNext = listItr.next();\n while (listNext.done) {\n const mapNext = mapItr.next();\n if (mapNext.done) {\n return listNext;\n }\n listItr = mapNext.value[Symbol.iterator]();\n listNext = listItr.next();\n }\n return listNext;\n },\n };\n }\n }\n\n export namespace evtTools {\n export namespace linkedObjects {\n gdjs.registerObjectDeletedFromSceneCallback(\n function (instanceContainer, obj) {\n LinksManager.getManager(instanceContainer).removeAllLinksOf(obj);\n }\n );\n\n export const linkObjects = function (\n instanceContainer: gdjs.RuntimeInstanceContainer,\n objA: gdjs.RuntimeObject | null,\n objB: gdjs.RuntimeObject | null\n ) {\n if (objA === null || objB === null) {\n return;\n }\n LinksManager.getManager(instanceContainer).linkObjects(objA, objB);\n };\n\n export const removeLinkBetween = function (\n instanceContainer: gdjs.RuntimeInstanceContainer,\n objA: gdjs.RuntimeObject | null,\n objB: gdjs.RuntimeObject | null\n ) {\n if (objA === null || objB === null) {\n return;\n }\n LinksManager.getManager(instanceContainer).removeLinkBetween(\n objA,\n objB\n );\n };\n\n export const removeAllLinksOf = function (\n instanceContainer: gdjs.RuntimeInstanceContainer,\n objA: gdjs.RuntimeObject\n ) {\n if (objA === null) {\n return;\n }\n LinksManager.getManager(instanceContainer).removeAllLinksOf(objA);\n };\n\n export const pickObjectsLinkedTo = function (\n instanceContainer: gdjs.RuntimeInstanceContainer,\n objectsLists: Hashtable<gdjs.RuntimeObject[]>,\n obj: gdjs.RuntimeObject | null,\n eventsFunctionContext: EventsFunctionContext | undefined\n ) {\n if (obj === null) {\n return false;\n }\n const linkedObjectMap =\n LinksManager.getManager(instanceContainer)._getMapOfObjectsLinkedWith(\n obj\n );\n\n let pickedSomething = false;\n for (const contextObjectName in objectsLists.items) {\n if (objectsLists.containsKey(contextObjectName)) {\n const parentEventPickedObjects =\n objectsLists.items[contextObjectName];\n\n if (parentEventPickedObjects.length === 0) {\n continue;\n }\n\n // Find the object names in the scene\n const parentEventPickedObjectNames = gdjs.staticArray2(\n gdjs.evtTools.linkedObjects.pickObjectsLinkedTo\n );\n parentEventPickedObjectNames.length = 0;\n if (eventsFunctionContext) {\n // For functions, objects lists may contain objects with different names\n // indexed not by their name, but by the parameter name representing them.\n // This means that each object can have a different name,\n // so we iterate on them to get all the names.\n for (const pickedObject of parentEventPickedObjects) {\n if (\n parentEventPickedObjectNames.indexOf(pickedObject.getName()) <\n 0\n ) {\n parentEventPickedObjectNames.push(pickedObject.getName());\n }\n }\n } else {\n // In the case of a scene, the list of objects are guaranteed\n // to be indexed by the object name (no mix of objects with\n // different names in a list).\n parentEventPickedObjectNames.push(contextObjectName);\n }\n\n // Sum the number of instances in the scene for each objects found\n // previously in parentEventPickedObjects, so that we know if we can\n // avoid running an intersection with the picked objects later.\n let objectCount = 0;\n for (const objectName of parentEventPickedObjectNames) {\n objectCount += instanceContainer.getObjects(objectName)!.length;\n }\n\n if (parentEventPickedObjects.length === objectCount) {\n // The parent event didn't make any selection on the current object,\n // (because the number of picked objects is the total object count on the scene).\n // There is no need to make an intersection.\n // We will only replace the picked list with the linked object list.\n parentEventPickedObjects.length = 0;\n for (const objectName of parentEventPickedObjectNames) {\n if (linkedObjectMap.has(objectName)) {\n const linkedObjects = linkedObjectMap.get(objectName)!;\n\n pickedSomething = pickedSomething || linkedObjects.length > 0;\n parentEventPickedObjects.push.apply(\n parentEventPickedObjects,\n linkedObjects\n );\n }\n }\n } else {\n // Run an intersection between objects picked by parent events\n // and the linked ones.\n const pickedAndLinkedObjects = gdjs.staticArray(\n gdjs.evtTools.linkedObjects.pickObjectsLinkedTo\n );\n pickedAndLinkedObjects.length = 0;\n\n for (const objectName of parentEventPickedObjectNames) {\n if (linkedObjectMap.has(objectName)) {\n const linkedObjects = linkedObjectMap.get(objectName)!;\n\n for (const otherObject of linkedObjects) {\n if (parentEventPickedObjects.indexOf(otherObject) >= 0) {\n pickedAndLinkedObjects.push(otherObject);\n }\n }\n }\n }\n pickedSomething =\n pickedSomething || pickedAndLinkedObjects.length 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