gdcore-tools 2.0.0-gd-v5.5.230-autobuild → 2.0.0-gd-v5.5.232-autobuild
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/Runtime/CustomRuntimeObject.js +1 -1
- package/dist/Runtime/CustomRuntimeObject.js.map +2 -2
- package/dist/Runtime/CustomRuntimeObject2D.js +1 -1
- package/dist/Runtime/CustomRuntimeObject2D.js.map +2 -2
- package/dist/Runtime/CustomRuntimeObjectInstanceContainer.js +1 -1
- package/dist/Runtime/CustomRuntimeObjectInstanceContainer.js.map +2 -2
- package/dist/Runtime/Extensions/3D/CustomRuntimeObject3D.js +1 -1
- package/dist/Runtime/Extensions/3D/CustomRuntimeObject3D.js.map +2 -2
- package/dist/Runtime/Extensions/3D/CustomRuntimeObject3DRenderer.js +1 -1
- package/dist/Runtime/Extensions/3D/CustomRuntimeObject3DRenderer.js.map +2 -2
- package/dist/Runtime/Extensions/3D/JsExtension.js +6 -2
- package/dist/Runtime/Extensions/DestroyOutsideBehavior/destroyoutsideruntimebehavior.js +1 -1
- package/dist/Runtime/Extensions/DestroyOutsideBehavior/destroyoutsideruntimebehavior.js.map +2 -2
- package/dist/Runtime/Extensions/Multiplayer/messageManager.js +1 -1
- package/dist/Runtime/Extensions/Multiplayer/messageManager.js.map +2 -2
- package/dist/Runtime/Extensions/Multiplayer/multiplayerobjectruntimebehavior.js +1 -1
- package/dist/Runtime/Extensions/Multiplayer/multiplayerobjectruntimebehavior.js.map +2 -2
- package/dist/Runtime/Extensions/PanelSpriteObject/panelspriteruntimeobject-pixi-renderer.js +1 -1
- package/dist/Runtime/Extensions/PanelSpriteObject/panelspriteruntimeobject-pixi-renderer.js.map +2 -2
- package/dist/Runtime/Extensions/ParticleSystem/particleemitterobject.js +1 -1
- package/dist/Runtime/Extensions/ParticleSystem/particleemitterobject.js.map +2 -2
- package/dist/Runtime/Extensions/Physics3DBehavior/JsExtension.js +1047 -3
- package/dist/Runtime/Extensions/Physics3DBehavior/Physics3DRuntimeBehavior.js +1 -1
- package/dist/Runtime/Extensions/Physics3DBehavior/Physics3DRuntimeBehavior.js.map +2 -2
- package/dist/Runtime/Extensions/Physics3DBehavior/PhysicsCar3DRuntimeBehavior.js +2 -0
- package/dist/Runtime/Extensions/Physics3DBehavior/PhysicsCar3DRuntimeBehavior.js.map +7 -0
- package/dist/Runtime/Extensions/Physics3DBehavior/PhysicsCharacter3DRuntimeBehavior.js +1 -1
- package/dist/Runtime/Extensions/Physics3DBehavior/PhysicsCharacter3DRuntimeBehavior.js.map +2 -2
- package/dist/Runtime/Extensions/Physics3DBehavior/jolt-physics.d.ts +94 -9
- package/dist/Runtime/Extensions/Physics3DBehavior/jolt-physics.wasm.js +1 -1
- package/dist/Runtime/Extensions/Physics3DBehavior/jolt-physics.wasm.js.map +2 -2
- package/dist/Runtime/Extensions/Physics3DBehavior/jolt-physics.wasm.wasm +0 -0
- package/dist/Runtime/Extensions/PlatformBehavior/platformerobjectruntimebehavior.js +1 -1
- package/dist/Runtime/Extensions/PlatformBehavior/platformerobjectruntimebehavior.js.map +2 -2
- package/dist/Runtime/Extensions/TopDownMovementBehavior/topdownmovementruntimebehavior.js +1 -1
- package/dist/Runtime/Extensions/TopDownMovementBehavior/topdownmovementruntimebehavior.js.map +2 -2
- package/dist/Runtime/Extensions/TweenBehavior/JsExtension.js +1 -1
- package/dist/Runtime/Extensions/TweenBehavior/tweenruntimebehavior.js +1 -1
- package/dist/Runtime/Extensions/TweenBehavior/tweenruntimebehavior.js.map +2 -2
- package/dist/Runtime/RuntimeInstanceContainer.js +1 -1
- package/dist/Runtime/RuntimeInstanceContainer.js.map +2 -2
- package/dist/Runtime/debugger-client/hot-reloader.js +3 -2
- package/dist/Runtime/debugger-client/hot-reloader.js.map +2 -2
- package/dist/Runtime/events-tools/cameratools.js +1 -1
- package/dist/Runtime/events-tools/cameratools.js.map +2 -2
- package/dist/Runtime/howler-sound-manager/howler-sound-manager.js +1 -1
- package/dist/Runtime/howler-sound-manager/howler-sound-manager.js.map +2 -2
- package/dist/Runtime/pixi-renderers/CustomRuntimeObject2DPixiRenderer.js +1 -1
- package/dist/Runtime/pixi-renderers/CustomRuntimeObject2DPixiRenderer.js.map +2 -2
- package/dist/Runtime/runtimeobject.js +1 -1
- package/dist/Runtime/runtimeobject.js.map +2 -2
- package/dist/Runtime/runtimescene.js +1 -1
- package/dist/Runtime/runtimescene.js.map +2 -2
- package/dist/Runtime/spriteruntimeobject.js +1 -1
- package/dist/Runtime/spriteruntimeobject.js.map +2 -2
- package/dist/Runtime/types/project-data.d.ts +1 -1
- package/dist/lib/libGD.cjs +1 -1
- package/dist/lib/libGD.wasm +0 -0
- package/dist/loaders.cjs +3 -3
- package/gd.d.ts +7 -0
- package/package.json +1 -1
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{
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"version": 3,
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"sources": ["../../../../../GDevelop/Extensions/ParticleSystem/particleemitterobject.ts"],
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"sourcesContent": ["/*\n * GDevelop - Particle System Extension\n * Copyright (c) 2010-2016 Florian Rival (Florian.Rival@gmail.com)\n * This project is released under the MIT License.\n */\n\nnamespace gdjs {\n export type ParticleEmitterObjectDataType = {\n /**\n * @deprecated Data not used\n */\n emitterAngleA: number;\n emitterForceMin: number;\n /**\n * Cone spray angle (degrees)\n */\n emitterAngleB: number;\n zoneRadius: number;\n emitterForceMax: number;\n particleLifeTimeMax: number;\n particleLifeTimeMin: number;\n particleGravityY: number;\n particleGravityX: number;\n particleColor2: string;\n particleColor1: string;\n particleSize2: number;\n particleSize1: number;\n /**\n * Particle max rotation speed (degrees/second)\n */\n particleAngle2: number;\n /**\n * Particle min rotation speed (degrees/second)\n */\n particleAngle1: number;\n particleAlpha1: number;\n rendererType: string;\n particleAlpha2: number;\n rendererParam2: number;\n rendererParam1: number;\n particleSizeRandomness1: number;\n particleSizeRandomness2: number;\n maxParticleNb: number;\n additive: boolean;\n /** Resource name for image in particle */\n textureParticleName: string;\n tank: number;\n flow: number;\n /** Destroy the object when there is no particles? */\n destroyWhenNoParticles: boolean;\n jumpForwardInTimeOnCreation: number;\n };\n\n export type ParticleEmitterObjectData = ObjectData &\n ParticleEmitterObjectDataType;\n\n export type ParticleEmitterObjectNetworkSyncDataType = {\n // Technically, all attributes can change at runtime, so we sync as many as possible.\n // TODO: ensure we only send props that change to optimize the sync.\n // dirty attributes are not synced, they are defined by the update method if the value has changed.\n // Particle Rotation Speed\n prms: number;\n prmx: number;\n // Max Particles Count\n mpc: number;\n // Additive Rendering\n addr: boolean;\n // Angle\n angb: number;\n // Force\n formin: number;\n formax: number;\n // Zone Radius\n zr: number;\n // Life Time\n ltmin: number;\n ltmax: number;\n // Gravity\n gravx: number;\n gravy: number;\n // Color\n color1: number;\n color2: number;\n // Size\n size1: number;\n size2: number;\n // Alpha\n alp1: number;\n alp2: number;\n // Flow\n flow: number;\n // Tank\n tank: number;\n // Texture\n text: string;\n // Pause\n paused: boolean;\n };\n\n export type ParticleEmitterObjectNetworkSyncData = ObjectNetworkSyncData &\n ParticleEmitterObjectNetworkSyncDataType;\n\n /**\n * Displays particles.\n */\n export class ParticleEmitterObject extends gdjs.RuntimeObject {\n /**\n * @deprecated Data not used\n */\n angleA: number;\n angleB: number;\n forceMin: number;\n forceMax: float;\n zoneRadius: number;\n lifeTimeMin: number;\n lifeTimeMax: float;\n gravityX: number;\n gravityY: number;\n color1: number;\n color2: number;\n size1: number;\n size2: number;\n alpha1: number;\n alpha2: number;\n rendererType: string;\n rendererParam1: number;\n rendererParam2: number;\n texture: string;\n flow: number;\n tank: number;\n destroyWhenNoParticles: boolean;\n particleRotationMinSpeed: number;\n particleRotationMaxSpeed: number;\n maxParticlesCount: number;\n additiveRendering: boolean;\n jumpForwardInTimeOnCreation: number;\n _jumpForwardInTimeCompleted: boolean = false;\n _posDirty: boolean = true;\n _angleDirty: boolean = true;\n _forceDirty: boolean = true;\n _zoneRadiusDirty: boolean = true;\n _lifeTimeDirty: boolean = true;\n _gravityDirty: boolean = true;\n _colorDirty: boolean = true;\n _sizeDirty: boolean = true;\n _alphaDirty: boolean = true;\n _flowDirty: boolean = true;\n _tankDirty: boolean = true;\n _particleRotationSpeedDirty: boolean = true;\n _maxParticlesCountDirty: boolean = true;\n _additiveRenderingDirty: boolean = true;\n // Don't mark texture as dirty if not using one.\n _textureDirty: boolean;\n /**\n * `true` only when the emission is paused by events.\n * It allows to tell the end of emission apart from it.\n */\n _isEmissionPaused: boolean = false;\n\n // @ts-ignore\n _renderer: gdjs.ParticleEmitterObjectRenderer;\n\n /**\n * @param instanceContainer the container the object belongs to\n * @param particleObjectData The initial properties of the object\n */\n constructor(\n instanceContainer: gdjs.RuntimeInstanceContainer,\n particleObjectData: ParticleEmitterObjectData\n ) {\n super(instanceContainer, particleObjectData);\n this._renderer = new gdjs.ParticleEmitterObjectRenderer(\n instanceContainer,\n this,\n particleObjectData\n );\n this.angleA = particleObjectData.emitterAngleA;\n this.angleB = particleObjectData.emitterAngleB;\n this.forceMin = particleObjectData.emitterForceMin;\n this.forceMax = particleObjectData.emitterForceMax;\n this.zoneRadius = particleObjectData.zoneRadius;\n this.lifeTimeMin = particleObjectData.particleLifeTimeMin;\n this.lifeTimeMax = particleObjectData.particleLifeTimeMax;\n this.gravityX = particleObjectData.particleGravityX;\n this.gravityY = particleObjectData.particleGravityY;\n this.color1 = gdjs.rgbOrHexStringToNumber(\n particleObjectData.particleColor1\n );\n this.color2 = gdjs.rgbOrHexStringToNumber(\n particleObjectData.particleColor2\n );\n this.size1 = particleObjectData.particleSize1;\n this.size2 = particleObjectData.particleSize2;\n this.alpha1 = particleObjectData.particleAlpha1;\n this.alpha2 = particleObjectData.particleAlpha2;\n this.rendererType = particleObjectData.rendererType;\n this.rendererParam1 = particleObjectData.rendererParam1;\n this.rendererParam2 = particleObjectData.rendererParam2;\n this.texture = particleObjectData.textureParticleName;\n this.flow = particleObjectData.flow;\n this.tank = particleObjectData.tank;\n this.destroyWhenNoParticles = particleObjectData.destroyWhenNoParticles;\n this.particleRotationMinSpeed = particleObjectData.particleAngle1;\n this.particleRotationMaxSpeed = particleObjectData.particleAngle2;\n this.maxParticlesCount = particleObjectData.maxParticleNb;\n this.additiveRendering = particleObjectData.additive;\n this.jumpForwardInTimeOnCreation =\n particleObjectData.jumpForwardInTimeOnCreation;\n this._textureDirty = this.texture !== '';\n\n // *ALWAYS* call `this.onCreated()` at the very end of your object constructor.\n this.onCreated();\n }\n\n setX(x: number): void {\n if (this.x !== x) {\n this._posDirty = true;\n }\n super.setX(x);\n }\n\n setY(y: number): void {\n if (this.y !== y) {\n this._posDirty = true;\n }\n super.setY(y);\n }\n\n setAngle(angle): void {\n if (this.angle !== angle) {\n this._angleDirty = true;\n }\n super.setAngle(angle);\n }\n\n getRendererObject() {\n return this._renderer.getRendererObject();\n }\n\n updateFromObjectData(\n oldObjectData: ParticleEmitterObjectData,\n newObjectData: ParticleEmitterObjectData\n ): boolean {\n if (oldObjectData.emitterAngleA !== newObjectData.emitterAngleA) {\n this.setEmitterAngleA(newObjectData.emitterAngleA);\n }\n if (oldObjectData.emitterAngleB !== newObjectData.emitterAngleB) {\n this.setEmitterAngleB(newObjectData.emitterAngleB);\n }\n if (oldObjectData.emitterForceMin !== newObjectData.emitterForceMin) {\n this.setEmitterForceMin(newObjectData.emitterForceMin);\n }\n if (oldObjectData.particleAngle1 !== newObjectData.particleAngle1) {\n this.setParticleRotationMinSpeed(newObjectData.particleAngle1);\n }\n if (oldObjectData.particleAngle2 !== newObjectData.particleAngle2) {\n this.setParticleRotationMaxSpeed(newObjectData.particleAngle2);\n }\n if (oldObjectData.maxParticleNb !== newObjectData.maxParticleNb) {\n this.setMaxParticlesCount(newObjectData.maxParticleNb);\n }\n if (oldObjectData.additive !== newObjectData.additive) {\n this.setAdditiveRendering(newObjectData.additive);\n }\n if (oldObjectData.emitterForceMax !== newObjectData.emitterForceMax) {\n this.setEmitterForceMax(newObjectData.emitterForceMax);\n }\n if (oldObjectData.zoneRadius !== newObjectData.zoneRadius) {\n this.setZoneRadius(newObjectData.zoneRadius);\n }\n if (\n oldObjectData.particleLifeTimeMin !== newObjectData.particleLifeTimeMin\n ) {\n this.setParticleLifeTimeMin(newObjectData.particleLifeTimeMin);\n }\n if (\n oldObjectData.particleLifeTimeMax !== newObjectData.particleLifeTimeMax\n ) {\n this.setParticleLifeTimeMax(newObjectData.particleLifeTimeMax);\n }\n if (oldObjectData.particleGravityX !== newObjectData.particleGravityX) {\n this.setParticleGravityX(newObjectData.particleGravityX);\n }\n if (oldObjectData.particleGravityY !== newObjectData.particleGravityY) {\n this.setParticleGravityY(newObjectData.particleGravityY);\n }\n if (oldObjectData.particleColor1 !== newObjectData.particleColor1) {\n this.setParticleColor1(newObjectData.particleColor1);\n }\n if (oldObjectData.particleColor2 !== newObjectData.particleColor2) {\n this.setParticleColor2(newObjectData.particleColor2);\n }\n if (oldObjectData.particleSize1 !== newObjectData.particleSize1) {\n this.setParticleSize1(newObjectData.particleSize1);\n }\n if (oldObjectData.particleSize2 !== newObjectData.particleSize2) {\n this.setParticleSize2(newObjectData.particleSize2);\n }\n if (oldObjectData.particleAlpha1 !== newObjectData.particleAlpha1) {\n this.setParticleAlpha1(newObjectData.particleAlpha1);\n }\n if (oldObjectData.particleAlpha2 !== newObjectData.particleAlpha2) {\n this.setParticleAlpha2(newObjectData.particleAlpha2);\n }\n if (\n oldObjectData.textureParticleName !== newObjectData.textureParticleName\n ) {\n this.setTexture(\n newObjectData.textureParticleName,\n this.getRuntimeScene()\n );\n }\n if (oldObjectData.flow !== newObjectData.flow) {\n this.setFlow(newObjectData.flow);\n }\n if (oldObjectData.tank !== newObjectData.tank) {\n this.setTank(newObjectData.tank);\n }\n if (\n oldObjectData.destroyWhenNoParticles !==\n newObjectData.destroyWhenNoParticles\n ) {\n this.destroyWhenNoParticles = newObjectData.destroyWhenNoParticles;\n }\n if (\n oldObjectData.particleSizeRandomness1 !==\n newObjectData.particleSizeRandomness1 ||\n oldObjectData.particleSizeRandomness2 !==\n newObjectData.particleSizeRandomness2 ||\n oldObjectData.particleAngle1 !== newObjectData.particleAngle1 ||\n oldObjectData.particleAngle2 !== newObjectData.particleAngle2 ||\n oldObjectData.maxParticleNb !== newObjectData.maxParticleNb ||\n oldObjectData.additive !== newObjectData.additive ||\n oldObjectData.rendererType !== newObjectData.rendererType ||\n oldObjectData.rendererParam1 !== newObjectData.rendererParam1 ||\n oldObjectData.rendererParam2 !== newObjectData.rendererParam2\n ) {\n // Destroy the renderer, ensure it's removed from the layer.\n const layer = this.getInstanceContainer().getLayer(this.layer);\n layer\n .getRenderer()\n .removeRendererObject(this._renderer.getRendererObject());\n this._renderer.destroy();\n\n // and recreate the renderer, which will add itself to the layer.\n this._renderer = new gdjs.ParticleEmitterObjectRenderer(\n this.getInstanceContainer(),\n this,\n newObjectData\n );\n\n // Consider every state dirty as the renderer was just re-created, so it needs\n // to be repositioned, angle updated, etc...\n this._posDirty =\n this._angleDirty =\n this._forceDirty =\n this._zoneRadiusDirty =\n true;\n this._lifeTimeDirty =\n this._gravityDirty =\n this._colorDirty =\n this._sizeDirty =\n true;\n this._alphaDirty =\n this._flowDirty =\n this._tankDirty =\n this._textureDirty =\n true;\n }\n return true;\n }\n\n getNetworkSyncData(): ParticleEmitterObjectNetworkSyncData {\n return {\n ...super.getNetworkSyncData(),\n prms: this.particleRotationMinSpeed,\n prmx: this.particleRotationMaxSpeed,\n mpc: this.maxParticlesCount,\n addr: this.additiveRendering,\n angb: this.angleB,\n formin: this.forceMin,\n formax: this.forceMax,\n zr: this.zoneRadius,\n ltmin: this.lifeTimeMin,\n ltmax: this.lifeTimeMax,\n gravx: this.gravityX,\n gravy: this.gravityY,\n color1: this.color1,\n color2: this.color2,\n size1: this.size1,\n size2: this.size2,\n alp1: this.alpha1,\n alp2: this.alpha2,\n flow: this.flow,\n tank: this.tank,\n text: this.texture,\n paused: this._isEmissionPaused,\n };\n }\n\n updateFromNetworkSyncData(\n syncData: ParticleEmitterObjectNetworkSyncData\n ): void {\n super.updateFromNetworkSyncData(syncData);\n if (syncData.x !== undefined) {\n this.setX(syncData.x);\n }\n if (syncData.y !== undefined) {\n this.setY(syncData.y);\n }\n if (syncData.a !== undefined) {\n this.setAngle(syncData.a);\n }\n if (syncData.prms !== undefined) {\n this.setParticleRotationMinSpeed(syncData.prms);\n }\n if (syncData.prmx !== undefined) {\n this.setParticleRotationMaxSpeed(syncData.prmx);\n }\n if (syncData.mpc !== undefined) {\n this.setMaxParticlesCount(syncData.mpc);\n }\n if (syncData.addr !== undefined) {\n this.setAdditiveRendering(syncData.addr);\n }\n if (syncData.angb !== undefined) {\n this.setEmitterAngleB(syncData.angb);\n }\n if (syncData.formin !== undefined) {\n this.setEmitterForceMin(syncData.formin);\n }\n if (syncData.formax !== undefined) {\n this.setEmitterForceMax(syncData.formax);\n }\n if (syncData.zr !== undefined) {\n this.setZoneRadius(syncData.zr);\n }\n if (syncData.ltmin !== undefined) {\n this.setParticleLifeTimeMin(syncData.ltmin);\n }\n if (syncData.ltmax !== undefined) {\n this.setParticleLifeTimeMax(syncData.ltmax);\n }\n if (syncData.gravx !== undefined) {\n this.setParticleGravityX(syncData.gravx);\n }\n if (syncData.gravy !== undefined) {\n this.setParticleGravityY(syncData.gravy);\n }\n if (syncData.color1 !== undefined) {\n this.setParticleColor1AsNumber(syncData.color1);\n }\n if (syncData.color2 !== undefined) {\n this.setParticleColor2AsNumber(syncData.color2);\n }\n if (syncData.size1 !== undefined) {\n this.setParticleSize1(syncData.size1);\n }\n if (syncData.size2 !== undefined) {\n this.setParticleSize2(syncData.size2);\n }\n if (syncData.alp1 !== undefined) {\n this.setParticleAlpha1(syncData.alp1);\n }\n if (syncData.alp2 !== undefined) {\n this.setParticleAlpha2(syncData.alp2);\n }\n if (syncData.flow !== undefined) {\n this.setFlow(syncData.flow);\n }\n if (syncData.tank !== undefined) {\n this.setTank(syncData.tank);\n }\n if (syncData.text !== undefined) {\n this.setTexture(syncData.text, this.getRuntimeScene());\n }\n if (syncData.paused !== undefined) {\n if (syncData.paused) {\n this.stopEmission();\n } else {\n this.startEmission();\n }\n }\n }\n\n update(instanceContainer: gdjs.RuntimeInstanceContainer): void {\n if (this._posDirty) {\n this._renderer.setPosition(this.getX(), this.getY());\n }\n if (this._particleRotationSpeedDirty) {\n this._renderer.setParticleRotationSpeed(\n this.particleRotationMinSpeed,\n this.particleRotationMaxSpeed\n );\n }\n if (this._maxParticlesCountDirty) {\n this._renderer.setMaxParticlesCount(this.maxParticlesCount);\n }\n if (this._additiveRenderingDirty) {\n this._renderer.setAdditiveRendering(this.additiveRendering);\n }\n if (this._angleDirty) {\n const angle = this.getAngle();\n this._renderer.setAngle(\n angle - this.angleB / 2.0,\n angle + this.angleB / 2.0\n );\n }\n if (this._forceDirty) {\n this._renderer.setForce(this.forceMin, this.forceMax);\n }\n if (this._zoneRadiusDirty) {\n this._renderer.setZoneRadius(this.zoneRadius);\n }\n if (this._lifeTimeDirty) {\n this._renderer.setLifeTime(this.lifeTimeMin, this.lifeTimeMax);\n }\n if (this._gravityDirty) {\n this._renderer.setGravity(this.gravityX, this.gravityY);\n }\n if (this._colorDirty) {\n this._renderer.setColor(this.color1, this.color2);\n }\n if (this._sizeDirty) {\n this._renderer.setSize(this.size1, this.size2);\n }\n if (this._alphaDirty) {\n this._renderer.setAlpha(this.alpha1, this.alpha2);\n }\n if (this._flowDirty || this._tankDirty) {\n this._renderer.resetEmission(this.flow, this.tank);\n }\n if (this._textureDirty) {\n this._renderer.setTextureName(this.texture, instanceContainer);\n }\n this._posDirty =\n this._angleDirty =\n this._forceDirty =\n this._zoneRadiusDirty =\n false;\n this._lifeTimeDirty =\n this._gravityDirty =\n this._colorDirty =\n this._sizeDirty =\n false;\n this._alphaDirty =\n this._flowDirty =\n this._textureDirty =\n this._tankDirty =\n false;\n this._additiveRenderingDirty =\n this._maxParticlesCountDirty =\n this._particleRotationSpeedDirty =\n false;\n this._renderer.update(this.getElapsedTime() / 1000.0);\n if (\n this.destroyWhenNoParticles &&\n this.getParticleCount() === 0 &&\n this._renderer.hasStarted() &&\n !this._isEmissionPaused &&\n this._renderer._mayHaveEndedEmission()\n ) {\n this.deleteFromScene(instanceContainer);\n }\n if (\n this.jumpForwardInTimeOnCreation > 0 &&\n this._jumpForwardInTimeCompleted === false\n ) {\n this._renderer.update(this.jumpForwardInTimeOnCreation);\n this._jumpForwardInTimeCompleted = true;\n }\n }\n\n onDestroyed(): void {\n this._renderer.destroy();\n super.onDestroyed();\n }\n\n getEmitterForceMin(): number {\n return this.forceMin;\n }\n\n setEmitterForceMin(force: float): void {\n if (force < 0) {\n force = 0;\n }\n if (this.forceMin !== force) {\n this._forceDirty = true;\n this.forceMin = force;\n }\n }\n\n getEmitterForceMax(): number {\n return this.forceMax;\n }\n\n setEmitterForceMax(force: float): void {\n if (force < 0) {\n force = 0;\n }\n if (this.forceMax !== force) {\n this._forceDirty = true;\n this.forceMax = force;\n }\n }\n\n setParticleRotationMinSpeed(speed: number): void {\n if (this.particleRotationMinSpeed !== speed) {\n this._particleRotationSpeedDirty = true;\n this.particleRotationMinSpeed = speed;\n }\n }\n\n getParticleRotationMinSpeed(): number {\n return this.particleRotationMinSpeed;\n }\n\n setParticleRotationMaxSpeed(speed: number): void {\n if (this.particleRotationMaxSpeed !== speed) {\n this._particleRotationSpeedDirty = true;\n this.particleRotationMaxSpeed = speed;\n }\n }\n\n getParticleRotationMaxSpeed(): number {\n return this.particleRotationMaxSpeed;\n }\n\n setMaxParticlesCount(count: number): void {\n if (this.maxParticlesCount !== count) {\n this._maxParticlesCountDirty = true;\n this.maxParticlesCount = count;\n }\n }\n\n getMaxParticlesCount(): number {\n return this.maxParticlesCount;\n }\n\n setAdditiveRendering(enabled: boolean) {\n if (this.additiveRendering !== enabled) {\n this._additiveRenderingDirty = true;\n this.additiveRendering = enabled;\n }\n }\n\n getAdditiveRendering(): boolean {\n return this.additiveRendering;\n }\n\n /**\n * @deprecated Prefer using getAngle\n */\n getEmitterAngle(): float {\n return (this.angleA + this.angleB) / 2.0;\n }\n\n /**\n * @deprecated Prefer using setAngle\n */\n setEmitterAngle(angle: float): void {\n const oldAngle = this.getEmitterAngle();\n if (angle !== oldAngle) {\n this._angleDirty = true;\n this.angleA += angle - oldAngle;\n this.angleB += angle - oldAngle;\n }\n }\n\n /**\n * @deprecated This function returns data that is not used.\n */\n getEmitterAngleA(): float {\n return this.angleA;\n }\n\n /**\n * @deprecated This function sets data that is not used.\n */\n setEmitterAngleA(angle: float): void {\n if (this.angleA !== angle) {\n this._angleDirty = true;\n this.angleA = angle;\n }\n }\n\n getEmitterAngleB(): float {\n return this.angleB;\n }\n\n setEmitterAngleB(angle: float): void {\n if (this.angleB !== angle) {\n this._angleDirty = true;\n this.angleB = angle;\n }\n }\n\n getConeSprayAngle(): float {\n return this.getEmitterAngleB();\n }\n\n setConeSprayAngle(angle: float): void {\n this.setEmitterAngleB(angle);\n }\n\n getZoneRadius(): float {\n return this.zoneRadius;\n }\n\n setZoneRadius(radius: float): void {\n if (radius < 0) {\n radius = 0;\n }\n if (this.zoneRadius !== radius && radius > 0) {\n this._zoneRadiusDirty = true;\n this.zoneRadius = radius;\n }\n }\n\n getParticleLifeTimeMin(): float {\n return this.lifeTimeMin;\n }\n\n setParticleLifeTimeMin(lifeTime: float): void {\n if (lifeTime < 0) {\n lifeTime = 0;\n }\n if (this.lifeTimeMin !== lifeTime) {\n this._lifeTimeDirty = true;\n this.lifeTimeMin = lifeTime;\n }\n }\n\n getParticleLifeTimeMax(): float {\n return this.lifeTimeMax;\n }\n\n setParticleLifeTimeMax(lifeTime: float): void {\n if (lifeTime < 0) {\n lifeTime = 0;\n }\n if (this.lifeTimeMax !== lifeTime) {\n this._lifeTimeDirty = true;\n this.lifeTimeMax = lifeTime;\n }\n }\n\n getParticleGravityX(): float {\n return this.gravityX;\n }\n\n setParticleGravityX(x: float): void {\n if (this.gravityX !== x) {\n this._gravityDirty = true;\n this.gravityX = x;\n }\n }\n\n getParticleGravityY(): float {\n return this.gravityY;\n }\n\n setParticleGravityY(y: float): void {\n if (this.gravityY !== y) {\n this._gravityDirty = true;\n this.gravityY = y;\n }\n }\n\n getParticleGravityAngle(): float {\n return (Math.atan2(this.gravityY, this.gravityX) * 180.0) / Math.PI;\n }\n\n setParticleGravityAngle(angle: float): void {\n const oldAngle = this.getParticleGravityAngle();\n if (oldAngle !== angle) {\n this._gravityDirty = true;\n const length = this.getParticleGravityLength();\n this.gravityX = length * Math.cos((angle * Math.PI) / 180.0);\n this.gravityY = length * Math.sin((angle * Math.PI) / 180.0);\n }\n }\n\n getParticleGravityLength(): float {\n return Math.sqrt(\n this.gravityX * this.gravityX + this.gravityY * this.gravityY\n );\n }\n\n setParticleGravityLength(length: float): void {\n if (length < 0) {\n length = 0;\n }\n const oldLength = this.getParticleGravityLength();\n if (oldLength !== length) {\n this._gravityDirty = true;\n this.gravityX *= length / oldLength;\n this.gravityY *= length / oldLength;\n }\n }\n\n getParticleRed1(): number {\n return gdjs.hexNumberToRGBArray(this.color1)[0];\n }\n\n setParticleRed1(red: number): void {\n if (red < 0) {\n red = 0;\n }\n if (red > 255) {\n red = 255;\n }\n const existingColor = gdjs.hexNumberToRGBArray(this.color1);\n this.setParticleColor1AsNumber(\n gdjs.rgbToHexNumber(red, existingColor[1], existingColor[2])\n );\n }\n\n getParticleRed2(): number {\n return 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string): void {\n this.setParticleColor1AsNumber(\n gdjs.rgbOrHexStringToNumber(rgbOrHexColor)\n );\n }\n\n setParticleColor2AsNumber(color: number): void {\n this.color2 = color;\n this._colorDirty = true;\n }\n\n setParticleColor2(rgbOrHexColor: string): void {\n this.setParticleColor2AsNumber(\n gdjs.rgbOrHexStringToNumber(rgbOrHexColor)\n );\n }\n\n getParticleSize1(): float {\n return this.size1;\n }\n\n setParticleSize1(size: float): void {\n if (size < 0) {\n size = 0;\n }\n if (this.size1 !== size) {\n this._sizeDirty = true;\n this.size1 = size;\n }\n }\n\n getParticleSize2(): float {\n return this.size2;\n }\n\n setParticleSize2(size: float): void {\n if (this.size2 !== size) {\n this._sizeDirty = true;\n this.size2 = size;\n }\n }\n\n getParticleAlpha1(): number {\n return this.alpha1;\n }\n\n setParticleAlpha1(alpha: number): void {\n if (this.alpha1 !== alpha) {\n this._alphaDirty = true;\n this.alpha1 = alpha;\n }\n }\n\n getParticleAlpha2(): number {\n return this.alpha2;\n }\n\n setParticleAlpha2(alpha: number): void {\n if (this.alpha2 !== alpha) {\n this._alphaDirty = true;\n this.alpha2 = alpha;\n }\n }\n\n startEmission(): void {\n this._isEmissionPaused = false;\n this._renderer.start();\n }\n\n stopEmission(): void {\n this._isEmissionPaused = true;\n this._renderer.stop();\n }\n\n isEmitting(): boolean {\n return this._renderer.emitter.emit;\n }\n\n noMoreParticles(): boolean {\n return !this.isEmitting();\n }\n\n recreateParticleSystem(): void {\n this._renderer.recreate();\n }\n\n getFlow(): number {\n return this.flow;\n }\n\n setFlow(flow: number): void {\n if (this.flow !== flow) {\n this.flow = flow;\n this._flowDirty = true;\n }\n }\n\n getParticleCount(): number {\n return this._renderer.getParticleCount();\n }\n\n getTank(): number {\n return this.tank;\n }\n\n setTank(tank: number): void {\n this.tank = tank;\n this._tankDirty = true;\n }\n\n getTexture(): string {\n return this.texture;\n }\n\n setTexture(\n texture: 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"sourcesContent": ["/*\n * GDevelop - Particle System Extension\n * Copyright (c) 2010-2016 Florian Rival (Florian.Rival@gmail.com)\n * This project is released under the MIT License.\n */\n\nnamespace gdjs {\n export type ParticleEmitterObjectDataType = {\n /**\n * @deprecated Data not used\n */\n emitterAngleA: number;\n emitterForceMin: number;\n /**\n * Cone spray angle (degrees)\n */\n emitterAngleB: number;\n zoneRadius: number;\n emitterForceMax: number;\n particleLifeTimeMax: number;\n particleLifeTimeMin: number;\n particleGravityY: number;\n particleGravityX: number;\n particleColor2: string;\n particleColor1: string;\n particleSize2: number;\n particleSize1: number;\n /**\n * Particle max rotation speed (degrees/second)\n */\n particleAngle2: number;\n /**\n * Particle min rotation speed (degrees/second)\n */\n particleAngle1: number;\n particleAlpha1: number;\n rendererType: string;\n particleAlpha2: number;\n rendererParam2: number;\n rendererParam1: number;\n particleSizeRandomness1: number;\n particleSizeRandomness2: number;\n maxParticleNb: number;\n additive: boolean;\n /** Resource name for image in particle */\n textureParticleName: string;\n tank: number;\n flow: number;\n /** Destroy the object when there is no particles? */\n destroyWhenNoParticles: boolean;\n jumpForwardInTimeOnCreation: number;\n };\n\n export type ParticleEmitterObjectData = ObjectData &\n ParticleEmitterObjectDataType;\n\n export type ParticleEmitterObjectNetworkSyncDataType = {\n // Technically, all attributes can change at runtime, so we sync as many as possible.\n // TODO: ensure we only send props that change to optimize the sync.\n // dirty attributes are not synced, they are defined by the update method if the value has changed.\n // Particle Rotation Speed\n prms: number;\n prmx: number;\n // Max Particles Count\n mpc: number;\n // Additive Rendering\n addr: boolean;\n // Angle\n angb: number;\n // Force\n formin: number;\n formax: number;\n // Zone Radius\n zr: number;\n // Life Time\n ltmin: number;\n ltmax: number;\n // Gravity\n gravx: number;\n gravy: number;\n // Color\n color1: number;\n color2: number;\n // Size\n size1: number;\n size2: number;\n // Alpha\n alp1: number;\n alp2: number;\n // Flow\n flow: number;\n // Tank\n tank: number;\n // Texture\n text: string;\n // Pause\n paused: boolean;\n };\n\n export type ParticleEmitterObjectNetworkSyncData = ObjectNetworkSyncData &\n ParticleEmitterObjectNetworkSyncDataType;\n\n /**\n * Displays particles.\n */\n export class ParticleEmitterObject extends gdjs.RuntimeObject {\n /**\n * @deprecated Data not used\n */\n angleA: number;\n angleB: number;\n forceMin: number;\n forceMax: float;\n zoneRadius: number;\n lifeTimeMin: number;\n lifeTimeMax: float;\n gravityX: number;\n gravityY: number;\n color1: number;\n color2: number;\n size1: number;\n size2: number;\n alpha1: number;\n alpha2: number;\n rendererType: string;\n rendererParam1: number;\n rendererParam2: number;\n texture: string;\n flow: number;\n tank: number;\n destroyWhenNoParticles: boolean;\n particleRotationMinSpeed: number;\n particleRotationMaxSpeed: number;\n maxParticlesCount: number;\n additiveRendering: boolean;\n jumpForwardInTimeOnCreation: number;\n _jumpForwardInTimeCompleted: boolean = false;\n _posDirty: boolean = true;\n _angleDirty: boolean = true;\n _forceDirty: boolean = true;\n _zoneRadiusDirty: boolean = true;\n _lifeTimeDirty: boolean = true;\n _gravityDirty: boolean = true;\n _colorDirty: boolean = true;\n _sizeDirty: boolean = true;\n _alphaDirty: boolean = true;\n _flowDirty: boolean = true;\n _tankDirty: boolean = true;\n _particleRotationSpeedDirty: boolean = true;\n _maxParticlesCountDirty: boolean = true;\n _additiveRenderingDirty: boolean = true;\n // Don't mark texture as dirty if not using one.\n _textureDirty: boolean;\n /**\n * `true` only when the emission is paused by events.\n * It allows to tell the end of emission apart from it.\n */\n _isEmissionPaused: boolean = false;\n\n // @ts-ignore\n _renderer: gdjs.ParticleEmitterObjectRenderer;\n\n /**\n * @param instanceContainer the container the object belongs to\n * @param particleObjectData The initial properties of the object\n */\n constructor(\n instanceContainer: gdjs.RuntimeInstanceContainer,\n particleObjectData: ParticleEmitterObjectData\n ) {\n super(instanceContainer, particleObjectData);\n this._renderer = new gdjs.ParticleEmitterObjectRenderer(\n instanceContainer,\n this,\n particleObjectData\n );\n this.angleA = particleObjectData.emitterAngleA;\n this.angleB = particleObjectData.emitterAngleB;\n this.forceMin = particleObjectData.emitterForceMin;\n this.forceMax = particleObjectData.emitterForceMax;\n this.zoneRadius = particleObjectData.zoneRadius;\n this.lifeTimeMin = particleObjectData.particleLifeTimeMin;\n this.lifeTimeMax = particleObjectData.particleLifeTimeMax;\n this.gravityX = particleObjectData.particleGravityX;\n this.gravityY = particleObjectData.particleGravityY;\n this.color1 = gdjs.rgbOrHexStringToNumber(\n particleObjectData.particleColor1\n );\n this.color2 = gdjs.rgbOrHexStringToNumber(\n particleObjectData.particleColor2\n );\n this.size1 = particleObjectData.particleSize1;\n this.size2 = particleObjectData.particleSize2;\n this.alpha1 = particleObjectData.particleAlpha1;\n this.alpha2 = particleObjectData.particleAlpha2;\n this.rendererType = particleObjectData.rendererType;\n this.rendererParam1 = particleObjectData.rendererParam1;\n this.rendererParam2 = particleObjectData.rendererParam2;\n this.texture = particleObjectData.textureParticleName;\n this.flow = particleObjectData.flow;\n this.tank = particleObjectData.tank;\n this.destroyWhenNoParticles = particleObjectData.destroyWhenNoParticles;\n this.particleRotationMinSpeed = particleObjectData.particleAngle1;\n this.particleRotationMaxSpeed = particleObjectData.particleAngle2;\n this.maxParticlesCount = particleObjectData.maxParticleNb;\n this.additiveRendering = particleObjectData.additive;\n this.jumpForwardInTimeOnCreation =\n particleObjectData.jumpForwardInTimeOnCreation;\n this._textureDirty = this.texture !== '';\n\n // *ALWAYS* call `this.onCreated()` at the very end of your object constructor.\n this.onCreated();\n }\n\n setX(x: number): void {\n if (this.x !== x) {\n this._posDirty = true;\n }\n super.setX(x);\n }\n\n setY(y: number): void {\n if (this.y !== y) {\n this._posDirty = true;\n }\n super.setY(y);\n }\n\n setAngle(angle): void {\n if (this.angle !== angle) {\n this._angleDirty = true;\n }\n super.setAngle(angle);\n }\n\n getRendererObject() {\n return this._renderer.getRendererObject();\n }\n\n updateFromObjectData(\n oldObjectData: ParticleEmitterObjectData,\n newObjectData: ParticleEmitterObjectData\n ): boolean {\n if (oldObjectData.emitterAngleA !== newObjectData.emitterAngleA) {\n this.setEmitterAngleA(newObjectData.emitterAngleA);\n }\n if (oldObjectData.emitterAngleB !== newObjectData.emitterAngleB) {\n this.setEmitterAngleB(newObjectData.emitterAngleB);\n }\n if (oldObjectData.emitterForceMin !== newObjectData.emitterForceMin) {\n this.setEmitterForceMin(newObjectData.emitterForceMin);\n }\n if (oldObjectData.particleAngle1 !== newObjectData.particleAngle1) {\n this.setParticleRotationMinSpeed(newObjectData.particleAngle1);\n }\n if (oldObjectData.particleAngle2 !== newObjectData.particleAngle2) {\n this.setParticleRotationMaxSpeed(newObjectData.particleAngle2);\n }\n if (oldObjectData.maxParticleNb !== newObjectData.maxParticleNb) {\n this.setMaxParticlesCount(newObjectData.maxParticleNb);\n }\n if (oldObjectData.additive !== newObjectData.additive) {\n this.setAdditiveRendering(newObjectData.additive);\n }\n if (oldObjectData.emitterForceMax !== newObjectData.emitterForceMax) {\n this.setEmitterForceMax(newObjectData.emitterForceMax);\n }\n if (oldObjectData.zoneRadius !== newObjectData.zoneRadius) {\n this.setZoneRadius(newObjectData.zoneRadius);\n }\n if (\n oldObjectData.particleLifeTimeMin !== newObjectData.particleLifeTimeMin\n ) {\n this.setParticleLifeTimeMin(newObjectData.particleLifeTimeMin);\n }\n if (\n oldObjectData.particleLifeTimeMax !== newObjectData.particleLifeTimeMax\n ) {\n this.setParticleLifeTimeMax(newObjectData.particleLifeTimeMax);\n }\n if (oldObjectData.particleGravityX !== newObjectData.particleGravityX) {\n this.setParticleGravityX(newObjectData.particleGravityX);\n }\n if (oldObjectData.particleGravityY !== newObjectData.particleGravityY) {\n this.setParticleGravityY(newObjectData.particleGravityY);\n }\n if (oldObjectData.particleColor1 !== newObjectData.particleColor1) {\n this.setParticleColor1(newObjectData.particleColor1);\n }\n if (oldObjectData.particleColor2 !== newObjectData.particleColor2) {\n this.setParticleColor2(newObjectData.particleColor2);\n }\n if (oldObjectData.particleSize1 !== newObjectData.particleSize1) {\n this.setParticleSize1(newObjectData.particleSize1);\n }\n if (oldObjectData.particleSize2 !== newObjectData.particleSize2) {\n this.setParticleSize2(newObjectData.particleSize2);\n }\n if (oldObjectData.particleAlpha1 !== newObjectData.particleAlpha1) {\n this.setParticleAlpha1(newObjectData.particleAlpha1);\n }\n if (oldObjectData.particleAlpha2 !== newObjectData.particleAlpha2) {\n this.setParticleAlpha2(newObjectData.particleAlpha2);\n }\n if (\n oldObjectData.textureParticleName !== newObjectData.textureParticleName\n ) {\n this.setTexture(\n newObjectData.textureParticleName,\n this.getRuntimeScene()\n );\n }\n if (oldObjectData.flow !== newObjectData.flow) {\n this.setFlow(newObjectData.flow);\n }\n if (oldObjectData.tank !== newObjectData.tank) {\n this.setTank(newObjectData.tank);\n }\n if (\n oldObjectData.destroyWhenNoParticles !==\n newObjectData.destroyWhenNoParticles\n ) {\n this.destroyWhenNoParticles = newObjectData.destroyWhenNoParticles;\n }\n if (\n oldObjectData.particleSizeRandomness1 !==\n newObjectData.particleSizeRandomness1 ||\n oldObjectData.particleSizeRandomness2 !==\n newObjectData.particleSizeRandomness2 ||\n oldObjectData.particleAngle1 !== newObjectData.particleAngle1 ||\n oldObjectData.particleAngle2 !== newObjectData.particleAngle2 ||\n oldObjectData.maxParticleNb !== newObjectData.maxParticleNb ||\n oldObjectData.additive !== newObjectData.additive ||\n oldObjectData.rendererType !== newObjectData.rendererType ||\n oldObjectData.rendererParam1 !== newObjectData.rendererParam1 ||\n oldObjectData.rendererParam2 !== newObjectData.rendererParam2\n ) {\n // Destroy the renderer, ensure it's removed from the layer.\n const layer = this.getInstanceContainer().getLayer(this.layer);\n layer\n .getRenderer()\n .removeRendererObject(this._renderer.getRendererObject());\n this._renderer.destroy();\n\n // and recreate the renderer, which will add itself to the layer.\n this._renderer = new gdjs.ParticleEmitterObjectRenderer(\n this.getInstanceContainer(),\n this,\n newObjectData\n );\n\n // Consider every state dirty as the renderer was just re-created, so it needs\n // to be repositioned, angle updated, etc...\n this._posDirty =\n this._angleDirty =\n this._forceDirty =\n this._zoneRadiusDirty =\n true;\n this._lifeTimeDirty =\n this._gravityDirty =\n this._colorDirty =\n this._sizeDirty =\n true;\n this._alphaDirty =\n this._flowDirty =\n this._tankDirty =\n this._textureDirty =\n true;\n }\n return true;\n }\n\n getNetworkSyncData(): ParticleEmitterObjectNetworkSyncData {\n return {\n ...super.getNetworkSyncData(),\n prms: this.particleRotationMinSpeed,\n prmx: this.particleRotationMaxSpeed,\n mpc: this.maxParticlesCount,\n addr: this.additiveRendering,\n angb: this.angleB,\n formin: this.forceMin,\n formax: this.forceMax,\n zr: this.zoneRadius,\n ltmin: this.lifeTimeMin,\n ltmax: this.lifeTimeMax,\n gravx: this.gravityX,\n gravy: this.gravityY,\n color1: this.color1,\n color2: this.color2,\n size1: this.size1,\n size2: this.size2,\n alp1: this.alpha1,\n alp2: this.alpha2,\n flow: this.flow,\n tank: this.tank,\n text: this.texture,\n paused: this._isEmissionPaused,\n };\n }\n\n updateFromNetworkSyncData(\n syncData: ParticleEmitterObjectNetworkSyncData\n ): void {\n super.updateFromNetworkSyncData(syncData);\n if (syncData.x !== undefined) {\n this.setX(syncData.x);\n }\n if (syncData.y !== undefined) {\n this.setY(syncData.y);\n }\n if (syncData.a !== undefined) {\n this.setAngle(syncData.a);\n }\n if (syncData.prms !== undefined) {\n this.setParticleRotationMinSpeed(syncData.prms);\n }\n if (syncData.prmx !== undefined) {\n this.setParticleRotationMaxSpeed(syncData.prmx);\n }\n if (syncData.mpc !== undefined) {\n this.setMaxParticlesCount(syncData.mpc);\n }\n if (syncData.addr !== undefined) {\n this.setAdditiveRendering(syncData.addr);\n }\n if (syncData.angb !== undefined) {\n this.setEmitterAngleB(syncData.angb);\n }\n if (syncData.formin !== undefined) {\n this.setEmitterForceMin(syncData.formin);\n }\n if (syncData.formax !== undefined) {\n this.setEmitterForceMax(syncData.formax);\n }\n if (syncData.zr !== undefined) {\n this.setZoneRadius(syncData.zr);\n }\n if (syncData.ltmin !== undefined) {\n this.setParticleLifeTimeMin(syncData.ltmin);\n }\n if (syncData.ltmax !== undefined) {\n this.setParticleLifeTimeMax(syncData.ltmax);\n }\n if (syncData.gravx !== undefined) {\n this.setParticleGravityX(syncData.gravx);\n }\n if (syncData.gravy !== undefined) {\n this.setParticleGravityY(syncData.gravy);\n }\n if (syncData.color1 !== undefined) {\n this.setParticleColor1AsNumber(syncData.color1);\n }\n if (syncData.color2 !== undefined) {\n this.setParticleColor2AsNumber(syncData.color2);\n }\n if (syncData.size1 !== undefined) {\n this.setParticleSize1(syncData.size1);\n }\n if (syncData.size2 !== undefined) {\n this.setParticleSize2(syncData.size2);\n }\n if (syncData.alp1 !== undefined) {\n this.setParticleAlpha1(syncData.alp1);\n }\n if (syncData.alp2 !== undefined) {\n this.setParticleAlpha2(syncData.alp2);\n }\n if (syncData.flow !== undefined) {\n this.setFlow(syncData.flow);\n }\n if (syncData.tank !== undefined) {\n this.setTank(syncData.tank);\n }\n if (syncData.text !== undefined) {\n this.setTexture(syncData.text, this.getRuntimeScene());\n }\n if (syncData.paused !== undefined) {\n if (syncData.paused) {\n this.stopEmission();\n } else {\n this.startEmission();\n }\n }\n }\n\n update(instanceContainer: gdjs.RuntimeInstanceContainer): void {\n if (this._posDirty) {\n this._renderer.setPosition(this.getX(), this.getY());\n }\n if (this._particleRotationSpeedDirty) {\n this._renderer.setParticleRotationSpeed(\n this.particleRotationMinSpeed,\n this.particleRotationMaxSpeed\n );\n }\n if (this._maxParticlesCountDirty) {\n this._renderer.setMaxParticlesCount(this.maxParticlesCount);\n }\n if (this._additiveRenderingDirty) {\n this._renderer.setAdditiveRendering(this.additiveRendering);\n }\n if (this._angleDirty) {\n const angle = this.getAngle();\n this._renderer.setAngle(\n angle - this.angleB / 2.0,\n angle + this.angleB / 2.0\n );\n }\n if (this._forceDirty) {\n this._renderer.setForce(this.forceMin, this.forceMax);\n }\n if (this._zoneRadiusDirty) {\n this._renderer.setZoneRadius(this.zoneRadius);\n }\n if (this._lifeTimeDirty) {\n this._renderer.setLifeTime(this.lifeTimeMin, this.lifeTimeMax);\n }\n if (this._gravityDirty) {\n this._renderer.setGravity(this.gravityX, this.gravityY);\n }\n if (this._colorDirty) {\n this._renderer.setColor(this.color1, this.color2);\n }\n if (this._sizeDirty) {\n this._renderer.setSize(this.size1, this.size2);\n }\n if (this._alphaDirty) {\n this._renderer.setAlpha(this.alpha1, this.alpha2);\n }\n if (this._flowDirty || this._tankDirty) {\n this._renderer.resetEmission(this.flow, this.tank);\n }\n if (this._textureDirty) {\n this._renderer.setTextureName(this.texture, instanceContainer);\n }\n this._posDirty =\n this._angleDirty =\n this._forceDirty =\n this._zoneRadiusDirty =\n false;\n this._lifeTimeDirty =\n this._gravityDirty =\n this._colorDirty =\n this._sizeDirty =\n false;\n this._alphaDirty =\n this._flowDirty =\n this._textureDirty =\n this._tankDirty =\n false;\n this._additiveRenderingDirty =\n this._maxParticlesCountDirty =\n this._particleRotationSpeedDirty =\n false;\n this._renderer.update(this.getElapsedTime() / 1000.0);\n if (\n this.destroyWhenNoParticles &&\n this.getParticleCount() === 0 &&\n this._renderer.hasStarted() &&\n !this._isEmissionPaused &&\n this._renderer._mayHaveEndedEmission()\n ) {\n this.deleteFromScene();\n }\n if (\n this.jumpForwardInTimeOnCreation > 0 &&\n this._jumpForwardInTimeCompleted === false\n ) {\n this._renderer.update(this.jumpForwardInTimeOnCreation);\n this._jumpForwardInTimeCompleted = true;\n }\n }\n\n onDestroyed(): void {\n this._renderer.destroy();\n super.onDestroyed();\n }\n\n getEmitterForceMin(): number {\n return this.forceMin;\n }\n\n setEmitterForceMin(force: float): void {\n if (force < 0) {\n force = 0;\n }\n if (this.forceMin !== force) {\n this._forceDirty = true;\n this.forceMin = force;\n }\n }\n\n getEmitterForceMax(): number {\n return this.forceMax;\n }\n\n setEmitterForceMax(force: float): void {\n if (force < 0) {\n force = 0;\n }\n if (this.forceMax !== force) {\n this._forceDirty = true;\n this.forceMax = force;\n }\n }\n\n setParticleRotationMinSpeed(speed: number): void {\n if (this.particleRotationMinSpeed !== speed) {\n this._particleRotationSpeedDirty = true;\n this.particleRotationMinSpeed = speed;\n }\n }\n\n getParticleRotationMinSpeed(): number {\n return this.particleRotationMinSpeed;\n }\n\n setParticleRotationMaxSpeed(speed: number): void {\n if (this.particleRotationMaxSpeed !== speed) {\n this._particleRotationSpeedDirty = true;\n this.particleRotationMaxSpeed = speed;\n }\n }\n\n getParticleRotationMaxSpeed(): number {\n return this.particleRotationMaxSpeed;\n }\n\n setMaxParticlesCount(count: number): void {\n if (this.maxParticlesCount !== count) {\n this._maxParticlesCountDirty = true;\n this.maxParticlesCount = count;\n }\n }\n\n getMaxParticlesCount(): number {\n return this.maxParticlesCount;\n }\n\n setAdditiveRendering(enabled: boolean) {\n if (this.additiveRendering !== enabled) {\n this._additiveRenderingDirty = true;\n this.additiveRendering = enabled;\n }\n }\n\n getAdditiveRendering(): boolean {\n return this.additiveRendering;\n }\n\n /**\n * @deprecated Prefer using getAngle\n */\n getEmitterAngle(): float {\n return (this.angleA + this.angleB) / 2.0;\n }\n\n /**\n * @deprecated Prefer using setAngle\n */\n setEmitterAngle(angle: float): void {\n const oldAngle = this.getEmitterAngle();\n if (angle !== oldAngle) {\n this._angleDirty = true;\n this.angleA += angle - oldAngle;\n this.angleB += angle - oldAngle;\n }\n }\n\n /**\n * @deprecated This function returns data that is not used.\n */\n getEmitterAngleA(): float {\n return this.angleA;\n }\n\n /**\n * @deprecated This function sets data that is not used.\n */\n setEmitterAngleA(angle: float): void {\n if (this.angleA !== angle) {\n this._angleDirty = true;\n this.angleA = angle;\n }\n }\n\n getEmitterAngleB(): float {\n return this.angleB;\n }\n\n setEmitterAngleB(angle: float): void {\n if (this.angleB !== angle) {\n this._angleDirty = true;\n this.angleB = angle;\n }\n }\n\n getConeSprayAngle(): float {\n return this.getEmitterAngleB();\n }\n\n setConeSprayAngle(angle: float): void {\n this.setEmitterAngleB(angle);\n }\n\n getZoneRadius(): float {\n return this.zoneRadius;\n }\n\n setZoneRadius(radius: float): void {\n if (radius < 0) {\n radius = 0;\n }\n if (this.zoneRadius !== radius && radius > 0) {\n this._zoneRadiusDirty = true;\n this.zoneRadius = radius;\n }\n }\n\n getParticleLifeTimeMin(): float {\n return this.lifeTimeMin;\n }\n\n setParticleLifeTimeMin(lifeTime: float): void {\n if (lifeTime < 0) {\n lifeTime = 0;\n }\n if (this.lifeTimeMin !== lifeTime) {\n this._lifeTimeDirty = true;\n this.lifeTimeMin = lifeTime;\n }\n }\n\n getParticleLifeTimeMax(): float {\n return this.lifeTimeMax;\n }\n\n setParticleLifeTimeMax(lifeTime: float): void {\n if (lifeTime < 0) {\n lifeTime = 0;\n }\n if (this.lifeTimeMax !== lifeTime) {\n this._lifeTimeDirty = true;\n this.lifeTimeMax = lifeTime;\n }\n }\n\n getParticleGravityX(): float {\n return this.gravityX;\n }\n\n setParticleGravityX(x: float): void {\n if (this.gravityX !== x) {\n this._gravityDirty = true;\n this.gravityX = x;\n }\n }\n\n getParticleGravityY(): float {\n return this.gravityY;\n }\n\n setParticleGravityY(y: float): void {\n if (this.gravityY !== y) {\n this._gravityDirty = true;\n this.gravityY = y;\n }\n }\n\n getParticleGravityAngle(): float {\n return (Math.atan2(this.gravityY, this.gravityX) * 180.0) / Math.PI;\n }\n\n setParticleGravityAngle(angle: float): void {\n const oldAngle = this.getParticleGravityAngle();\n if (oldAngle !== angle) {\n this._gravityDirty = true;\n const length = this.getParticleGravityLength();\n this.gravityX = length * Math.cos((angle * Math.PI) / 180.0);\n this.gravityY = length * Math.sin((angle * Math.PI) / 180.0);\n }\n }\n\n getParticleGravityLength(): float {\n return Math.sqrt(\n this.gravityX * this.gravityX + this.gravityY * this.gravityY\n );\n }\n\n setParticleGravityLength(length: float): void {\n if (length < 0) {\n length = 0;\n }\n const oldLength = this.getParticleGravityLength();\n if (oldLength !== length) {\n this._gravityDirty = true;\n this.gravityX *= length / oldLength;\n this.gravityY *= length / oldLength;\n }\n }\n\n getParticleRed1(): number {\n return gdjs.hexNumberToRGBArray(this.color1)[0];\n }\n\n setParticleRed1(red: number): void {\n if (red < 0) {\n red = 0;\n }\n if (red > 255) {\n red = 255;\n }\n const existingColor = gdjs.hexNumberToRGBArray(this.color1);\n this.setParticleColor1AsNumber(\n gdjs.rgbToHexNumber(red, existingColor[1], existingColor[2])\n );\n }\n\n getParticleRed2(): number {\n return gdjs.hexNumberToRGBArray(this.color2)[0];\n }\n\n setParticleRed2(red: number): void {\n if (red < 0) {\n red = 0;\n }\n if (red > 255) {\n red = 255;\n }\n const existingColor = gdjs.hexNumberToRGBArray(this.color2);\n this.setParticleColor2AsNumber(\n gdjs.rgbToHexNumber(red, existingColor[1], existingColor[2])\n );\n }\n\n getParticleGreen1(): number {\n return gdjs.hexNumberToRGBArray(this.color1)[1];\n }\n\n setParticleGreen1(green: number): void {\n if (green < 0) {\n green = 0;\n }\n if (green > 255) {\n green = 255;\n }\n const existingColor = gdjs.hexNumberToRGBArray(this.color1);\n this.setParticleColor1AsNumber(\n gdjs.rgbToHexNumber(existingColor[0], green, existingColor[2])\n );\n }\n\n getParticleGreen2(): number {\n return gdjs.hexNumberToRGBArray(this.color2)[1];\n }\n\n setParticleGreen2(green: number): void {\n if (green < 0) {\n green = 0;\n }\n if (green > 255) {\n green = 255;\n }\n const existingColor = gdjs.hexNumberToRGBArray(this.color2);\n this.setParticleColor2AsNumber(\n gdjs.rgbToHexNumber(existingColor[0], green, existingColor[2])\n );\n }\n\n getParticleBlue1(): number {\n return gdjs.hexNumberToRGBArray(this.color1)[2];\n }\n\n setParticleBlue1(blue: number): void {\n if (blue < 0) {\n blue = 0;\n }\n if (blue > 255) {\n blue = 255;\n }\n const existingColor = gdjs.hexNumberToRGBArray(this.color1);\n this.setParticleColor1AsNumber(\n gdjs.rgbToHexNumber(existingColor[0], existingColor[1], blue)\n );\n }\n\n getParticleBlue2(): number {\n return gdjs.hexNumberToRGBArray(this.color2)[2];\n }\n\n setParticleBlue2(blue: number): void {\n if (blue < 0) {\n blue = 0;\n }\n if (blue > 255) {\n blue = 255;\n }\n const existingColor = gdjs.hexNumberToRGBArray(this.color2);\n this.setParticleColor2AsNumber(\n gdjs.rgbToHexNumber(existingColor[0], existingColor[1], blue)\n );\n }\n\n setParticleColor1AsNumber(color: number): void {\n this.color1 = color;\n this._colorDirty = true;\n }\n\n setParticleColor1(rgbOrHexColor: string): void {\n this.setParticleColor1AsNumber(\n gdjs.rgbOrHexStringToNumber(rgbOrHexColor)\n );\n }\n\n setParticleColor2AsNumber(color: number): void {\n this.color2 = color;\n this._colorDirty = true;\n }\n\n setParticleColor2(rgbOrHexColor: string): void {\n this.setParticleColor2AsNumber(\n gdjs.rgbOrHexStringToNumber(rgbOrHexColor)\n );\n }\n\n getParticleSize1(): float {\n return this.size1;\n }\n\n setParticleSize1(size: float): void {\n if (size < 0) {\n size = 0;\n }\n if (this.size1 !== size) {\n this._sizeDirty = true;\n this.size1 = size;\n }\n }\n\n getParticleSize2(): float {\n return this.size2;\n }\n\n setParticleSize2(size: float): void {\n if (this.size2 !== size) {\n this._sizeDirty = true;\n this.size2 = size;\n }\n }\n\n getParticleAlpha1(): number {\n return this.alpha1;\n }\n\n setParticleAlpha1(alpha: number): void {\n if (this.alpha1 !== alpha) {\n this._alphaDirty = true;\n this.alpha1 = alpha;\n }\n }\n\n getParticleAlpha2(): number {\n return this.alpha2;\n }\n\n setParticleAlpha2(alpha: number): void {\n if (this.alpha2 !== alpha) {\n this._alphaDirty = true;\n this.alpha2 = alpha;\n }\n }\n\n startEmission(): void {\n this._isEmissionPaused = false;\n this._renderer.start();\n }\n\n stopEmission(): void {\n this._isEmissionPaused = true;\n this._renderer.stop();\n }\n\n isEmitting(): boolean {\n return this._renderer.emitter.emit;\n }\n\n noMoreParticles(): boolean {\n return !this.isEmitting();\n }\n\n recreateParticleSystem(): void {\n this._renderer.recreate();\n }\n\n getFlow(): number {\n return this.flow;\n }\n\n setFlow(flow: number): void {\n if (this.flow !== flow) {\n this.flow = flow;\n this._flowDirty = true;\n }\n }\n\n getParticleCount(): number {\n return this._renderer.getParticleCount();\n }\n\n getTank(): number {\n return this.tank;\n }\n\n setTank(tank: number): void {\n this.tank = tank;\n this._tankDirty = true;\n }\n\n getTexture(): string {\n return this.texture;\n }\n\n setTexture(\n texture: string,\n instanceContainer: gdjs.RuntimeInstanceContainer\n ): void {\n if (this.texture !== texture) {\n if (this._renderer.isTextureNameValid(texture, instanceContainer)) {\n this.texture = texture;\n this._textureDirty = true;\n }\n }\n }\n\n jumpEmitterForwardInTime(timeSkipped: number): void {\n this._renderer.update(timeSkipped);\n }\n }\n gdjs.registerObject(\n 'ParticleSystem::ParticleEmitter',\n gdjs.ParticleEmitterObject\n );\n}\n"],
|
|
5
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6
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"names": []
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7
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}
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