goudengine 0.0.826 → 0.0.828

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (52) hide show
  1. package/README.md +18 -0
  2. package/dist/generated/errors.g.d.ts +37 -0
  3. package/dist/generated/errors.g.d.ts.map +1 -0
  4. package/dist/generated/errors.g.js +148 -0
  5. package/dist/generated/errors.g.js.map +1 -0
  6. package/dist/generated/index.g.d.ts +3 -2
  7. package/dist/generated/index.g.d.ts.map +1 -1
  8. package/dist/generated/index.g.js +13 -1
  9. package/dist/generated/index.g.js.map +1 -1
  10. package/dist/generated/node/index.g.d.ts +122 -2
  11. package/dist/generated/node/index.g.d.ts.map +1 -1
  12. package/dist/generated/node/index.g.js +160 -1
  13. package/dist/generated/node/index.g.js.map +1 -1
  14. package/dist/generated/types/engine.g.d.ts +134 -0
  15. package/dist/generated/types/engine.g.d.ts.map +1 -1
  16. package/dist/generated/types/input.g.d.ts +38 -0
  17. package/dist/generated/types/input.g.d.ts.map +1 -1
  18. package/dist/generated/types/input.g.js +45 -1
  19. package/dist/generated/types/input.g.js.map +1 -1
  20. package/dist/generated/types/math.g.d.ts +4 -0
  21. package/dist/generated/types/math.g.d.ts.map +1 -1
  22. package/dist/generated/types/math.g.js +4 -0
  23. package/dist/generated/types/math.g.js.map +1 -1
  24. package/dist/web/generated/types/engine.g.d.ts +134 -0
  25. package/dist/web/generated/types/engine.g.d.ts.map +1 -1
  26. package/dist/web/generated/types/input.g.d.ts +38 -0
  27. package/dist/web/generated/types/input.g.d.ts.map +1 -1
  28. package/dist/web/generated/types/input.g.js +44 -0
  29. package/dist/web/generated/types/input.g.js.map +1 -1
  30. package/dist/web/generated/types/math.g.d.ts +4 -0
  31. package/dist/web/generated/types/math.g.d.ts.map +1 -1
  32. package/dist/web/generated/types/math.g.js +4 -0
  33. package/dist/web/generated/types/math.g.js.map +1 -1
  34. package/dist/web/generated/web/errors.g.d.ts +37 -0
  35. package/dist/web/generated/web/errors.g.d.ts.map +1 -0
  36. package/dist/web/generated/web/errors.g.js +136 -0
  37. package/dist/web/generated/web/errors.g.js.map +1 -0
  38. package/dist/web/generated/web/index.g.d.ts +91 -2
  39. package/dist/web/generated/web/index.g.d.ts.map +1 -1
  40. package/dist/web/generated/web/index.g.js +144 -13
  41. package/dist/web/generated/web/index.g.js.map +1 -1
  42. package/goud-engine-node.darwin-arm64.node +0 -0
  43. package/goud-engine-node.darwin-x64.node +0 -0
  44. package/goud-engine-node.linux-x64-gnu.node +0 -0
  45. package/goud-engine-node.win32-x64-msvc.node +0 -0
  46. package/index.d.ts +24 -0
  47. package/index.js +53 -52
  48. package/package.json +1 -1
  49. package/wasm/goud_engine.d.ts +231 -60
  50. package/wasm/goud_engine.js +621 -57
  51. package/wasm/goud_engine_bg.wasm +0 -0
  52. package/wasm/goud_engine_bg.wasm.d.ts +93 -34
@@ -1,75 +1,129 @@
1
1
  /* tslint:disable */
2
2
  /* eslint-disable */
3
3
 
4
- /**
5
- * Chroma subsampling format
6
- */
7
- export enum ChromaSampling {
8
- /**
9
- * Both vertically and horizontally subsampled.
10
- */
11
- Cs420 = 0,
12
- /**
13
- * Horizontally subsampled.
14
- */
15
- Cs422 = 1,
16
- /**
17
- * Not subsampled.
18
- */
19
- Cs444 = 2,
20
- /**
21
- * Monochrome.
22
- */
23
- Cs400 = 3,
4
+ export class WasmContact {
5
+ private constructor();
6
+ free(): void;
7
+ [Symbol.dispose](): void;
8
+ normal_x: number;
9
+ normal_y: number;
10
+ penetration: number;
11
+ point_x: number;
12
+ point_y: number;
24
13
  }
25
14
 
15
+ /**
16
+ * The primary game handle for browser-based games.
17
+ *
18
+ * Owns the ECS world, input state, frame timing, and an optional wgpu
19
+ * rendering backend attached to an HTML canvas element.
20
+ */
26
21
  export class WasmGame {
27
22
  free(): void;
28
23
  [Symbol.dispose](): void;
24
+ aabb_overlap(min_ax: number, min_ay: number, max_ax: number, max_ay: number, min_bx: number, min_by: number, max_bx: number, max_by: number): boolean;
29
25
  add_name(entity_bits: bigint, name: string): void;
30
26
  add_scroll_delta(dx: number, dy: number): void;
27
+ add_sprite(entity_bits: bigint, texture_handle: number, r: number, g: number, b: number, a: number, flip_x: boolean, flip_y: boolean, anchor_x: number, anchor_y: number): void;
31
28
  add_transform2d(entity_bits: bigint, px: number, py: number, rotation: number, sx: number, sy: number): void;
29
+ /**
30
+ * Advances frame timing and prepares the wgpu surface for drawing.
31
+ *
32
+ * Call this at the start of each `requestAnimationFrame` callback.
33
+ */
32
34
  begin_frame(delta_time: number): void;
35
+ circle_overlap(x1: number, y1: number, r1: number, x2: number, y2: number, r2: number): boolean;
36
+ collision_aabb_aabb(center_ax: number, center_ay: number, half_wa: number, half_ha: number, center_bx: number, center_by: number, half_wb: number, half_hb: number): WasmContact | undefined;
37
+ collision_circle_aabb(cx: number, cy: number, cr: number, bx: number, by: number, bhw: number, bhh: number): WasmContact | undefined;
38
+ collision_circle_circle(center_ax: number, center_ay: number, radius_a: number, center_bx: number, center_by: number, radius_b: number): WasmContact | undefined;
33
39
  /**
34
40
  * Creates a game instance with wgpu rendering attached to a canvas.
35
41
  */
36
42
  static createWithCanvas(canvas: HTMLCanvasElement, width: number, height: number, title: string): Promise<WasmGame>;
37
43
  despawn(entity_bits: bigint): boolean;
44
+ /**
45
+ * Despawns multiple entities at once. Returns the number of entities
46
+ * successfully despawned.
47
+ */
48
+ despawn_batch(entity_bits: BigUint64Array): number;
38
49
  destroy_texture(handle: number): void;
50
+ distance(x1: number, y1: number, x2: number, y2: number): number;
51
+ distance_squared(x1: number, y1: number, x2: number, y2: number): number;
39
52
  draw_quad(x: number, y: number, w: number, h: number, r: number, g: number, b: number, a: number): void;
40
53
  draw_sprite(texture: number, x: number, y: number, w: number, h: number, rotation: number, r: number, g: number, b: number, a: number): void;
54
+ draw_sprite_rect(texture: number, x: number, y: number, w: number, h: number, rotation: number, src_x: number, src_y: number, src_w: number, src_h: number, r: number, g: number, b: number, a: number): boolean;
55
+ /**
56
+ * Flushes queued draw calls and presents the frame to the canvas.
57
+ *
58
+ * Call this at the end of each `requestAnimationFrame` callback.
59
+ */
41
60
  end_frame(): void;
42
61
  entity_count(): number;
43
62
  get_name(entity_bits: bigint): string | undefined;
63
+ /**
64
+ * Returns render statistics for the current frame, or `None` if
65
+ * rendering is not active.
66
+ */
67
+ get_render_stats(): WasmRenderStats | undefined;
68
+ get_sprite(entity_bits: bigint): WasmSprite | undefined;
44
69
  get_transform2d(entity_bits: bigint): WasmTransform2D | undefined;
45
70
  has_name(entity_bits: bigint): boolean;
46
71
  /**
47
- * Whether wgpu rendering is active.
72
+ * Returns `true` when wgpu rendering is active (canvas was provided at
73
+ * construction time).
48
74
  */
49
75
  has_renderer(): boolean;
76
+ has_sprite(entity_bits: bigint): boolean;
50
77
  has_transform2d(entity_bits: bigint): boolean;
78
+ /**
79
+ * Returns `true` if any key mapped to the given action was just pressed
80
+ * this frame (not held from previous frame).
81
+ */
82
+ is_action_just_pressed(action: string): boolean;
83
+ /**
84
+ * Returns `true` if any key mapped to the given action was just released
85
+ * this frame (held previous frame but not current).
86
+ */
87
+ is_action_just_released(action: string): boolean;
88
+ /**
89
+ * Returns `true` if any key mapped to the given action is currently held.
90
+ */
91
+ is_action_pressed(action: string): boolean;
51
92
  is_alive(entity_bits: bigint): boolean;
52
93
  is_key_just_pressed(key_code: number): boolean;
53
94
  is_key_just_released(key_code: number): boolean;
54
95
  is_key_pressed(key_code: number): boolean;
55
96
  is_mouse_button_just_pressed(button: number): boolean;
97
+ is_mouse_button_just_released(button: number): boolean;
56
98
  is_mouse_button_pressed(button: number): boolean;
57
99
  /**
58
- * Loads a texture from a URL. Returns the texture handle (1-based;
59
- * 0 is reserved for the white fallback texture used by draw_quad).
100
+ * Maps an action name to a key code. Multiple keys can be mapped
101
+ * to the same action. Returns `true` on success.
60
102
  */
61
- load_texture(url: string): Promise<number>;
103
+ map_action_key(action: string, key: number): boolean;
62
104
  mouse_x(): number;
63
105
  mouse_y(): number;
64
106
  /**
65
107
  * Creates a new game instance without rendering (ECS-only mode).
66
108
  */
67
109
  constructor(width: number, height: number, title: string);
110
+ point_in_circle(px: number, py: number, cx: number, cy: number, r: number): boolean;
111
+ point_in_rect(px: number, py: number, rx: number, ry: number, rw: number, rh: number): boolean;
68
112
  press_key(key_code: number): void;
69
113
  press_mouse_button(button: number): void;
114
+ /**
115
+ * Registers a texture from raw image bytes (PNG, JPG, etc.).
116
+ *
117
+ * The browser-side SDK fetches the image data asynchronously, then
118
+ * passes the raw bytes here for synchronous decode + GPU upload.
119
+ * Returns the texture handle (1-based; 0 is reserved for the white
120
+ * fallback texture used by `draw_quad`).
121
+ */
122
+ register_texture_from_bytes(data: Uint8Array): number;
70
123
  release_key(key_code: number): void;
71
124
  release_mouse_button(button: number): void;
72
125
  remove_name(entity_bits: bigint): boolean;
126
+ remove_sprite(entity_bits: bigint): boolean;
73
127
  remove_transform2d(entity_bits: bigint): boolean;
74
128
  scroll_dx(): number;
75
129
  scroll_dy(): number;
@@ -78,23 +132,81 @@ export class WasmGame {
78
132
  */
79
133
  set_canvas_size(width: number, height: number): void;
80
134
  /**
81
- * Sets the background clear color (called before begin_frame or via
82
- * the TypeScript SDK's beginFrame parameters).
135
+ * Sets the background clear color.
136
+ *
137
+ * Takes effect on the next `begin_frame` / `end_frame` pair.
83
138
  */
84
139
  set_clear_color(r: number, g: number, b: number, a: number): void;
85
140
  set_mouse_position(x: number, y: number): void;
141
+ set_sprite(entity_bits: bigint, texture_handle: number, r: number, g: number, b: number, a: number, flip_x: boolean, flip_y: boolean, anchor_x: number, anchor_y: number): void;
86
142
  set_transform2d(entity_bits: bigint, px: number, py: number, rotation: number, sx: number, sy: number): void;
87
143
  spawn_batch(count: number): BigUint64Array;
88
144
  spawn_empty(): bigint;
145
+ /**
146
+ * Seconds elapsed since the previous frame.
147
+ */
89
148
  readonly delta_time: number;
149
+ /**
150
+ * Approximate frames per second based on the most recent delta.
151
+ */
90
152
  readonly fps: number;
153
+ /**
154
+ * Number of frames rendered since the game started.
155
+ */
91
156
  readonly frame_count: bigint;
157
+ /**
158
+ * The title string passed at construction time.
159
+ */
92
160
  readonly title: string;
161
+ /**
162
+ * Total seconds elapsed since the game started.
163
+ */
93
164
  readonly total_time: number;
165
+ /**
166
+ * Logical canvas height in pixels.
167
+ */
94
168
  readonly window_height: number;
169
+ /**
170
+ * Logical canvas width in pixels.
171
+ */
95
172
  readonly window_width: number;
96
173
  }
97
174
 
175
+ /**
176
+ * Per-frame rendering statistics exposed to JavaScript.
177
+ */
178
+ export class WasmRenderStats {
179
+ private constructor();
180
+ free(): void;
181
+ [Symbol.dispose](): void;
182
+ draw_calls: number;
183
+ texture_binds: number;
184
+ triangles: number;
185
+ }
186
+
187
+ /**
188
+ * A plain-data snapshot of a `Sprite` component, safe to pass across
189
+ * the wasm-bindgen boundary.
190
+ */
191
+ export class WasmSprite {
192
+ private constructor();
193
+ free(): void;
194
+ [Symbol.dispose](): void;
195
+ a: number;
196
+ anchor_x: number;
197
+ anchor_y: number;
198
+ b: number;
199
+ flip_x: boolean;
200
+ flip_y: boolean;
201
+ g: number;
202
+ r: number;
203
+ texture_handle: number;
204
+ }
205
+
206
+ /**
207
+ * A plain-data snapshot of a `Transform2D` component, safe to pass across
208
+ * the wasm-bindgen boundary.
209
+ */
98
210
  export class WasmTransform2D {
99
211
  private constructor();
100
212
  free(): void;
@@ -110,65 +222,124 @@ export type InitInput = RequestInfo | URL | Response | BufferSource | WebAssembl
110
222
 
111
223
  export interface InitOutput {
112
224
  readonly memory: WebAssembly.Memory;
113
- readonly __wbg_get_wasmtransform2d_position_x: (a: number) => number;
114
- readonly __wbg_get_wasmtransform2d_position_y: (a: number) => number;
115
- readonly __wbg_get_wasmtransform2d_rotation: (a: number) => number;
116
- readonly __wbg_get_wasmtransform2d_scale_x: (a: number) => number;
117
- readonly __wbg_get_wasmtransform2d_scale_y: (a: number) => number;
118
- readonly __wbg_set_wasmtransform2d_position_x: (a: number, b: number) => void;
119
- readonly __wbg_set_wasmtransform2d_position_y: (a: number, b: number) => void;
120
- readonly __wbg_set_wasmtransform2d_rotation: (a: number, b: number) => void;
121
- readonly __wbg_set_wasmtransform2d_scale_x: (a: number, b: number) => void;
122
- readonly __wbg_set_wasmtransform2d_scale_y: (a: number, b: number) => void;
123
- readonly __wbg_wasmgame_free: (a: number, b: number) => void;
124
- readonly __wbg_wasmtransform2d_free: (a: number, b: number) => void;
125
- readonly wasmgame_add_name: (a: number, b: bigint, c: number, d: number) => void;
126
225
  readonly wasmgame_add_scroll_delta: (a: number, b: number, c: number) => void;
127
- readonly wasmgame_add_transform2d: (a: number, b: bigint, c: number, d: number, e: number, f: number, g: number) => void;
128
- readonly wasmgame_begin_frame: (a: number, b: number) => void;
129
- readonly wasmgame_createWithCanvas: (a: any, b: number, c: number, d: number, e: number) => any;
130
- readonly wasmgame_delta_time: (a: number) => number;
131
- readonly wasmgame_despawn: (a: number, b: bigint) => number;
132
226
  readonly wasmgame_destroy_texture: (a: number, b: number) => void;
133
227
  readonly wasmgame_draw_quad: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number) => void;
134
228
  readonly wasmgame_draw_sprite: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number) => void;
135
- readonly wasmgame_end_frame: (a: number) => void;
136
- readonly wasmgame_entity_count: (a: number) => number;
137
- readonly wasmgame_fps: (a: number) => number;
138
- readonly wasmgame_frame_count: (a: number) => bigint;
139
- readonly wasmgame_get_name: (a: number, b: bigint) => [number, number];
140
- readonly wasmgame_get_transform2d: (a: number, b: bigint) => number;
141
- readonly wasmgame_has_name: (a: number, b: bigint) => number;
142
- readonly wasmgame_has_renderer: (a: number) => number;
143
- readonly wasmgame_has_transform2d: (a: number, b: bigint) => number;
144
- readonly wasmgame_is_alive: (a: number, b: bigint) => number;
229
+ readonly wasmgame_draw_sprite_rect: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number, l: number, m: number, n: number, o: number) => number;
230
+ readonly wasmgame_get_render_stats: (a: number) => number;
231
+ readonly wasmgame_is_action_just_pressed: (a: number, b: number, c: number) => number;
232
+ readonly wasmgame_is_action_just_released: (a: number, b: number, c: number) => number;
233
+ readonly wasmgame_is_action_pressed: (a: number, b: number, c: number) => number;
145
234
  readonly wasmgame_is_key_just_pressed: (a: number, b: number) => number;
146
235
  readonly wasmgame_is_key_just_released: (a: number, b: number) => number;
147
236
  readonly wasmgame_is_key_pressed: (a: number, b: number) => number;
148
237
  readonly wasmgame_is_mouse_button_just_pressed: (a: number, b: number) => number;
238
+ readonly wasmgame_is_mouse_button_just_released: (a: number, b: number) => number;
149
239
  readonly wasmgame_is_mouse_button_pressed: (a: number, b: number) => number;
150
- readonly wasmgame_load_texture: (a: number, b: number, c: number) => any;
240
+ readonly wasmgame_map_action_key: (a: number, b: number, c: number, d: number) => number;
151
241
  readonly wasmgame_mouse_x: (a: number) => number;
152
242
  readonly wasmgame_mouse_y: (a: number) => number;
153
- readonly wasmgame_new: (a: number, b: number, c: number, d: number) => number;
154
243
  readonly wasmgame_press_key: (a: number, b: number) => void;
155
244
  readonly wasmgame_press_mouse_button: (a: number, b: number) => void;
245
+ readonly wasmgame_register_texture_from_bytes: (a: number, b: number, c: number) => [number, number, number];
156
246
  readonly wasmgame_release_key: (a: number, b: number) => void;
157
247
  readonly wasmgame_release_mouse_button: (a: number, b: number) => void;
158
- readonly wasmgame_remove_name: (a: number, b: bigint) => number;
159
- readonly wasmgame_remove_transform2d: (a: number, b: bigint) => number;
160
248
  readonly wasmgame_scroll_dx: (a: number) => number;
161
249
  readonly wasmgame_scroll_dy: (a: number) => number;
162
- readonly wasmgame_set_canvas_size: (a: number, b: number, c: number) => void;
163
- readonly wasmgame_set_clear_color: (a: number, b: number, c: number, d: number, e: number) => void;
164
250
  readonly wasmgame_set_mouse_position: (a: number, b: number, c: number) => void;
251
+ readonly wasmgame_add_name: (a: number, b: bigint, c: number, d: number) => void;
252
+ readonly wasmgame_add_sprite: (a: number, b: bigint, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number) => void;
253
+ readonly wasmgame_add_transform2d: (a: number, b: bigint, c: number, d: number, e: number, f: number, g: number) => void;
254
+ readonly wasmgame_despawn: (a: number, b: bigint) => number;
255
+ readonly wasmgame_despawn_batch: (a: number, b: number, c: number) => number;
256
+ readonly wasmgame_entity_count: (a: number) => number;
257
+ readonly wasmgame_get_name: (a: number, b: bigint) => [number, number];
258
+ readonly wasmgame_get_sprite: (a: number, b: bigint) => number;
259
+ readonly wasmgame_get_transform2d: (a: number, b: bigint) => number;
260
+ readonly wasmgame_has_name: (a: number, b: bigint) => number;
261
+ readonly wasmgame_has_sprite: (a: number, b: bigint) => number;
262
+ readonly wasmgame_has_transform2d: (a: number, b: bigint) => number;
263
+ readonly wasmgame_is_alive: (a: number, b: bigint) => number;
264
+ readonly wasmgame_remove_name: (a: number, b: bigint) => number;
265
+ readonly wasmgame_remove_sprite: (a: number, b: bigint) => number;
266
+ readonly wasmgame_remove_transform2d: (a: number, b: bigint) => number;
267
+ readonly wasmgame_set_sprite: (a: number, b: bigint, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number) => void;
165
268
  readonly wasmgame_set_transform2d: (a: number, b: bigint, c: number, d: number, e: number, f: number, g: number) => void;
166
269
  readonly wasmgame_spawn_batch: (a: number, b: number) => [number, number];
167
270
  readonly wasmgame_spawn_empty: (a: number) => bigint;
271
+ readonly __wbg_get_wasmcontact_normal_x: (a: number) => number;
272
+ readonly __wbg_get_wasmcontact_normal_y: (a: number) => number;
273
+ readonly __wbg_get_wasmcontact_penetration: (a: number) => number;
274
+ readonly __wbg_get_wasmcontact_point_x: (a: number) => number;
275
+ readonly __wbg_get_wasmcontact_point_y: (a: number) => number;
276
+ readonly __wbg_get_wasmrenderstats_draw_calls: (a: number) => number;
277
+ readonly __wbg_get_wasmrenderstats_texture_binds: (a: number) => number;
278
+ readonly __wbg_get_wasmrenderstats_triangles: (a: number) => number;
279
+ readonly __wbg_get_wasmsprite_anchor_x: (a: number) => number;
280
+ readonly __wbg_get_wasmsprite_anchor_y: (a: number) => number;
281
+ readonly __wbg_get_wasmsprite_flip_x: (a: number) => number;
282
+ readonly __wbg_get_wasmsprite_flip_y: (a: number) => number;
283
+ readonly __wbg_set_wasmcontact_normal_x: (a: number, b: number) => void;
284
+ readonly __wbg_set_wasmcontact_normal_y: (a: number, b: number) => void;
285
+ readonly __wbg_set_wasmcontact_penetration: (a: number, b: number) => void;
286
+ readonly __wbg_set_wasmcontact_point_x: (a: number, b: number) => void;
287
+ readonly __wbg_set_wasmcontact_point_y: (a: number, b: number) => void;
288
+ readonly __wbg_set_wasmrenderstats_draw_calls: (a: number, b: number) => void;
289
+ readonly __wbg_set_wasmrenderstats_texture_binds: (a: number, b: number) => void;
290
+ readonly __wbg_set_wasmrenderstats_triangles: (a: number, b: number) => void;
291
+ readonly __wbg_set_wasmsprite_anchor_x: (a: number, b: number) => void;
292
+ readonly __wbg_set_wasmsprite_anchor_y: (a: number, b: number) => void;
293
+ readonly __wbg_set_wasmsprite_flip_x: (a: number, b: number) => void;
294
+ readonly __wbg_set_wasmsprite_flip_y: (a: number, b: number) => void;
295
+ readonly __wbg_wasmcontact_free: (a: number, b: number) => void;
296
+ readonly __wbg_wasmgame_free: (a: number, b: number) => void;
297
+ readonly __wbg_wasmrenderstats_free: (a: number, b: number) => void;
298
+ readonly __wbg_wasmsprite_free: (a: number, b: number) => void;
299
+ readonly wasmgame_aabb_overlap: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number) => number;
300
+ readonly wasmgame_begin_frame: (a: number, b: number) => void;
301
+ readonly wasmgame_circle_overlap: (a: number, b: number, c: number, d: number, e: number, f: number, g: number) => number;
302
+ readonly wasmgame_collision_aabb_aabb: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number) => number;
303
+ readonly wasmgame_collision_circle_aabb: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number) => number;
304
+ readonly wasmgame_collision_circle_circle: (a: number, b: number, c: number, d: number, e: number, f: number, g: number) => number;
305
+ readonly wasmgame_createWithCanvas: (a: any, b: number, c: number, d: number, e: number) => any;
306
+ readonly wasmgame_delta_time: (a: number) => number;
307
+ readonly wasmgame_distance: (a: number, b: number, c: number, d: number, e: number) => number;
308
+ readonly wasmgame_distance_squared: (a: number, b: number, c: number, d: number, e: number) => number;
309
+ readonly wasmgame_end_frame: (a: number) => void;
310
+ readonly wasmgame_fps: (a: number) => number;
311
+ readonly wasmgame_frame_count: (a: number) => bigint;
312
+ readonly wasmgame_has_renderer: (a: number) => number;
313
+ readonly wasmgame_new: (a: number, b: number, c: number, d: number) => number;
314
+ readonly wasmgame_point_in_circle: (a: number, b: number, c: number, d: number, e: number, f: number) => number;
315
+ readonly wasmgame_point_in_rect: (a: number, b: number, c: number, d: number, e: number, f: number, g: number) => number;
316
+ readonly wasmgame_set_canvas_size: (a: number, b: number, c: number) => void;
317
+ readonly wasmgame_set_clear_color: (a: number, b: number, c: number, d: number, e: number) => void;
168
318
  readonly wasmgame_title: (a: number) => [number, number];
169
319
  readonly wasmgame_total_time: (a: number) => number;
170
320
  readonly wasmgame_window_height: (a: number) => number;
171
321
  readonly wasmgame_window_width: (a: number) => number;
322
+ readonly __wbg_set_wasmsprite_a: (a: number, b: number) => void;
323
+ readonly __wbg_set_wasmsprite_b: (a: number, b: number) => void;
324
+ readonly __wbg_set_wasmsprite_g: (a: number, b: number) => void;
325
+ readonly __wbg_set_wasmsprite_r: (a: number, b: number) => void;
326
+ readonly __wbg_set_wasmsprite_texture_handle: (a: number, b: number) => void;
327
+ readonly __wbg_set_wasmtransform2d_position_x: (a: number, b: number) => void;
328
+ readonly __wbg_set_wasmtransform2d_position_y: (a: number, b: number) => void;
329
+ readonly __wbg_set_wasmtransform2d_rotation: (a: number, b: number) => void;
330
+ readonly __wbg_set_wasmtransform2d_scale_x: (a: number, b: number) => void;
331
+ readonly __wbg_set_wasmtransform2d_scale_y: (a: number, b: number) => void;
332
+ readonly __wbg_get_wasmsprite_a: (a: number) => number;
333
+ readonly __wbg_get_wasmsprite_b: (a: number) => number;
334
+ readonly __wbg_get_wasmsprite_g: (a: number) => number;
335
+ readonly __wbg_get_wasmsprite_r: (a: number) => number;
336
+ readonly __wbg_get_wasmsprite_texture_handle: (a: number) => number;
337
+ readonly __wbg_get_wasmtransform2d_position_x: (a: number) => number;
338
+ readonly __wbg_get_wasmtransform2d_position_y: (a: number) => number;
339
+ readonly __wbg_get_wasmtransform2d_rotation: (a: number) => number;
340
+ readonly __wbg_get_wasmtransform2d_scale_x: (a: number) => number;
341
+ readonly __wbg_get_wasmtransform2d_scale_y: (a: number) => number;
342
+ readonly __wbg_wasmtransform2d_free: (a: number, b: number) => void;
172
343
  readonly wasm_bindgen__closure__destroy__h34b32f47e9536ad7: (a: number, b: number) => void;
173
344
  readonly wasm_bindgen__closure__destroy__hb7ee5c5d3fd608d4: (a: number, b: number) => void;
174
345
  readonly wasm_bindgen__convert__closures_____invoke__h6c9ef6970fdda1f4: (a: number, b: number, c: any) => [number, number];