littlejsengine 1.10.2 → 1.10.7

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (53) hide show
  1. package/README.md +15 -93
  2. package/dist/littlejs.d.ts +79 -17
  3. package/dist/littlejs.esm.js +179 -90
  4. package/dist/littlejs.esm.min.js +1 -1
  5. package/dist/littlejs.js +165 -90
  6. package/dist/littlejs.min.js +1 -1
  7. package/dist/littlejs.release.js +165 -90
  8. package/examples/box2d/game.js +15 -1
  9. package/examples/box2d/gameObjects.js +10 -9
  10. package/examples/box2d/index.html +5 -5
  11. package/examples/box2d/scenes.js +4 -4
  12. package/examples/box2d/tiles.png +0 -0
  13. package/examples/breakout/index.html +3 -3
  14. package/examples/breakoutTutorial/README.md +9 -7
  15. package/examples/breakoutTutorial/game.js +6 -6
  16. package/examples/breakoutTutorial/index.html +2 -2
  17. package/examples/electron/game.js +3 -0
  18. package/examples/electron/index.html +2 -2
  19. package/examples/htmlMenu/index.html +3 -3
  20. package/examples/js13k/game.js +3 -0
  21. package/examples/js13k/index.html +13 -13
  22. package/examples/module/game.js +3 -0
  23. package/examples/module/index.html +1 -1
  24. package/examples/particles/index.html +4 -1
  25. package/examples/platformer/game.js +21 -15
  26. package/examples/platformer/gameCharacter.js +15 -14
  27. package/examples/platformer/gameEffects.js +3 -4
  28. package/examples/platformer/gameLevel.js +18 -33
  29. package/examples/platformer/gameObjects.js +9 -14
  30. package/examples/platformer/index.html +8 -8
  31. package/examples/platformer/tiles.png +0 -0
  32. package/examples/puzzle/index.html +2 -2
  33. package/examples/starter/game.js +3 -0
  34. package/examples/starter/index.html +13 -13
  35. package/examples/stress/index.html +1 -1
  36. package/examples/typescript/game.js +2 -0
  37. package/examples/typescript/game.ts +4 -1
  38. package/examples/typescript/index.html +1 -1
  39. package/examples/uiSystem/game.js +23 -16
  40. package/examples/uiSystem/index.html +3 -14
  41. package/package.json +1 -1
  42. package/plugins/postProcess.js +1 -1
  43. package/plugins/uiSystem.js +84 -24
  44. package/src/engine.js +14 -22
  45. package/src/engineAudio.js +7 -13
  46. package/src/engineDraw.js +20 -19
  47. package/src/engineExport.js +14 -0
  48. package/src/engineInput.js +8 -6
  49. package/src/engineMedals.js +19 -5
  50. package/src/engineObject.js +9 -5
  51. package/src/engineTileLayer.js +10 -8
  52. package/src/engineUtilities.js +60 -10
  53. package/src/engineWebGL.js +17 -2
package/README.md CHANGED
@@ -14,9 +14,9 @@
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  ## 🚂 All aboard!
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- LittleJS is a fast lightweight open source HTML5 game engine for modern web development.
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- Its small footprint is packed with a comprehensive feature set including hybrid rendering, physics, particles, sound effects, music, and input handling.
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- The code is very clean and well documented with some fun examples to get you started. Choo-Choo!
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+ LittleJS is a fast, lightweight, and fully open source HTML5 game engine designed for simplicity and performance.
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+ Its small footprint is packed with a comprehensive feature set including hybrid rendering, physics, particles, sound, and input handling.
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+ The code is clean and well documented with some fun examples to get you started right away. Choo-Choo!
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  ### 🚀 Join the First Ever LittleJS Game Jam
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@@ -24,13 +24,13 @@ The code is very clean and well documented with some fun examples to get you sta
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  <div align="center">
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- ## [Demo](https://killedbyapixel.github.io/LittleJS/examples/starter/) | [Docs](https://killedbyapixel.github.io/LittleJS/docs) | [Trailer](https://youtu.be/chuBzGjv7Ms) | [Discord](https://discord.gg/zb7hcGkyZe) | [Tutorial](https://github.com/KilledByAPixel/LittleJS/blob/main/examples/breakoutTutorial/README.md) | [Quick Reference](https://github.com/KilledByAPixel/LittleJS/blob/main/reference.md)
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+ ## [Demo](https://killedbyapixel.github.io/LittleJS/examples/starter/) | [Docs](https://killedbyapixel.github.io/LittleJS/docs) | [Trailer](https://youtu.be/chuBzGjv7Ms) | [Discord](https://discord.gg/zb7hcGkyZe) | [Tutorial](https://github.com/KilledByAPixel/LittleJS/blob/main/examples/breakoutTutorial/README.md) | [FAQ](https://github.com/KilledByAPixel/LittleJS/blob/main/FAQ.md)
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  </div>
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  ![LittleJS Screenshot](examples/screenshot.jpg)
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- ## About LittleJS
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+ ## About LittleJS Engine
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  LittleJS is a small but powerful game engine with many features and no dependencies.
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@@ -43,7 +43,7 @@ LittleJS is a small but powerful game engine with many features and no dependenc
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  ### 🔊 Audio
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- - Positional sound effects with wave files or ZzFX
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+ - Positional sound effects with wave files, mp3s, or ZzFX
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  - Use [ZzFX](https://killedbyapixel.github.io/ZzFX/) sound effect generator to play sounds without asset files
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  - Music with mp3, ogg, wave, or [ZzFXM](https://keithclark.github.io/ZzFXM/)
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@@ -83,13 +83,11 @@ To get started download the latest LittleJS package from GitHub or install via n
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  This is because web browsers just have protection from loading local files. You may see a console error like "The image element contains cross-origin data." Don't panic, it's easy to fix! If you are using [Visual Studio Code](https://code.visualstudio.com/) there is a [Live Preview Extension](https://marketplace.visualstudio.com/items?itemName=ms-vscode.live-server) that will handle this for you automatically. Another option is to setup a simple local web server like [http-server](https://www.npmjs.com/package/http-server) via npm.
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- Learn how to make a simple game from scratch with [The Breakout Tutorial.](https://github.com/KilledByAPixel/LittleJS/tree/main/examples/breakoutTutorial)
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-
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- [LittleJS Engine Quick Reference Sheet](https://github.com/KilledByAPixel/LittleJS/blob/main/reference.md) - This cheat sheet can help you get started.
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-
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- [Watch this GitNation talk](https://youtu.be/_dXKU0WgAj8?si=ZDXLYAFDWp54hrGT) to hear more about LittleJS works and get some tips on how to use it.
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-
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- Join our vibrant community on [Discord](https://discord.gg/zb7hcGkyZe) to get help, share your projects, and collaborate with others!
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+ - Learn how to make a simple game from scratch with [The Breakout Tutorial.](https://github.com/KilledByAPixel/LittleJS/tree/main/examples/breakoutTutorial)
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+ - [LittleJS Engine Quick Reference Sheet](https://github.com/KilledByAPixel/LittleJS/blob/main/reference.md) - This cheat sheet can help you get started.
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+ - [Watch this GitNation talk](https://youtu.be/_dXKU0WgAj8?si=ZDXLYAFDWp54hrGT) to hear more about LittleJS works and get some tips on how to use it.
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+ - Join our vibrant community on [Discord](https://discord.gg/zb7hcGkyZe) to get help, share your projects, and collaborate with others!
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+ - [Check out The Little JS FAQ for more help getting started](https://github.com/KilledByAPixel/LittleJS/blob/main/FAQ.md), and let us know if there's anything you'd like to see added.
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  ## Examples
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@@ -102,6 +100,7 @@ These demos are for both learning and using as starter projects to create your o
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  - [Box2D Demo](https://killedbyapixel.github.io/LittleJS/examples/box2d/) - Box2D plugin demonstration and testbed
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  - [Stress Test](https://killedbyapixel.github.io/LittleJS/examples/stress/) - Max sprite/object test and music system demo
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  - [Particle System Designer](https://killedbyapixel.github.io/LittleJS/examples/particles/) - Particle system editor and visualizer
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+ - [All Examples](https://killedbyapixel.github.io/LittleJS/examples/) - Links to all the example projects on one page
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  ## Builds
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@@ -117,93 +116,18 @@ To rebuild the engine you must first run ```npm install``` to setup the necessar
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  The starter example project includes a node js file [build.js](https://github.com/KilledByAPixel/LittleJS/blob/main/examples/starter/build.js) that compresses everything into a tiny zip file using Google Closure, UglifyJS, and ECT Zip.
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120
- ## LittleJS Setup
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-
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- To start LittleJS, you need to create these 5 functions and pass them to engineInit.
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-
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- ```javascript
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- function gameInit()
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- {
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- // called once after the engine starts up
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- // setup the game
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- }
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-
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- function gameUpdate()
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- {
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- // called every frame at 60 frames per second
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- // handle input and update the game state
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- }
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-
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- function gameUpdatePost()
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- {
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- // called after physics and objects are updated
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- // setup camera and prepare for render
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- }
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-
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- function gameRender()
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- {
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- // called before objects are rendered
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- // draw any background effects that appear behind objects
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- }
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-
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- function gameRenderPost()
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- {
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- // called after objects are rendered
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- // draw effects or hud that appear above all objects
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- }
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-
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- // Startup LittleJS Engine
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- engineInit(gameInit, gameUpdate, gameUpdatePost, gameRender, gameRenderPost);
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- ```
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-
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- ## LittleJS Objects
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-
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- LittleJS can be used as an object oriented system by extending the base class [EngineObject](https://github.com/KilledByAPixel/LittleJS/blob/main/src/engineObject.js) with your own. This lightweight class provides many useful features including physics, collision, parent/child system, and sorted rendering. These objects are added to the global list of objects where they will automatically be updated and rendered until destroyed.
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-
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- Here is a template you can use to make objects that behave however you want. See the examples for a complete demonstration.
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-
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- ```javascript
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- class MyObject extends EngineObject
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- {
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- constructor(pos, size, tileInfo, angle)
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- {
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- super(pos, size, tileInfo, angle);
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- // setup object
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- }
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-
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- update()
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- {
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- // update object physics and position
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- super.update();
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- }
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-
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- render()
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- {
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- // draw object as a sprite
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- super.render();
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- }
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- }
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- ```
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-
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- ## Debugging
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-
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  Debug builds of LittleJS have a special menu that can be opened by pressing the Esc key.
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- - Esc: Debug Overlay
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- - 1: Debug Physics
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- - 2: Debug Particles
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- - 3: Debug Gamepads
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- - 4: Debug Raycasts
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- - 5: Save Screenshot
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-
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  ## Games Made With LittleJS
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  Here are a few of the amazing games people made using LittleJS...
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  - [Space Huggers](https://github.com/KilledByAPixel/SpaceHuggers) - Original js13k game with source code by [KilledByAPixel](https://frankforce.com/)
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  - [Undergrowth](https://undergrowth.squidband.uk/) - An interactive music videogame for the band Squid by [KilledByAPixel](https://frankforce.com/)
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- - [Isletopia](https://store.steampowered.com/app/1861260/Isletopia) - Relaxing strategy game of greenifying barren islands by [Gamex Studio](https://x.com/gamesgamex)
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+ - [The Way of the Dodo](https://js13kgames.com/2024/games/the-way-of-the-dodo) - Single button platformer by [repsej](https://github.com/repsej)
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+ - [Wendol Village](https://js13kgames.com/2024/games/wendol-village) - Warcraft-like RTS game by [sanojian](https://github.com/sanojian)
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  - [Dead Again](https://js13kgames.com/entries/dead-again) - Top down survial horror by [sanojian & repsej](https://github.com/sanojian/js13k_2022)
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+ - [Isletopia](https://store.steampowered.com/app/1861260/Isletopia) - Relaxing strategy game of greenifying barren islands by [Gamex Studio](https://x.com/gamesgamex)
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  - [Hel's Trial](https://js13kgames.com/entries/hels-trial) - Turn based RPG by [Sebastian Dorn](https://github.com/sebadorn/js13k-2022-death)
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  - [Bit Butcher](https://js13kgames.com/entries/bit-butcher) - Survival crafting game by [Deathray Games](https://github.com/deathraygames/bit-butcher)
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  - [Necrotic Commander](https://js13kgames.com/entries/necrotic-commander) - Tower defense game by [Daniel Jeffery](https://github.com/d-jeffery/NecroticCommander)
@@ -212,8 +136,6 @@ Here are a few of the amazing games people made using LittleJS...
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  - [brrr!](https://snowfrog.itch.io/brrr) - Base defense and shooting game by [Snowfrog](https://www.snowfrog.dev/)
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  - [Wands of Triskaidekai](https://js13kgames.com/2024/games/wands-of-triskaidekai) - Platformer with experimental gameplay by [gregwoodsfrontier](https://github.com/gregwoodsfrontier)
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  - [Data Warrior: 13kb limit](https://js13kgames.com/2024/games/data-warrior-13kb-limit) - Vampire Survivors-like game by [rndD](https://github.com/rndD)
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- - [The Way of the Dodo](https://js13kgames.com/2024/games/the-way-of-the-dodo) - Single button platformer by [repsej](https://github.com/repsej)
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- - [Wendol Village](https://js13kgames.com/2024/games/wendol-village) - Warcraft-like RTS game by [sanojian](https://github.com/sanojian)
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  - [Unblock](https://js13kgames.com/games/unblock) - Retro style space shooter by [Isaac Benitez](https://github.com/isacben)
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  ![LittleJS Logo](examples/favicon.png)
@@ -64,15 +64,15 @@ declare module "littlejsengine" {
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  * @memberof Engine */
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  export function setPaused(isPaused: boolean): void;
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  /** Startup LittleJS engine with your callback functions
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- * @param {Function} gameInit - Called once after the engine starts up, setup the game
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- * @param {Function} gameUpdate - Called every frame at 60 frames per second, handle input and update the game state
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- * @param {Function} gameUpdatePost - Called after physics and objects are updated, setup camera and prepare for render
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- * @param {Function} gameRender - Called before objects are rendered, draw any background effects that appear behind objects
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- * @param {Function} gameRenderPost - Called after objects are rendered, draw effects or hud that appear above all objects
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- * @param {Array} [imageSources=['tiles.png']] - Image to load
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+ * @param {Function|function():Promise} gameInit - Called once after the engine starts up
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+ * @param {Function} gameUpdate - Called every frame before objects are updated
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+ * @param {Function} gameUpdatePost - Called after physics and objects are updated, even when paused
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+ * @param {Function} gameRender - Called before objects are rendered, for drawing the background
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+ * @param {Function} gameRenderPost - Called after objects are rendered, useful for drawing UI
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+ * @param {Array} [imageSources=[]] - List of images to load
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  * @param {HTMLElement} [rootElement] - Root element to attach to, the document body by default
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  * @memberof Engine */
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- export function engineInit(gameInit: Function, gameUpdate: Function, gameUpdatePost: Function, gameRender: Function, gameRenderPost: Function, imageSources?: any[], rootElement?: HTMLElement): void;
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+ export function engineInit(gameInit: Function | (() => Promise<any>), gameUpdate: Function, gameUpdatePost: Function, gameRender: Function, gameRenderPost: Function, imageSources?: any[], rootElement?: HTMLElement): void;
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  /** Update each engine object, remove destroyed objects, and update time
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  * @memberof Engine */
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  export function engineObjectsUpdate(): void;
@@ -700,7 +700,8 @@ declare module "littlejsengine" {
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  * @return {Number}
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  * @memberof Random */
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  export function rand(valueA?: number, valueB?: number): number;
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- /** Returns a floored random value the two values passed in
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+ /** Returns a floored random value between the two values passed in
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+ * The upper bound is exclusive. (If 2 is passed in, result will be 0 or 1)
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  * @param {Number} valueA
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  * @param {Number} [valueB]
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  * @return {Number}
@@ -875,6 +876,9 @@ declare module "littlejsengine" {
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  * @param {Number} digits - precision to display
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  * @return {String} */
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  toString(digits?: number): string;
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+ /** Checks if this is a valid vector
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+ * @return {Boolean} */
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+ isValid(): boolean;
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  }
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  /**
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  * Color object (red, green, blue, alpha) with some helpful functions
@@ -965,6 +969,9 @@ declare module "littlejsengine" {
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  /** Returns this color expressed as 32 bit RGBA value
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  * @return {Number} */
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  rgbaInt(): number;
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+ /** Checks if this is a valid color
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+ * @return {Boolean} */
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+ isValid(): boolean;
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  }
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  /**
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  * Timer object tracks how long has passed since it was set
@@ -1109,7 +1116,7 @@ declare module "littlejsengine" {
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  * tile(2) // a tile at index 2 using the default tile size of 16
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  * tile(5, 8) // a tile at index 5 using a tile size of 8
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  * tile(1, 16, 3) // a tile at index 1 of size 16 on texture 3
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- * tile(vec2(4,8), vec2(30,10)) // a tile at pixel location (4,8) with a size of (30,10)
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+ * tile(vec2(4,8), vec2(30,10)) // a tile at index (4,8) with a size of (30,10)
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  * @memberof Draw
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  */
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  export function tile(pos?: (number | Vector2), size?: (number | Vector2), textureIndex?: number, padding?: number): TileInfo;
@@ -1245,6 +1252,37 @@ declare module "littlejsengine" {
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  * @param {CanvasRenderingContext2D|OffscreenCanvasRenderingContext2D} [context]
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  * @memberof Draw */
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  export function drawLine(posA: Vector2, posB: Vector2, thickness?: number, color?: Color, useWebGL?: boolean, screenSpace?: boolean, context?: CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D): void;
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+ /** Draw colored polygon using passed in points
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+ * @param {Array} points - Array of Vector2 points
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+ * @param {Color} [color=(1,1,1,1)]
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+ * @param {Number} [lineWidth=0]
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+ * @param {Color} [lineColor=(0,0,0,1)]
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+ * @param {Boolean} [screenSpace=false]
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+ * @param {CanvasRenderingContext2D} [context=mainContext]
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+ * @memberof Draw */
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+ export function drawPoly(points: any[], color?: Color, lineWidth?: number, lineColor?: Color, screenSpace?: boolean, context?: CanvasRenderingContext2D): void;
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+ /** Draw colored ellipse using passed in point
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+ * @param {Vector2} pos
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+ * @param {Number} [width=1]
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+ * @param {Number} [height=1]
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+ * @param {Number} [angle=0]
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+ * @param {Color} [color=(1,1,1,1)]
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+ * @param {Number} [lineWidth=0]
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+ * @param {Color} [lineColor=(0,0,0,1)]
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+ * @param {Boolean} [screenSpace=false]
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+ * @param {CanvasRenderingContext2D} [context=mainContext]
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+ * @memberof Draw */
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+ export function drawEllipse(pos: Vector2, width?: number, height?: number, angle?: number, color?: Color, lineWidth?: number, lineColor?: Color, screenSpace?: boolean, context?: CanvasRenderingContext2D): void;
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+ /** Draw colored circle using passed in point
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+ * @param {Vector2} pos
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+ * @param {Number} [radius=1]
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+ * @param {Color} [color=(1,1,1,1)]
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+ * @param {Number} [lineWidth=0]
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+ * @param {Color} [lineColor=(0,0,0,1)]
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+ * @param {Boolean} [screenSpace=false]
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+ * @param {CanvasRenderingContext2D} [context=mainContext]
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+ * @memberof Draw */
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+ export function drawCircle(pos: Vector2, radius?: number, color?: Color, lineWidth?: number, lineColor?: Color, screenSpace?: boolean, context?: CanvasRenderingContext2D): void;
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  /** Draw directly to a 2d canvas context in world space
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  * @param {Vector2} pos
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  * @param {Vector2} size
@@ -1403,6 +1441,23 @@ declare module "littlejsengine" {
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  * @param {WebGLTexture} texture
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  * @memberof WebGL */
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  export function glSetTexture(texture: WebGLTexture): void;
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+ /** Set antialiasing for webgl canvas
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+ * @param {Boolean} [antialias]
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+ * @memberof WebGL */
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+ export function glSetAntialias(antialias?: boolean): void;
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+ /** Shoule webgl be setup with antialiasing, must be set before calling engineInit
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+ * @type {Boolean}
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+ * @memberof WebGL */
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+ export let glAntialias: boolean;
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+ export let glShader: any;
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+ export let glActiveTexture: any;
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+ export let glArrayBuffer: any;
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+ export let glGeometryBuffer: any;
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+ export let glPositionData: any;
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+ export let glColorData: any;
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+ export let glInstanceCount: any;
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+ export let glAdditive: any;
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+ export let glBatchAdditive: any;
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  /**
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  * LittleJS Input System
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  * - Tracks keyboard down, pressed, and released
@@ -1540,6 +1595,8 @@ declare module "littlejsengine" {
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  taper: number;
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  /** @property {Number} - How much to randomize frequency each time sound plays */
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  randomness: any;
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+ /** @property {GainNode} - Gain node for this sound */
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+ gainNode: GainNode;
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  sampleChannels: any[][];
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  sampleRate: number;
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  /** Play the sound
@@ -1551,7 +1608,6 @@ declare module "littlejsengine" {
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  * @return {AudioBufferSourceNode} - The audio source node
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  */
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  play(pos?: Vector2, volume?: number, pitch?: number, randomnessScale?: number, loop?: boolean): AudioBufferSourceNode;
1554
- gainNode: GainNode;
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  source: AudioBufferSourceNode;
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  /** Set the sound volume
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  * @param {Number} [volume] - How much to scale volume by
@@ -1866,24 +1922,24 @@ declare module "littlejsengine" {
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  * - Drawn directly to the main canvas without using WebGL
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  * @namespace TileCollision
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  */
1869
- /** The tile collision layer array, use setTileCollisionData and getTileCollisionData to access
1925
+ /** The tile collision layer grid, use setTileCollisionData and getTileCollisionData to access
1870
1926
  * @type {Array}
1871
1927
  * @memberof TileCollision */
1872
1928
  export let tileCollision: any[];
1873
- /** Size of the tile collision layer
1929
+ /** Size of the tile collision layer 2d grid
1874
1930
  * @type {Vector2}
1875
1931
  * @memberof TileCollision */
1876
1932
  export let tileCollisionSize: Vector2;
1877
1933
  /** Clear and initialize tile collision
1878
- * @param {Vector2} size
1934
+ * @param {Vector2} size - width and height of tile collision 2d grid
1879
1935
  * @memberof TileCollision */
1880
1936
  export function initTileCollision(size: Vector2): void;
1881
- /** Set tile collision data
1937
+ /** Set tile collision data for a given cell in the grid
1882
1938
  * @param {Vector2} pos
1883
1939
  * @param {Number} [data]
1884
1940
  * @memberof TileCollision */
1885
1941
  export function setTileCollisionData(pos: Vector2, data?: number): void;
1886
- /** Get tile collision data
1942
+ /** Get tile collision data for a given cell in the grid
1887
1943
  * @param {Vector2} pos
1888
1944
  * @return {Number}
1889
1945
  * @memberof TileCollision */
@@ -1895,7 +1951,8 @@ declare module "littlejsengine" {
1895
1951
  * @return {Boolean}
1896
1952
  * @memberof TileCollision */
1897
1953
  export function tileCollisionTest(pos: Vector2, size?: Vector2, object?: EngineObject): boolean;
1898
- /** Return the center of first tile hit (does not return the exact intersection)
1954
+ /** Return the center of first tile hit, undefined if nothing was hit.
1955
+ * This does not return the exact intersection, but the center of the tile hit.
1899
1956
  * @param {Vector2} posStart
1900
1957
  * @param {Vector2} posEnd
1901
1958
  * @param {EngineObject} [object]
@@ -2197,14 +2254,19 @@ declare module "littlejsengine" {
2197
2254
  * @param {String} [src] - Image location for the medal
2198
2255
  */
2199
2256
  constructor(id: number, name: string, description?: string, icon?: string, src?: string);
2257
+ /** @property {Number} - The unique identifier of the medal */
2200
2258
  id: number;
2259
+ /** @property {String} - Name of the medal */
2201
2260
  name: string;
2261
+ /** @property {String} - Description of the medal */
2202
2262
  description: string;
2263
+ /** @property {String} - Icon for the medal */
2203
2264
  icon: string;
2265
+ /** @property {Boolean} - Is the medal unlocked? */
2266
+ unlocked: boolean;
2204
2267
  image: HTMLImageElement;
2205
2268
  /** Unlocks a medal if not already unlocked */
2206
2269
  unlock(): void;
2207
- unlocked: number;
2208
2270
  /** Render a medal
2209
2271
  * @param {Number} [hidePercent] - How much to slide the medal off screen
2210
2272
  */