littlejsengine 1.11.8 → 1.11.9

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@@ -118,7 +118,7 @@ class EngineObject
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  {
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  // copy parent pos/angle
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  const mirror = parent.getMirrorSign();
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- this.pos = this.localPos.multiply(vec2(mirror,1)).rotate(-parent.angle).add(parent.pos);
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+ this.pos = this.localPos.multiply(vec2(mirror,1)).rotate(parent.angle).add(parent.pos);
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  this.angle = mirror*this.localAngle + parent.angle;
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  }
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@@ -346,11 +346,11 @@ class EngineObject
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  /** Convert from local space to world space for a vector (rotation only)
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  * @param {Vector2} vec - local space vector */
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- localToWorldVector(vec) { return vec.rotate(-this.angle); }
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+ localToWorldVector(vec) { return vec.rotate(this.angle); }
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  /** Convert from world space to local space for a vector (rotation only)
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  * @param {Vector2} vec - world space vector */
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- worldToLocalVector(vec) { return vec.rotate(this.angle); }
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+ worldToLocalVector(vec) { return vec.rotate(-this.angle); }
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  /** Called to check if a tile collision should be resolved
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  * @param {Number} tileData - the value of the tile at the position
@@ -272,7 +272,7 @@ class RandomGenerator
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  this.seed ^= this.seed << 13;
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  this.seed ^= this.seed >>> 17;
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  this.seed ^= this.seed << 5;
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- return valueB + (valueA - valueB) * abs(this.seed % 1e8) / 1e8;
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+ return valueB + (valueA - valueB) * ((this.seed >>> 0) / 2**32);
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  }
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  /** Returns a floored seeded random value the two values passed in
@@ -461,11 +461,11 @@ class Vector2
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  return this.x*v.y - this.y*v.x;
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  }
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- /** Returns the angle of this vector, up is angle 0
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+ /** Returns the clockwise angle of this vector, up is angle 0
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  * @return {Number} */
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  angle() { return Math.atan2(this.x, this.y); }
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- /** Sets this vector with angle and length passed in
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+ /** Sets this vector with clockwise angle and length passed in
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  * @param {Number} [angle]
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  * @param {Number} [length]
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  * @return {Vector2} */
@@ -476,13 +476,13 @@ class Vector2
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  return this;
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  }
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- /** Returns copy of this vector rotated by the angle passed in
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+ /** Returns copy of this vector rotated by the clockwise angle passed in
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  * @param {Number} angle
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  * @return {Vector2} */
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  rotate(angle)
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  {
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- const c = Math.cos(angle), s = Math.sin(angle);
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- return new Vector2(this.x*c + this.y*s, this.x*s + this.y*c);
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+ const c = Math.cos(-angle), s = Math.sin(-angle);
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+ return new Vector2(this.x*c - this.y*s, this.x*s + this.y*c);
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  }
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  /** Set the integer direction of this vector, corresponding to multiples of 90 degree rotation (0-3)
@@ -817,57 +817,57 @@ class Color
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  ///////////////////////////////////////////////////////////////////////////////
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  // default colors
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- /** Color - White
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+ /** Color - White #ffffff
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  * @type {Color}
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  * @memberof Utilities */
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- const WHITE = rgb();
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+ const WHITE = rgb();
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- /** Color - Black
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+ /** Color - Black #000000
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  * @type {Color}
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  * @memberof Utilities */
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  const BLACK = rgb(0,0,0);
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- /** Color - Gray
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+ /** Color - Gray #808080
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  * @type {Color}
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  * @memberof Utilities */
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  const GRAY = rgb(.5,.5,.5);
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- /** Color - Red
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+ /** Color - Red #ff0000
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  * @type {Color}
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  * @memberof Utilities */
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  const RED = rgb(1,0,0);
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- /** Color - Orange
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+ /** Color - Orange #ff8000
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  * @type {Color}
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  * @memberof Utilities */
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  const ORANGE = rgb(1,.5,0);
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- /** Color - Yellow
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+ /** Color - Yellow #ffff00
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  * @type {Color}
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  * @memberof Utilities */
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  const YELLOW = rgb(1,1,0);
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- /** Color - Green
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+ /** Color - Green #00ff00
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  * @type {Color}
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  * @memberof Utilities */
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  const GREEN = rgb(0,1,0);
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- /** Color - Cyan
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+ /** Color - Cyan #00ffff
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  * @type {Color}
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  * @memberof Utilities */
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  const CYAN = rgb(0,1,1);
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- /** Color - Blue
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+ /** Color - Blue #0000ff
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  * @type {Color}
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  * @memberof Utilities */
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  const BLUE = rgb(0,0,1);
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- /** Color - Purple
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+ /** Color - Purple #8000ff
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  * @type {Color}
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  * @memberof Utilities */
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  const PURPLE = rgb(.5,0,1);
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- /** Color - Magenta
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+ /** Color - Magenta #ff00ff
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  * @type {Color}
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  * @memberof Utilities */
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  const MAGENTA = rgb(1,0,1);