littlejsengine 1.14.10 → 1.14.16

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 (76) hide show
  1. package/dist/littlejs.d.ts +264 -120
  2. package/dist/littlejs.esm.js +603 -288
  3. package/dist/littlejs.esm.min.js +1 -1
  4. package/dist/littlejs.js +600 -287
  5. package/dist/littlejs.min.js +1 -1
  6. package/dist/littlejs.release.js +521 -232
  7. package/examples/box2d/gameObjects.js +2 -2
  8. package/examples/breakout/gameObjects.js +2 -2
  9. package/examples/breakoutTutorial/README.md +32 -32
  10. package/examples/breakoutTutorial/game.js +1 -1
  11. package/examples/electron/game.js +3 -3
  12. package/examples/electron/index.html +2 -2
  13. package/examples/electron/package.json +1 -8
  14. package/examples/index.html +59 -51
  15. package/examples/module/game.js +3 -3
  16. package/examples/platformer/gameCharacter.js +6 -2
  17. package/examples/platformer/gameEffects.js +4 -4
  18. package/examples/platformer/gameLevel.js +1 -1
  19. package/examples/platformer/gameObjects.js +11 -9
  20. package/examples/puzzle/game.js +1 -1
  21. package/examples/shorts/animation.js +1 -1
  22. package/examples/shorts/base.html +1 -1
  23. package/examples/shorts/blending.js +8 -14
  24. package/examples/shorts/box2d.js +7 -3
  25. package/examples/shorts/box2dCar.js +2 -1
  26. package/examples/shorts/empty.js +30 -0
  27. package/examples/shorts/helloWorld.js +1 -1
  28. package/examples/shorts/hillGlideGame.js +10 -4
  29. package/examples/shorts/landerGame.js +30 -3
  30. package/examples/shorts/medals.js +4 -4
  31. package/examples/shorts/music.js +29 -55
  32. package/examples/shorts/musicPlayer.js +134 -0
  33. package/examples/shorts/nineSlice.js +34 -15
  34. package/examples/shorts/parallax.js +4 -3
  35. package/examples/shorts/particles.js +16 -16
  36. package/examples/shorts/piano.js +15 -21
  37. package/examples/shorts/pongGame.js +6 -4
  38. package/examples/shorts/raycasting.js +13 -5
  39. package/examples/shorts/sequencer.js +122 -0
  40. package/examples/shorts/shapes.js +7 -4
  41. package/examples/shorts/slidingPuzzle.js +16 -6
  42. package/examples/shorts/sound.js +18 -9
  43. package/examples/shorts/spaceGame.js +12 -8
  44. package/examples/shorts/spriteAtlas.js +7 -7
  45. package/examples/shorts/starfield.js +1 -1
  46. package/examples/shorts/systemFont.js +2 -2
  47. package/examples/shorts/texture.js +2 -2
  48. package/examples/shorts/tileLayer.js +10 -10
  49. package/examples/shorts/tiltedView.js +14 -3
  50. package/examples/shorts/timers.js +10 -0
  51. package/examples/shorts/topDown.js +4 -1
  52. package/examples/shorts/uiSystem.js +8 -5
  53. package/examples/starter/game.js +3 -3
  54. package/examples/starter/index.html +2 -2
  55. package/examples/typescript/game.js +3 -3
  56. package/examples/typescript/game.ts +3 -3
  57. package/examples/uiSystem/game.js +6 -6
  58. package/package.json +4 -2
  59. package/plugins/box2d.js +18 -3
  60. package/plugins/newgrounds.js +11 -9
  61. package/plugins/postProcess.js +5 -2
  62. package/plugins/uiSystem.js +120 -34
  63. package/plugins/zzfxm.js +5 -1
  64. package/reference.md +1 -3
  65. package/src/engine.js +52 -21
  66. package/src/engineAudio.js +31 -14
  67. package/src/engineDebug.js +80 -55
  68. package/src/engineDraw.js +60 -31
  69. package/src/engineExport.js +3 -1
  70. package/src/engineMedals.js +10 -2
  71. package/src/engineObject.js +14 -10
  72. package/src/engineParticles.js +59 -46
  73. package/src/engineRelease.js +1 -0
  74. package/src/engineSettings.js +7 -7
  75. package/src/engineTileLayer.js +49 -18
  76. package/src/engineUtilities.js +79 -34
@@ -2,12 +2,13 @@ function gameInit()
2
2
  {
3
3
  // setup ui system plugin
4
4
  new UISystemPlugin;
5
- uiSystem.defaultSoundPress = new Sound([1,0,220]);
6
- uiSystem.defaultSoundClick = new Sound([1,0,440]);
5
+ uiSystem.defaultSoundPress = new Sound([.5,0,220]);
6
+ uiSystem.defaultSoundClick = new Sound([.5,0,440]);
7
7
  uiSystem.defaultCornerRadius = 8;
8
8
 
9
9
  // example button that returns to menu
10
- const buttonBack = new UIButton(mainCanvasSize.scale(.5), vec2(200), 'Back\nto\nMenu');
10
+ const buttonBack = new UIButton(mainCanvasSize.scale(.5), vec2(200),
11
+ 'Back\nto\nMenu');
11
12
  buttonBack.textHeight = 60;
12
13
  buttonBack.onClick = ()=> uiMenu.visible = true;
13
14
 
@@ -16,7 +17,8 @@ function gameInit()
16
17
  canvasClearColor = hsl(0,0,.8);
17
18
 
18
19
  // example text
19
- uiMenu.addChild(new UIText(vec2(-80,-120), vec2(500, 80), 'LittleJS UI\nSystem Demo'));
20
+ uiMenu.addChild(new UIText(vec2(-80,-120), vec2(500, 80),
21
+ 'LittleJS UI\nSystem Demo'));
20
22
 
21
23
  // example image
22
24
  uiMenu.addChild(new UITile(vec2(200,-140), vec2(128), tile(3, 128)));
@@ -33,7 +35,8 @@ function gameInit()
33
35
  uiMenu.addChild(checkbox);
34
36
 
35
37
  // example scrollbar
36
- const scrollbar = new UIScrollbar(vec2(0,90), vec2(300, 50), soundVolume, 'Volume');
38
+ const scrollbar = new UIScrollbar(vec2(0,90), vec2(300, 50), soundVolume,
39
+ 'Volume');
37
40
  uiMenu.addChild(scrollbar);
38
41
  scrollbar.onChange = ()=> setSoundVolume(scrollbar.value);
39
42
 
@@ -65,7 +65,7 @@ function gameInit()
65
65
  // create particle emitter
66
66
  particleEmitter = new ParticleEmitter(
67
67
  vec2(16,9), 0, // emitPos, emitAngle
68
- 0, 0, 500, PI, // emitSize, emitTime, emitRate, emitCone
68
+ 0, 0, 500, PI, // emitSize, emitTime, rate, cone
69
69
  tile(0, 16), // tileIndex, tileSize
70
70
  hsl(1,1,1), hsl(0,0,0), // colorStartA, colorStartB
71
71
  hsl(0,0,0,0), hsl(0,0,0,0), // colorEndA, colorEndB
@@ -74,7 +74,7 @@ function gameInit()
74
74
  .05, .5, true, true // fadeRate, randomness, collide, additive
75
75
  );
76
76
  particleEmitter.restitution = .3; // bounce when it collides
77
- particleEmitter.trailScale = 2; // stretch in direction of motion
77
+ particleEmitter.trailScale = 2; // stretch as it moves
78
78
  }
79
79
 
80
80
  ///////////////////////////////////////////////////////////////////////////////
@@ -86,7 +86,7 @@ function gameUpdate()
86
86
  sound_click.play(mousePos);
87
87
 
88
88
  // change particle color and set to fade out
89
- particleEmitter.colorStartA = hsl();
89
+ particleEmitter.colorStartA = randColor();
90
90
  particleEmitter.colorStartB = randColor();
91
91
  particleEmitter.colorEndA = particleEmitter.colorStartA.scale(1,0);
92
92
  particleEmitter.colorEndB = particleEmitter.colorStartB.scale(1,0);
@@ -7,7 +7,7 @@
7
7
  </head><body>
8
8
 
9
9
  <!-- LittleJS Engine -->
10
- <script src=../../dist/littlejs.js?1136></script>
10
+ <script src=../../dist/littlejs.js?11416></script>
11
11
 
12
12
  <!-- LittleJS Engine Source
13
13
  <script src=../../src/engineDebug.js></script>
@@ -31,4 +31,4 @@
31
31
  -->
32
32
 
33
33
  <!-- Add your game scripts here -->
34
- <script src=game.js?1136></script>
34
+ <script src=game.js?11416></script>
@@ -52,7 +52,7 @@ function gameInit() {
52
52
  LJS.setGravity(vec2(0, -.01));
53
53
  // create particle emitter
54
54
  particleEmitter = new LJS.ParticleEmitter(vec2(16, 9), 0, // emitPos, emitAngle
55
- 1, 0, 500, Math.PI, // emitSize, emitTime, emitRate, emitCone
55
+ 1, 0, 500, Math.PI, // emitSize, emitTime, rate, cone
56
56
  tile(0, 16), // tileIndex, tileSize
57
57
  hsl(1, 1, 1), hsl(0, 0, 0), // colorStartA, colorStartB
58
58
  hsl(0, 0, 0, 0), hsl(0, 0, 0, 0), // colorEndA, colorEndB
@@ -61,7 +61,7 @@ function gameInit() {
61
61
  .05, .5, true, true // fadeRate, randomness, collide, additive
62
62
  );
63
63
  particleEmitter.restitution = .3; // bounce when it collides
64
- particleEmitter.trailScale = 2; // stretch in direction of motion
64
+ particleEmitter.trailScale = 2; // stretch as it moves
65
65
  }
66
66
  ///////////////////////////////////////////////////////////////////////////////
67
67
  function gameUpdate() {
@@ -69,7 +69,7 @@ function gameUpdate() {
69
69
  // play sound when mouse is pressed
70
70
  sound_click.play(LJS.mousePos);
71
71
  // change particle color and set to fade out
72
- particleEmitter.colorStartA = hsl();
72
+ particleEmitter.colorStartA = LJS.randColor();
73
73
  particleEmitter.colorStartB = LJS.randColor();
74
74
  particleEmitter.colorEndA = particleEmitter.colorStartA.scale(1, 0);
75
75
  particleEmitter.colorEndB = particleEmitter.colorStartB.scale(1, 0);
@@ -69,7 +69,7 @@ function gameInit()
69
69
  // create particle emitter
70
70
  particleEmitter = new LJS.ParticleEmitter(
71
71
  vec2(16,9), 0, // emitPos, emitAngle
72
- 1, 0, 500, Math.PI, // emitSize, emitTime, emitRate, emitCone
72
+ 1, 0, 500, Math.PI, // emitSize, emitTime, rate, cone
73
73
  tile(0, 16), // tileIndex, tileSize
74
74
  hsl(1,1,1), hsl(0,0,0), // colorStartA, colorStartB
75
75
  hsl(0,0,0,0), hsl(0,0,0,0), // colorEndA, colorEndB
@@ -78,7 +78,7 @@ function gameInit()
78
78
  .05, .5, true, true // fadeRate, randomness, collide, additive
79
79
  );
80
80
  particleEmitter.restitution = .3; // bounce when it collides
81
- particleEmitter.trailScale = 2; // stretch in direction of motion
81
+ particleEmitter.trailScale = 2; // stretch stretch as it moves
82
82
  }
83
83
 
84
84
  ///////////////////////////////////////////////////////////////////////////////
@@ -90,7 +90,7 @@ function gameUpdate()
90
90
  sound_click.play(LJS.mousePos);
91
91
 
92
92
  // change particle color and set to fade out
93
- particleEmitter.colorStartA = hsl();
93
+ particleEmitter.colorStartA = LJS.randColor();
94
94
  particleEmitter.colorStartB = LJS.randColor();
95
95
  particleEmitter.colorEndA = particleEmitter.colorStartA.scale(1,0);
96
96
  particleEmitter.colorEndB = particleEmitter.colorStartB.scale(1,0);
@@ -21,8 +21,8 @@ LJS.setCanvasPixelated(false);
21
21
 
22
22
  function createUI()
23
23
  {
24
- LJS.uiSystem.defaultSoundPress = new LJS.Sound([1,0,220]);
25
- LJS.uiSystem.defaultSoundClick = new LJS.Sound([1,0,440]);
24
+ LJS.uiSystem.defaultSoundPress = new LJS.Sound([.5,0,220]);
25
+ LJS.uiSystem.defaultSoundClick = new LJS.Sound([.5,0,440]);
26
26
  LJS.uiSystem.defaultCornerRadius = 8;
27
27
 
28
28
  // setup root to attach all ui elements to
@@ -41,14 +41,14 @@ function createUI()
41
41
  uiMenu.addChild(uiBackground);
42
42
 
43
43
  // example large text
44
- const textTitle = new LJS.UIText(vec2(0,-220), vec2(500, 90), 'Test Title');
44
+ const textTitle = new LJS.UIText(vec2(0,-220), vec2(500, 120), 'Test Title');
45
45
  uiMenu.addChild(textTitle);
46
46
  textTitle.textColor = LJS.RED;
47
47
  textTitle.lineWidth = 4;
48
48
  textTitle.lineColor = LJS.BLUE;
49
49
 
50
50
  // example multiline text
51
- const textTest = new LJS.UIText(vec2(-60,-120), vec2(300, 50), 'Test Text\nSecond text line.')
51
+ const textTest = new LJS.UIText(vec2(-60,-120), vec2(350, 60), 'Test Text\nSecond text line.')
52
52
  uiMenu.addChild(textTest);
53
53
 
54
54
  // example tile image
@@ -63,7 +63,7 @@ function createUI()
63
63
  // example button
64
64
  const button1 = new LJS.UIButton(vec2(0,140), vec2(350, 50), 'Test Button');
65
65
  uiMenu.addChild(button1);
66
- button1.onClick = ()=> console.log('Button 1 clicked');
66
+ button1.onClick = ()=> uiBackground.color = hsl(Math.random(),1,.7);
67
67
 
68
68
  // example checkbox
69
69
  const checkbox = new LJS.UICheckbox(vec2(-140,-20), vec2(40));
@@ -71,7 +71,7 @@ function createUI()
71
71
  checkbox.onChange = ()=> button1.disabled = checkbox.checked;
72
72
 
73
73
  // text attached to checkbox
74
- const checkboxText = new LJS.UIText(vec2(170,0), vec2(300, 40), 'Test Checkbox');
74
+ const checkboxText = new LJS.UIText(vec2(170,0), vec2(300, 60), 'Test Checkbox');
75
75
  checkbox.addChild(checkboxText);
76
76
 
77
77
  // exit button
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "littlejsengine",
3
- "version": "1.14.10",
3
+ "version": "1.14.16",
4
4
  "description": "LittleJS - Tiny and Fast HTML5 Game Engine",
5
5
  "main": "dist/littlejs.esm.js",
6
6
  "types": "dist/littlejs.d.ts",
@@ -37,6 +37,8 @@
37
37
  "google-closure-compiler": "~20230502.0.0",
38
38
  "roadroller": "~2.1.0",
39
39
  "typescript": "~5.1.6",
40
- "uglify-js": "~3.17.4"
40
+ "uglify-js": "~3.17.4",
41
+ "electron": "^38.2.0",
42
+ "electron-packager": "^17.1.2"
41
43
  }
42
44
  }
package/plugins/box2d.js CHANGED
@@ -39,6 +39,7 @@ function box2dSetDebug(enable) { box2dDebug = enable; }
39
39
  * - Each object has a Box2D body which can have multiple fixtures and joints
40
40
  * - Provides interface for Box2D body and fixture functions
41
41
  * @extends EngineObject
42
+ * @memberof Box2D
42
43
  */
43
44
  class Box2dObject extends EngineObject
44
45
  {
@@ -50,7 +51,7 @@ class Box2dObject extends EngineObject
50
51
  * @param {Color} [color]
51
52
  * @param {number} [bodyType]
52
53
  * @param {number} [renderOrder] */
53
- constructor(pos=vec2(), size, tileInfo, angle=0, color, bodyType=box2d.bodyTypeDynamic, renderOrder=0)
54
+ constructor(pos, size, tileInfo, angle=0, color, bodyType=box2d.bodyTypeDynamic, renderOrder=0)
54
55
  {
55
56
  super(pos, size, tileInfo, angle, color, renderOrder);
56
57
 
@@ -64,7 +65,7 @@ class Box2dObject extends EngineObject
64
65
  this.lineColor = BLACK;
65
66
  }
66
67
 
67
- /** Destroy this object and it's physics body */
68
+ /** Destroy this object and its physics body */
68
69
  destroy()
69
70
  {
70
71
  // destroy physics body, fixtures, and joints
@@ -548,6 +549,7 @@ class Box2dRaycastResult
548
549
  * Box2D Joint
549
550
  * - Base class for Box2D joints
550
551
  * - A joint is used to connect objects together
552
+ * @memberof Box2D
551
553
  */
552
554
  class Box2dJoint
553
555
  {
@@ -603,6 +605,7 @@ class Box2dJoint
603
605
  * - This a soft constraint with a max force
604
606
  * - This allows the constraint to stretch and without applying huge forces
605
607
  * @extends Box2dJoint
608
+ * @memberof Box2D
606
609
  */
607
610
  class Box2dTargetJoint extends Box2dJoint
608
611
  {
@@ -652,6 +655,7 @@ class Box2dTargetJoint extends Box2dJoint
652
655
  * - Constrains two points on two objects to remain at a fixed distance
653
656
  * - You can view this as a massless, rigid rod
654
657
  * @extends Box2dJoint
658
+ * @memberof Box2D
655
659
  */
656
660
  class Box2dDistanceJoint extends Box2dJoint
657
661
  {
@@ -715,6 +719,7 @@ class Box2dDistanceJoint extends Box2dJoint
715
719
  * Box2D Pin Joint
716
720
  * - Pins two objects together at a point
717
721
  * @extends Box2dDistanceJoint
722
+ * @memberof Box2D
718
723
  */
719
724
  class Box2dPinJoint extends Box2dDistanceJoint
720
725
  {
@@ -734,6 +739,7 @@ class Box2dPinJoint extends Box2dDistanceJoint
734
739
  * Box2D Rope Joint
735
740
  * - Enforces a maximum distance between two points on two objects
736
741
  * @extends Box2dJoint
742
+ * @memberof Box2D
737
743
  */
738
744
  class Box2dRopeJoint extends Box2dJoint
739
745
  {
@@ -786,6 +792,7 @@ class Box2dRopeJoint extends Box2dJoint
786
792
  * - You can use a motor to drive the relative rotation about the shared point
787
793
  * - A maximum motor torque is provided so that infinite forces are not generated
788
794
  * @extends Box2dJoint
795
+ * @memberof Box2D
789
796
  */
790
797
  class Box2dRevoluteJoint extends Box2dJoint
791
798
  {
@@ -887,6 +894,7 @@ class Box2dRevoluteJoint extends Box2dJoint
887
894
  * - Either joint can be a revolute or prismatic joint
888
895
  * - You specify a gear ratio to bind the motions together
889
896
  * @extends Box2dJoint
897
+ * @memberof Box2D
890
898
  */
891
899
  class Box2dGearJoint extends Box2dJoint
892
900
  {
@@ -935,6 +943,7 @@ class Box2dGearJoint extends Box2dJoint
935
943
  * - You can use a joint limit to restrict the range of motion
936
944
  * - You can use a joint motor to drive the motion or to model joint friction
937
945
  * @extends Box2dJoint
946
+ * @memberof Box2D
938
947
  */
939
948
  class Box2dPrismaticJoint extends Box2dJoint
940
949
  {
@@ -1044,6 +1053,7 @@ class Box2dPrismaticJoint extends Box2dJoint
1044
1053
  * - You can use a joint motor to drive the motion or to model joint friction
1045
1054
  * - This joint is designed for vehicle suspensions
1046
1055
  * @extends Box2dJoint
1056
+ * @memberof Box2D
1047
1057
  */
1048
1058
  class Box2dWheelJoint extends Box2dJoint
1049
1059
  {
@@ -1139,6 +1149,7 @@ class Box2dWheelJoint extends Box2dJoint
1139
1149
  * Box2D Weld Joint
1140
1150
  * - Glues two objects together
1141
1151
  * @extends Box2dJoint
1152
+ * @memberof Box2D
1142
1153
  */
1143
1154
  class Box2dWeldJoint extends Box2dJoint
1144
1155
  {
@@ -1197,6 +1208,7 @@ class Box2dWeldJoint extends Box2dJoint
1197
1208
  * - Used to apply top-down friction
1198
1209
  * - Provides 2D translational friction and angular friction
1199
1210
  * @extends Box2dJoint
1211
+ * @memberof Box2D
1200
1212
  */
1201
1213
  class Box2dFrictionJoint extends Box2dJoint
1202
1214
  {
@@ -1251,6 +1263,7 @@ class Box2dFrictionJoint extends Box2dJoint
1251
1263
  * - The pulley supports a ratio such that: length1 + ratio * length2 <= constant
1252
1264
  * - The force transmitted is scaled by the ratio
1253
1265
  * @extends Box2dJoint
1266
+ * @memberof Box2D
1254
1267
  */
1255
1268
  class Box2dPulleyJoint extends Box2dJoint
1256
1269
  {
@@ -1318,6 +1331,7 @@ class Box2dPulleyJoint extends Box2dJoint
1318
1331
  * - Controls the relative motion between two objects
1319
1332
  * - Typical usage is to control the movement of a object with respect to the ground
1320
1333
  * @extends Box2dJoint
1334
+ * @memberof Box2D
1321
1335
  */
1322
1336
  class Box2dMotorJoint extends Box2dJoint
1323
1337
  {
@@ -1381,6 +1395,7 @@ class Box2dMotorJoint extends Box2dJoint
1381
1395
  /**
1382
1396
  * Box2D Global Object
1383
1397
  * - Wraps Box2d world and provides global functions
1398
+ * @memberof Box2D
1384
1399
  */
1385
1400
  class Box2dPlugin
1386
1401
  {
@@ -1715,7 +1730,7 @@ async function box2dInit()
1715
1730
  }
1716
1731
  function box2dRender()
1717
1732
  {
1718
- if (box2dDebug || debugPhysics && debugOverlay)
1733
+ if (box2dDebug || debugPhysics)
1719
1734
  box2d.world.DrawDebugData();
1720
1735
  }
1721
1736
 
@@ -1,24 +1,25 @@
1
1
  /**
2
- * LittleJS Newgrounds API
2
+ * LittleJS Newgrounds Plugin
3
3
  * - NewgroundsMedal extends Medal with Newgrounds API functionality
4
- * - Call new NewgroundsPlugin() to setup Newgrounds
4
+ * - Call new NewgroundsPlugin(app_id) to setup Newgrounds
5
5
  * - Uses CryptoJS for encryption if optional cipher is provided
6
+ * - provides functions to interact with medals scoreboards
6
7
  * - Keeps connection alive and logs views
7
- * - Functions to interact with scoreboards
8
- * - Functions to unlock medals
8
+ * @namespace Newgrounds
9
9
  */
10
10
 
11
11
  'use strict';
12
12
 
13
13
  /** Global Newgrounds object
14
14
  * @type {NewgroundsPlugin}
15
- * @memberof Medal */
15
+ * @memberof Newgrounds */
16
16
  let newgrounds;
17
17
 
18
18
  ///////////////////////////////////////////////////////////////////////////////
19
19
  /**
20
20
  * Newgrounds medal auto unlocks in newgrounds API
21
21
  * @extends Medal
22
+ * @memberof Newgrounds
22
23
  */
23
24
  class NewgroundsMedal extends Medal
24
25
  {
@@ -43,6 +44,7 @@ class NewgroundsMedal extends Medal
43
44
  ///////////////////////////////////////////////////////////////////////////////
44
45
  /**
45
46
  * Newgrounds API object
47
+ * @memberof Newgrounds
46
48
  */
47
49
  class NewgroundsPlugin
48
50
  {
@@ -76,7 +78,7 @@ class NewgroundsPlugin
76
78
  // get medals
77
79
  const medalsResult = this.call('Medal.getList');
78
80
  this.medals = medalsResult ? medalsResult.result.data['medals'] : [];
79
- debugMedals && console.log(this.medals);
81
+ debugMedals && LOG(this.medals);
80
82
  for (const newgroundsMedal of this.medals)
81
83
  {
82
84
  const medal = medals[newgroundsMedal['id']];
@@ -99,7 +101,7 @@ class NewgroundsPlugin
99
101
  // get scoreboards
100
102
  const scoreboardResult = this.call('ScoreBoard.getBoards');
101
103
  this.scoreboards = scoreboardResult ? scoreboardResult.result.data.scoreboards : [];
102
- debugMedals && console.log(this.scoreboards);
104
+ debugMedals && LOG(this.scoreboards);
103
105
 
104
106
  // keep the session alive with a ping every minute
105
107
  const keepAliveMS = 60 * 1e3;
@@ -168,10 +170,10 @@ class NewgroundsPlugin
168
170
  try { xmlHttp.send(formData); }
169
171
  catch(e)
170
172
  {
171
- debugMedals && console.log('newgrounds call failed', e);
173
+ debugMedals && LOG('newgrounds call failed', e);
172
174
  return;
173
175
  }
174
- debugMedals && console.log(xmlHttp.responseText);
176
+ debugMedals && LOG(xmlHttp.responseText);
175
177
  return xmlHttp.responseText && JSON.parse(xmlHttp.responseText);
176
178
  }
177
179
  }
@@ -1,8 +1,9 @@
1
1
  /**
2
2
  * LittleJS Post Processing Plugin
3
3
  * - Supports shadertoy style post processing shaders
4
- * - call new new PostProcessPlugin() to setup post processing
4
+ * - call new PostProcessPlugin() to setup post processing
5
5
  * - can be enabled to pass other canvases through a final shader
6
+ * @namespace PostProcess
6
7
  */
7
8
 
8
9
  'use strict';
@@ -10,12 +11,14 @@
10
11
  ///////////////////////////////////////////////////////////////////////////////
11
12
 
12
13
  /** Global Post Process plugin object
13
- * @type {PostProcessPlugin} */
14
+ * @type {PostProcessPlugin}
15
+ * @memberof PostProcess */
14
16
  let postProcess;
15
17
 
16
18
  /////////////////////////////////////////////////////////////////////////
17
19
  /**
18
20
  * UI System Global Object
21
+ * @memberof PostProcess
19
22
  */
20
23
  class PostProcessPlugin
21
24
  {