littlejsengine 1.14.23 → 1.14.28
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/littlejs.d.ts +99 -20
- package/dist/littlejs.esm.js +378 -130
- package/dist/littlejs.esm.min.js +1 -1
- package/dist/littlejs.js +373 -130
- package/dist/littlejs.min.js +1 -1
- package/dist/littlejs.release.js +336 -130
- package/examples/box2d/gameObjects.js +6 -10
- package/examples/box2d/scenes.js +2 -2
- package/examples/breakout/gameObjects.js +1 -1
- package/examples/electron/index.html +2 -2
- package/examples/index.html +10 -7
- package/examples/platformer/gameCharacter.js +3 -2
- package/examples/platformer/gameObjects.js +3 -8
- package/examples/shorts/base.html +1 -1
- package/examples/shorts/box2d.js +2 -2
- package/examples/shorts/box2dCar.js +18 -7
- package/examples/shorts/box2dPool.js +108 -0
- package/examples/shorts/debugDraw.js +2 -3
- package/examples/shorts/flappyGame.js +1 -0
- package/examples/shorts/fps.js +1 -1
- package/examples/shorts/hillGlideGame.js +0 -2
- package/examples/shorts/input.js +59 -0
- package/examples/shorts/landerGame.js +1 -3
- package/examples/shorts/medals.js +15 -9
- package/examples/shorts/music.js +15 -17
- package/examples/shorts/musicPlayer.js +24 -24
- package/examples/shorts/platformer.js +0 -2
- package/examples/shorts/slidingPuzzle.js +1 -1
- package/examples/shorts/spaceGame.js +0 -2
- package/examples/shorts/spriteAtlas.js +0 -2
- package/examples/shorts/tiltedView.js +0 -3
- package/examples/shorts/timers.js +1 -2
- package/examples/shorts/topDown.js +0 -2
- package/examples/starter/index.html +2 -2
- package/package.json +1 -1
- package/plugins/box2d.js +170 -50
- package/plugins/pluginExport.js +2 -0
- package/plugins/uiSystem.js +55 -27
- package/src/engine.js +17 -14
- package/src/engineAudio.js +14 -2
- package/src/engineDebug.js +37 -0
- package/src/engineDraw.js +20 -12
- package/src/engineExport.js +3 -0
- package/src/engineInput.js +24 -12
- package/src/engineMedals.js +2 -2
- package/src/engineObject.js +24 -4
- package/src/engineParticles.js +1 -6
- package/src/engineTileLayer.js +2 -0
- package/src/engineUtilities.js +7 -1
package/dist/littlejs.d.ts
CHANGED
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@@ -904,6 +904,11 @@ declare module "littlejsengine" {
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* @return {number}
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* @memberof Random */
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export function randInt(valueA: number, valueB?: number): number;
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/** Randomly returns true or false given the chance of true passed in
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* @param {number} [chance]
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* @return {boolean}
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* @memberof Random */
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export function randBool(chance?: number): boolean;
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/** Randomly returns either -1 or 1
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* @return {number}
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* @memberof Random */
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@@ -1312,6 +1317,12 @@ declare module "littlejsengine" {
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* @return {boolean}
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* @memberof Utilities */
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export function isString(s: any): boolean;
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/**
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* Check if object is an array
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* @param {any} a
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* @return {boolean}
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* @memberof Utilities */
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export function isArray(a: any): boolean;
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/** Color - White #ffffff
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* @type {Color}
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* @memberof Utilities */
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@@ -1646,9 +1657,10 @@ declare module "littlejsengine" {
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* @param {string} [font=fontDefault]
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* @param {string} [fontStyle]
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* @param {number} [maxWidth]
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* @param {number} [angle]
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* @param {CanvasRenderingContext2D|OffscreenCanvasRenderingContext2D} [context=drawContext]
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* @memberof Draw */
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export function drawText(text: string, pos: Vector2, size?: number, color?: Color, lineWidth?: number, lineColor?: Color, textAlign?: CanvasTextAlign, font?: string, fontStyle?: string, maxWidth?: number, context?: CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D): void;
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export function drawText(text: string, pos: Vector2, size?: number, color?: Color, lineWidth?: number, lineColor?: Color, textAlign?: CanvasTextAlign, font?: string, fontStyle?: string, maxWidth?: number, angle?: number, context?: CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D): void;
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/** Draw text on overlay canvas in world space
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* Automatically splits new lines into rows
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* @param {string} text
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* @param {string} [font=fontDefault]
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* @param {string} [fontStyle]
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* @param {number} [maxWidth]
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* @param {number} [angle]
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* @memberof Draw */
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export function drawTextOverlay(text: string, pos: Vector2, size?: number, color?: Color, lineWidth?: number, lineColor?: Color, textAlign?: CanvasTextAlign, font?: string, fontStyle?: string, maxWidth?: number): void;
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export function drawTextOverlay(text: string, pos: Vector2, size?: number, color?: Color, lineWidth?: number, lineColor?: Color, textAlign?: CanvasTextAlign, font?: string, fontStyle?: string, maxWidth?: number, angle?: number): void;
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/** Draw text on overlay canvas in screen space
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* Automatically splits new lines into rows
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* @param {string} text
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* @param {string} [font=fontDefault]
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* @param {string} [fontStyle]
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* @param {number} [maxWidth]
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* @param {number} [angle]
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* @param {CanvasRenderingContext2D|OffscreenCanvasRenderingContext2D} [context=overlayContext]
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* @memberof Draw */
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export function drawTextScreen(text: string, pos: Vector2, size?: number, color?: Color, lineWidth?: number, lineColor?: Color, textAlign?: CanvasTextAlign, font?: string, fontStyle?: string, maxWidth?: number, context?: CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D): void;
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export function drawTextScreen(text: string, pos: Vector2, size?: number, color?: Color, lineWidth?: number, lineColor?: Color, textAlign?: CanvasTextAlign, font?: string, fontStyle?: string, maxWidth?: number, angle?: number, context?: CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D): void;
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/** Enable normal or additive blend mode
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* @param {boolean} [additive]
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* @param {CanvasRenderingContext2D|OffscreenCanvasRenderingContext2D} [context]
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* @type {number}
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* @memberof Input */
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export let mouseWheel: number;
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/** True if mouse was inside the document window, set to false when mouse leaves
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* @type {boolean}
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* @memberof Input */
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export let mouseInWindow: boolean;
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/** Returns true if user is using gamepad (has more recently pressed a gamepad button)
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* @type {boolean}
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* @memberof Input */
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@@ -2381,6 +2399,8 @@ declare module "littlejsengine" {
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/** Update the object transform, called automatically by engine even when paused */
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updateTransforms(): void;
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/** Update the object physics, called automatically by engine once each frame */
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updatePhysics(): void;
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/** Update the object, called automatically by engine once each frame. Does nothing by default. */
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update(): void;
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/** Render the object, draws a tile by default, automatically called each frame, sorted by renderOrder */
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render(): void;
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/** How long since the object was created
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* @return {number} */
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getAliveTime(): number;
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/** Get the speed of this object
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* @return {number} */
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getSpeed(): number;
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/** Apply acceleration to this object (adjust velocity, not affected by mass)
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* @param {Vector2} acceleration */
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applyAcceleration(acceleration: Vector2): void;
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/** Removes a child from this one
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* @param {EngineObject} child */
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removeChild(child: EngineObject): void;
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/** Check if overlapping another engine object
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* Collisions are resoloved to prevent overlaps
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* @param {EngineObject} object
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* @return {boolean} */
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isOverlappingObject(object: EngineObject): boolean;
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/** Check if overlapping a point or aligned bounding box
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* @param {Vector2} pos - Center of box
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* @param {Vector2} [size=(0,0)] - Size of box, uses a point if undefined
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* @return {boolean} */
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isOverlapping(pos: Vector2, size?: Vector2): boolean;
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/** Set how this object collides
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* @param {boolean} [collideSolidObjects] - Does it collide with solid objects?
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* @param {boolean} [isSolid] - Does it collide with and block other objects? (expensive in large numbers)
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* @memberof TileLayers */
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export function tileCollisionTest(pos: Vector2, size?: Vector2, object?: EngineObject, solidOnly?: boolean): TileCollisionLayer;
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/** Return the exact position of the boudnary of first tile hit, undefined if nothing was hit.
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* The point will be inside the colliding tile if it hits (may have a tiny shift)
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* @param {Vector2} posStart
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* @param {Vector2} posEnd
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* @param {EngineObject} [object] - An object or undefined for generic test
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* @return {boolean} */
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collisionTest(pos: Vector2, size?: Vector2, object?: EngineObject): boolean;
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/** Return the exact position of the boudnary of first tile hit, undefined if nothing was hit.
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* @param {EngineObject} [object] - An object or undefined for generic test
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/** Draw a rectangle to the UI context
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* @param {Color} [color
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* @param {Color} [lineColor
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* @param {number} [cornerRadius
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* @param {Color} [gradientColor
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* @param {Color} [color]
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* @param {Color} [gradientColor] */
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drawRect(pos: Vector2, size: Vector2, color?: Color, lineWidth?: number, lineColor?: Color, cornerRadius?: number, gradientColor?: Color): void;
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/** Draw a line to the UI context
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* @param {Vector2} posA
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* @param {string} [align]
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* @param {string} [font=uiSystem.defaultFont]
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* @param {Vector2} [textShadow]
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*/
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drawText(text: string, pos: Vector2, size: Vector2, color?: Color, lineWidth?: number, lineColor?: Color, align?: string, font?: string, fontStyle?: string, applyMaxWidth?: boolean, textShadow?: Vector2): void;
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/**
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* @callback DragAndDropCallback - Callback for drag and drop events
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* @param {DragEvent} event - The drag event
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* @param {DragAndDropCallback} [onDragLeave] - when a file is dragged off the window
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* @param {DragAndDropCallback} [onDragOver] - continously when dragging over */
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setupDragAndDrop(onDrop?: (event: DragEvent) => any, onDragEnter?: (event: DragEvent) => any, onDragLeave?: (event: DragEvent) => any, onDragOver?: (event: DragEvent) => any): void;
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/** Convert a screen space position to native UI position
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*/
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screenToNative(pos: Vector2): Vector2;
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}
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/**
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* UI Object - Base level object for all UI elements
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dragActivate: boolean;
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/** @property {boolean} - True if this can be a hover object */
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canBeHover: boolean;
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/** @property {Vector2} - How much to offset the text shadow or undefined */
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textShadow: any;
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/** Add a child UIObject to this object
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*/
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isHoverObject(): boolean;
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/** @return {boolean} - Is the mouse held onto this element */
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isActiveObject(): boolean;
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/** Called each frame when object updates */
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onUpdate(): void;
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/** Called when the mouse enters the object */
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onEnter(): void;
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/** Called when the mouse leaves the object */
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/**
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* LittleJS Box2D Physics Plugin
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* - Box2dObject extends EngineObject with Box2D physics
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* - Call box2dInit()
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* - Call box2dInit() to enable
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* - You will also need to include box2d.wasm.js
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* - Uses a super fast web assembly port of Box2D
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* - Uses a super fast web assembly port of Box2D v2.3.1
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* - More info: https://github.com/kripken/box2d.js
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* - Functions to create polygon, circle, and edge shapes
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* - Contact begin and end callbacks
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constructor(instance: any);
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instance: any;
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world: any;
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objects: any[];
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/** @property {number} - Velocity iterations per update*/
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velocityIterations: number;
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/** @property {number} - Position iterations per update*/
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vec2From(v: any): Vector2;
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/** converts a box2d vec2 pointer to a Vector2
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vec2FromPointer(
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vec2FromPointer(vp: any): Vector2;
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/** converts a Vector2 to a box2 vec2
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vec2dTo(v: Vector2): any;
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}
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/**
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* Box2D Object - extend with your own custom physics objects
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* - A LittleJS object with Box2D physics
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* - Each object has a Box2D body which can have multiple fixtures and joints
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* - A LittleJS object with Box2D physics, dynamic by default
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* - Provides interface for Box2D body and fixture functions
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* - Each object can have multiple fixtures and joints
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* @extends EngineObject
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* @memberof Box2D
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*/
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constructor(pos?: Vector2, size?: Vector2, tileInfo?: TileInfo, angle?: number, color?: Color, bodyType?: number, renderOrder?: number);
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body: any;
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lineColor: Color;
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edgeLists: any[];
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edgeLoops: any[];
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/** Draws all this object's fixtures
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* @param {Color} [color]
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* @param {Color} [lineColor]
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* @param {number} [restitution]
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|
3560
3609
|
* @param {boolean} [isSensor] */
|
|
3561
3610
|
addEdge(point1: Vector2, point2: Vector2, density?: number, friction?: number, restitution?: number, isSensor?: boolean): any;
|
|
3562
|
-
/** Add an edge
|
|
3611
|
+
/** Add an edge list to the body
|
|
3563
3612
|
* @param {Array<Vector2>} points
|
|
3564
3613
|
* @param {number} [density]
|
|
3565
3614
|
* @param {number} [friction]
|
|
3566
3615
|
* @param {number} [restitution]
|
|
3567
3616
|
* @param {boolean} [isSensor] */
|
|
3568
|
-
|
|
3569
|
-
/** Add an edge
|
|
3617
|
+
addEdgeList(points: Array<Vector2>, density?: number, friction?: number, restitution?: number, isSensor?: boolean): any[];
|
|
3618
|
+
/** Add an edge loop to the body, an edge loop connects the end points
|
|
3570
3619
|
* @param {Array<Vector2>} points
|
|
3571
3620
|
* @param {number} [density]
|
|
3572
3621
|
* @param {number} [friction]
|
|
3573
3622
|
* @param {number} [restitution]
|
|
3574
3623
|
* @param {boolean} [isSensor] */
|
|
3575
|
-
|
|
3624
|
+
addEdgeLoop(points: Array<Vector2>, density?: number, friction?: number, restitution?: number, isSensor?: boolean): any[];
|
|
3576
3625
|
/** Gets the center of mass
|
|
3577
3626
|
* @return {Vector2} */
|
|
3578
3627
|
getCenterOfMass(): Vector2;
|
|
@@ -3619,7 +3668,7 @@ declare module "littlejsengine" {
|
|
|
3619
3668
|
/** Sets the gravity scale
|
|
3620
3669
|
* @param {number} [scale] */
|
|
3621
3670
|
setGravityScale(scale?: number): void;
|
|
3622
|
-
/** Should
|
|
3671
|
+
/** Should be like a bullet for continuous collision detection?
|
|
3623
3672
|
* @param {boolean} [isBullet] */
|
|
3624
3673
|
setBullet(isBullet?: boolean): void;
|
|
3625
3674
|
/** Set the sleep state of the body
|
|
@@ -3682,6 +3731,36 @@ declare module "littlejsengine" {
|
|
|
3682
3731
|
* @return {Array<Object>} */
|
|
3683
3732
|
getJointList(): Array<any>;
|
|
3684
3733
|
}
|
|
3734
|
+
/**
|
|
3735
|
+
* Box2D Static Object - Box2d with a static physics body
|
|
3736
|
+
* @extends Box2dObject
|
|
3737
|
+
* @memberof Box2D
|
|
3738
|
+
*/
|
|
3739
|
+
export class Box2dStaticObject extends Box2dObject {
|
|
3740
|
+
/** Create a LittleJS object with Box2d physics
|
|
3741
|
+
* @param {Vector2} [pos]
|
|
3742
|
+
* @param {Vector2} [size]
|
|
3743
|
+
* @param {TileInfo} [tileInfo]
|
|
3744
|
+
* @param {number} [angle]
|
|
3745
|
+
* @param {Color} [color]
|
|
3746
|
+
* @param {number} [renderOrder] */
|
|
3747
|
+
constructor(pos?: Vector2, size?: Vector2, tileInfo?: TileInfo, angle?: number, color?: Color, renderOrder?: number);
|
|
3748
|
+
}
|
|
3749
|
+
/**
|
|
3750
|
+
* Box2D Kiematic Object - Box2d with a kinematic physics body
|
|
3751
|
+
* @extends Box2dObject
|
|
3752
|
+
* @memberof Box2D
|
|
3753
|
+
*/
|
|
3754
|
+
export class Box2dKiematicObject extends Box2dObject {
|
|
3755
|
+
/** Create a LittleJS object with Box2d physics
|
|
3756
|
+
* @param {Vector2} [pos]
|
|
3757
|
+
* @param {Vector2} [size]
|
|
3758
|
+
* @param {TileInfo} [tileInfo]
|
|
3759
|
+
* @param {number} [angle]
|
|
3760
|
+
* @param {Color} [color]
|
|
3761
|
+
* @param {number} [renderOrder] */
|
|
3762
|
+
constructor(pos?: Vector2, size?: Vector2, tileInfo?: TileInfo, angle?: number, color?: Color, renderOrder?: number);
|
|
3763
|
+
}
|
|
3685
3764
|
/**
|
|
3686
3765
|
* Box2D Raycast Result
|
|
3687
3766
|
* - Holds results from a box2d raycast queries
|