littlejsengine 1.18.24 → 1.18.25

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package/dist/littlejs.js CHANGED
@@ -35,7 +35,7 @@ const engineName = 'LittleJS';
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  * @type {string}
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  * @default
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  * @memberof Engine */
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- const engineVersion = '1.18.24';
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+ const engineVersion = '1.18.25';
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  /** Frames per second to update
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  * @type {number}
@@ -92,6 +92,7 @@ function setPaused(isPaused=true) { paused = isPaused; }
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  // Engine internal variables
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  let frameTimeLastMS = 0, frameTimeBufferMS = 0, averageFPS = 0;
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+ let engineUpdateInternal; // assigned by engineInit so engineStep can drive it
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  let showEngineVersion = true;
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  ///////////////////////////////////////////////////////////////////////////////
@@ -280,7 +281,8 @@ async function engineInit(gameInit, gameUpdate, gameUpdatePost, gameRender, game
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  if (!debugVideoCaptureIsActive())
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  renderFrame();
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- requestAnimationFrame(engineUpdate);
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+ if (!engineManualStep)
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+ requestAnimationFrame(engineUpdate);
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  function renderFrame()
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  {
@@ -308,6 +310,7 @@ async function engineInit(gameInit, gameUpdate, gameUpdatePost, gameRender, game
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  primitiveCount = 0;
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  }
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  }
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+ engineUpdateInternal = engineUpdate;
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  function updateCanvas()
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  {
@@ -462,10 +465,39 @@ async function engineInit(gameInit, gameUpdate, gameUpdatePost, gameRender, game
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  {
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  // wait for gameInit to load
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  await gameInit();
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- engineUpdate();
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+ engineManualStep || engineUpdate();
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  }
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  }
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+ // max frames engineStep can advance in one call, 10 minutes at 60fps
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+ // large counts block until they finish, so this catches runaway values
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+ const engineStepMaxFrames = 36000;
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+
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+ /** Advance the engine by a number of frames
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+ * Requires setEngineManualStep(true) before engineInit
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+ * Respects paused exactly as the normal update loop does
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+ * @param {number} [frames] - number of engine update ticks, max 36000, each running one fixed update at timeScale 1
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+ * @example
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+ * setHeadlessMode(true);
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+ * setEngineManualStep(true);
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+ * await engineInit(gameInit, gameUpdate, gameUpdatePost, gameRender, gameRenderPost);
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+ * engineStep(600); // advance 10 seconds of game time
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+ * @memberof Engine */
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+ function engineStep(frames=1)
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+ {
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+ ASSERT(engineManualStep,
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+ 'engineStep requires setEngineManualStep(true) before engineInit');
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+ ASSERT(engineUpdateInternal, 'engineStep requires engineInit to complete');
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+ // runtime guard so release builds (where the asserts are stripped) can't
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+ // start a second requestAnimationFrame chain or call an undefined update
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+ if (!engineManualStep || !engineUpdateInternal) return;
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+ ASSERT(Number.isInteger(frames) && frames >= 0 && frames <= engineStepMaxFrames,
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+ 'engineStep requires a whole frame count from 0 to ' + engineStepMaxFrames);
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+ frames = min(frames, engineStepMaxFrames); // release has no asserts, don't freeze
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+ for (let i = frames; i > 0; --i)
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+ engineUpdateInternal(frameTimeLastMS + 1e3 / frameRate);
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+ }
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+
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  /** Update each engine object, remove destroyed objects, and update time
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  * can be called manually if objects need to be updated outside of main loop
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  * @memberof Engine */
@@ -2688,12 +2720,17 @@ function shareURL(title, url, callback)
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  /** Read save data from local storage
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  * @param {string} saveName - unique name for the game/save
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- * @param {Object} [defaultSaveData] - default values for save
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+ * @param {Object} [defaultSaveData] - default values, result is {...default, ...loaded} so this must be an object
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  * @return {Object}
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  * @memberof Utilities */
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  function readSaveData(saveName, defaultSaveData)
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  {
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- ASSERT(isStringLike(saveName), 'loadData requires saveName string');
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+ ASSERT(isStringLike(saveName), 'readSaveData requires saveName string');
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+ ASSERT(defaultSaveData === undefined ||
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+ (typeof defaultSaveData === 'object' && defaultSaveData !== null),
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+ 'readSaveData: default must be an object - the result is ' +
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+ '{...default, ...loaded}, so a scalar default yields {}. ' +
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+ 'Use readSaveData(key, {best:0}).best');
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  // tolerate localStorage being unavailable (iOS private mode, sandboxed
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  // iframes) and corrupt JSON in stored data
@@ -2717,7 +2754,7 @@ function readSaveData(saveName, defaultSaveData)
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  * @memberof Utilities */
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  function writeSaveData(saveName, saveData)
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  {
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- ASSERT(isStringLike(saveName), 'saveData requires saveName string');
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+ ASSERT(isStringLike(saveName), 'writeSaveData requires saveName string');
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  // tolerate localStorage being unavailable or quota exceeded
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  try { localStorage[saveName] = JSON.stringify(saveData); }
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  catch { LOG('writeSaveData: failed to write', saveName); }
@@ -2885,6 +2922,13 @@ let showSplashScreen = false;
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  * @memberof Settings */
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  let headlessMode = false;
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+ /** Disables the automatic requestAnimationFrame loop so the engine only
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+ * advances when engineStep is called, for tests and frame-stepping tools
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+ * @type {boolean}
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+ * @default
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+ * @memberof Settings */
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+ let engineManualStep = false;
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+
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  ///////////////////////////////////////////////////////////////////////////////
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  // WebGL settings
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@@ -3235,6 +3279,12 @@ function setShowSplashScreen(show) { showSplashScreen = show; }
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  * @memberof Settings */
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  function setHeadlessMode(headless) { headlessMode = headless; }
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+ /** Set if the engine only advances when engineStep is called
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+ * Must be set before engineInit
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+ * @param {boolean} [enable]
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+ * @memberof Settings */
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+ function setEngineManualStep(enable=true) { engineManualStep = enable; }
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+
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  /** Set if WebGL rendering is enabled
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  * @param {boolean} enable
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  * @memberof Settings */