littlejsengine 1.18.24 → 1.18.25
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/README.md +3 -0
- package/dist/littlejs.d.ts +23 -1
- package/dist/littlejs.esm.js +59 -6
- package/dist/littlejs.esm.min.js +1 -1
- package/dist/littlejs.js +56 -6
- package/dist/littlejs.min.js +1 -1
- package/dist/littlejs.release.js +56 -6
- package/package.json +4 -1
- package/src/engine.js +35 -3
- package/src/engineExport.js +3 -0
- package/src/engineSettings.js +13 -0
- package/src/engineUtilities.js +8 -3
package/dist/littlejs.release.js
CHANGED
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@@ -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.
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+
const engineVersion = '1.18.25';
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/** Frames per second to update
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* @type {number}
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@@ -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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///////////////////////////////////////////////////////////////////////////////
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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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-
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if (!engineManualStep)
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requestAnimationFrame(engineUpdate);
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function renderFrame()
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{
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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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{
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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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/** 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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/** 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 */
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@@ -1997,12 +2029,17 @@ 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
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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), '
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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
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@@ -2026,7 +2063,7 @@ 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), '
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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); }
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@@ -2194,6 +2231,13 @@ 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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// WebGL settings
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@@ -2544,6 +2588,12 @@ 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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/** Set if WebGL rendering is enabled
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* @param {boolean} enable
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* @memberof Settings */
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package/package.json
CHANGED
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@@ -1,6 +1,6 @@
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1
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{
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"name": "littlejsengine",
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"version": "1.18.
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"version": "1.18.25",
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"description": "LittleJS - Tiny and Fast HTML5 Game Engine",
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"main": "dist/littlejs.esm.js",
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"types": "dist/littlejs.d.ts",
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@@ -38,6 +38,7 @@
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],
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"scripts": {
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"build": "node src/engineBuild.mjs",
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"build-docs": "node tools/buildDocs.mjs",
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"test": "node --test --import ./test/setup.mjs \"test/**/*.test.mjs\""
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},
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"engines": {
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@@ -45,9 +46,11 @@
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},
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"devDependencies": {
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"bestzip": "^2.2.1",
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"clean-jsdoc-theme": "~4.2.9",
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"electron": "^38.2.0",
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"electron-packager": "^17.1.2",
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"google-closure-compiler": "~20230502.0.0",
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"jsdoc": "~4.0.2",
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"roadroller": "~2.1.0",
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"typescript": "~5.1.6",
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"uglify-js": "~3.17.4"
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package/src/engine.js
CHANGED
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@@ -32,7 +32,7 @@ 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.
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+
const engineVersion = '1.18.25';
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/** Frames per second to update
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* @type {number}
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@@ -89,6 +89,7 @@ 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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///////////////////////////////////////////////////////////////////////////////
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@@ -277,7 +278,8 @@ async function engineInit(gameInit, gameUpdate, gameUpdatePost, gameRender, game
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if (!debugVideoCaptureIsActive())
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renderFrame();
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-
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if (!engineManualStep)
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requestAnimationFrame(engineUpdate);
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function renderFrame()
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{
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@@ -305,6 +307,7 @@ 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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{
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@@ -459,10 +462,39 @@ 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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465
468
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469
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+
// max frames engineStep can advance in one call, 10 minutes at 60fps
|
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470
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+
// large counts block until they finish, so this catches runaway values
|
|
471
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+
const engineStepMaxFrames = 36000;
|
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472
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+
|
|
473
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+
/** Advance the engine by a number of frames
|
|
474
|
+
* Requires setEngineManualStep(true) before engineInit
|
|
475
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+
* Respects paused exactly as the normal update loop does
|
|
476
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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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477
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+
* @example
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478
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+
* setHeadlessMode(true);
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479
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+
* setEngineManualStep(true);
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480
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+
* await engineInit(gameInit, gameUpdate, gameUpdatePost, gameRender, gameRenderPost);
|
|
481
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+
* engineStep(600); // advance 10 seconds of game time
|
|
482
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+
* @memberof Engine */
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483
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+
function engineStep(frames=1)
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484
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{
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485
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+
ASSERT(engineManualStep,
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486
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+
'engineStep requires setEngineManualStep(true) before engineInit');
|
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487
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+
ASSERT(engineUpdateInternal, 'engineStep requires engineInit to complete');
|
|
488
|
+
// runtime guard so release builds (where the asserts are stripped) can't
|
|
489
|
+
// start a second requestAnimationFrame chain or call an undefined update
|
|
490
|
+
if (!engineManualStep || !engineUpdateInternal) return;
|
|
491
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+
ASSERT(Number.isInteger(frames) && frames >= 0 && frames <= engineStepMaxFrames,
|
|
492
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+
'engineStep requires a whole frame count from 0 to ' + engineStepMaxFrames);
|
|
493
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+
frames = min(frames, engineStepMaxFrames); // release has no asserts, don't freeze
|
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494
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+
for (let i = frames; i > 0; --i)
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495
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+
engineUpdateInternal(frameTimeLastMS + 1e3 / frameRate);
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496
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+
}
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497
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+
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466
498
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/** Update each engine object, remove destroyed objects, and update time
|
|
467
499
|
* can be called manually if objects need to be updated outside of main loop
|
|
468
500
|
* @memberof Engine */
|
package/src/engineExport.js
CHANGED
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@@ -19,6 +19,7 @@ export
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getPaused,
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20
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setPaused,
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engineInit,
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+
engineStep,
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engineObjectsUpdate,
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engineObjectsDestroy,
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engineObjectsCollect,
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@@ -66,6 +67,7 @@ export
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fontDefault,
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showSplashScreen,
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headlessMode,
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engineManualStep,
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tileDefaultSize,
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tileDefaultPadding,
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tileDefaultBleed,
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@@ -120,6 +122,7 @@ export
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setFontDefault,
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setShowSplashScreen,
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setHeadlessMode,
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setEngineManualStep,
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setGLEnable,
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setTileDefaultSize,
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setTileDefaultPadding,
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package/src/engineSettings.js
CHANGED
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@@ -121,6 +121,13 @@ let showSplashScreen = false;
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121
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* @memberof Settings */
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122
122
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let headlessMode = false;
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123
123
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|
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124
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+
/** Disables the automatic requestAnimationFrame loop so the engine only
|
|
125
|
+
* advances when engineStep is called, for tests and frame-stepping tools
|
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126
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+
* @type {boolean}
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127
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+
* @default
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128
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+
* @memberof Settings */
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129
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+
let engineManualStep = false;
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+
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///////////////////////////////////////////////////////////////////////////////
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125
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// WebGL settings
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126
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|
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@@ -471,6 +478,12 @@ function setShowSplashScreen(show) { showSplashScreen = show; }
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471
478
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* @memberof Settings */
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472
479
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function setHeadlessMode(headless) { headlessMode = headless; }
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473
480
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|
|
481
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+
/** Set if the engine only advances when engineStep is called
|
|
482
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+
* Must be set before engineInit
|
|
483
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+
* @param {boolean} [enable]
|
|
484
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+
* @memberof Settings */
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|
485
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+
function setEngineManualStep(enable=true) { engineManualStep = enable; }
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486
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+
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474
487
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/** Set if WebGL rendering is enabled
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|
475
488
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* @param {boolean} enable
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|
476
489
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* @memberof Settings */
|
package/src/engineUtilities.js
CHANGED
|
@@ -190,12 +190,17 @@ function shareURL(title, url, callback)
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|
|
190
190
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|
|
191
191
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/** Read save data from local storage
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192
192
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* @param {string} saveName - unique name for the game/save
|
|
193
|
-
* @param {Object} [defaultSaveData] - default values
|
|
193
|
+
* @param {Object} [defaultSaveData] - default values, result is {...default, ...loaded} so this must be an object
|
|
194
194
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* @return {Object}
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195
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* @memberof Utilities */
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196
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function readSaveData(saveName, defaultSaveData)
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|
197
197
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{
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|
198
|
-
ASSERT(isStringLike(saveName), '
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|
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+
ASSERT(isStringLike(saveName), 'readSaveData requires saveName string');
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|
199
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+
ASSERT(defaultSaveData === undefined ||
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200
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+
(typeof defaultSaveData === 'object' && defaultSaveData !== null),
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201
|
+
'readSaveData: default must be an object - the result is ' +
|
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+
'{...default, ...loaded}, so a scalar default yields {}. ' +
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203
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+
'Use readSaveData(key, {best:0}).best');
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200
205
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// tolerate localStorage being unavailable (iOS private mode, sandboxed
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201
206
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// iframes) and corrupt JSON in stored data
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@@ -219,7 +224,7 @@ function readSaveData(saveName, defaultSaveData)
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219
224
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* @memberof Utilities */
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220
225
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function writeSaveData(saveName, saveData)
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221
226
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{
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222
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-
ASSERT(isStringLike(saveName), '
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227
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+
ASSERT(isStringLike(saveName), 'writeSaveData requires saveName string');
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223
228
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// tolerate localStorage being unavailable or quota exceeded
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224
229
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try { localStorage[saveName] = JSON.stringify(saveData); }
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225
230
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catch { LOG('writeSaveData: failed to write', saveName); }
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