littlejsengine 1.18.4 → 1.18.8

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 (176) hide show
  1. package/COPYRIGHT.txt +38 -0
  2. package/FAQ.md +633 -0
  3. package/README.md +19 -1
  4. package/dist/littlejs.d.ts +354 -55
  5. package/dist/littlejs.esm.js +1531 -489
  6. package/dist/littlejs.esm.min.js +1 -1
  7. package/dist/littlejs.js +1499 -476
  8. package/dist/littlejs.min.js +1 -1
  9. package/dist/littlejs.release.js +1493 -470
  10. package/package.json +8 -1
  11. package/plugins/box2d.js +32 -7
  12. package/{src/engineMedals.js → plugins/medalSystem.js} +248 -196
  13. package/plugins/pathFinder.js +758 -0
  14. package/plugins/pluginExport.js +19 -0
  15. package/plugins/{tween.js → tweenSystem.js} +7 -7
  16. package/plugins/uiSystem.js +186 -25
  17. package/src/engine.js +2 -141
  18. package/src/engineAudio.js +3 -3
  19. package/src/engineBuild.mjs +4 -2
  20. package/src/engineDebug.js +7 -7
  21. package/src/engineDraw.js +26 -8
  22. package/src/engineExport.js +13 -13
  23. package/src/engineInput.js +8 -8
  24. package/src/engineLogo.js +146 -0
  25. package/src/engineMath.js +15 -6
  26. package/src/engineObject.js +11 -5
  27. package/src/engineParticles.js +6 -3
  28. package/src/engineRelease.js +1 -1
  29. package/src/engineSettings.js +0 -47
  30. package/src/engineUtilities.js +13 -8
  31. package/src/engineWebGL.js +34 -7
  32. package/src/jsconfig.json +3 -1
  33. package/.github/workflows/test.yml +0 -17
  34. package/AI.md +0 -173
  35. package/CLAUDE.md +0 -1
  36. package/examples/box2d/game.js +0 -192
  37. package/examples/box2d/gameObjects.js +0 -564
  38. package/examples/box2d/index.html +0 -9
  39. package/examples/box2d/scenes.js +0 -194
  40. package/examples/box2d/tiles.png +0 -0
  41. package/examples/breakout/game.js +0 -175
  42. package/examples/breakout/gameObjects.js +0 -147
  43. package/examples/breakout/index.html +0 -8
  44. package/examples/breakout/tiles.png +0 -0
  45. package/examples/breakoutTutorial/README.md +0 -521
  46. package/examples/breakoutTutorial/game.js +0 -191
  47. package/examples/breakoutTutorial/images/1.png +0 -0
  48. package/examples/breakoutTutorial/images/10.png +0 -0
  49. package/examples/breakoutTutorial/images/11.png +0 -0
  50. package/examples/breakoutTutorial/images/2.png +0 -0
  51. package/examples/breakoutTutorial/images/3.png +0 -0
  52. package/examples/breakoutTutorial/images/4.png +0 -0
  53. package/examples/breakoutTutorial/images/5.png +0 -0
  54. package/examples/breakoutTutorial/images/6.png +0 -0
  55. package/examples/breakoutTutorial/images/7.png +0 -0
  56. package/examples/breakoutTutorial/images/8.png +0 -0
  57. package/examples/breakoutTutorial/images/9.png +0 -0
  58. package/examples/breakoutTutorial/index.html +0 -8
  59. package/examples/electron/build.mjs +0 -127
  60. package/examples/electron/electron.js +0 -35
  61. package/examples/electron/game.js +0 -54
  62. package/examples/electron/index.html +0 -13
  63. package/examples/electron/package.json +0 -5
  64. package/examples/electron/tiles.png +0 -0
  65. package/examples/empty/game.js +0 -51
  66. package/examples/empty/index.html +0 -5
  67. package/examples/empty/tiles.png +0 -0
  68. package/examples/favicon.png +0 -0
  69. package/examples/games.jpg +0 -0
  70. package/examples/htmlMenu/game.js +0 -82
  71. package/examples/htmlMenu/index.html +0 -45
  72. package/examples/htmlMenu/tiles.png +0 -0
  73. package/examples/index.html +0 -62
  74. package/examples/logo.png +0 -0
  75. package/examples/logo2.png +0 -0
  76. package/examples/module/build.mjs +0 -124
  77. package/examples/module/game.js +0 -132
  78. package/examples/module/index.html +0 -10
  79. package/examples/module/tiles.png +0 -0
  80. package/examples/particles/index.html +0 -426
  81. package/examples/particles/tiles.png +0 -0
  82. package/examples/platformer/data/gameLevelData.tmx +0 -143
  83. package/examples/platformer/data/gameLevelData.tsx +0 -4
  84. package/examples/platformer/game.js +0 -147
  85. package/examples/platformer/gameCharacter.js +0 -309
  86. package/examples/platformer/gameEffects.js +0 -278
  87. package/examples/platformer/gameLevel.js +0 -205
  88. package/examples/platformer/gameLevelData.json +0 -171
  89. package/examples/platformer/gameObjects.js +0 -378
  90. package/examples/platformer/gamePlayer.js +0 -35
  91. package/examples/platformer/index.html +0 -9
  92. package/examples/platformer/tiles.png +0 -0
  93. package/examples/platformer/tilesLevel.png +0 -0
  94. package/examples/puzzle/game.js +0 -331
  95. package/examples/puzzle/index.html +0 -8
  96. package/examples/puzzle/tiles.png +0 -0
  97. package/examples/screenshot.jpg +0 -0
  98. package/examples/shorts/animation.js +0 -18
  99. package/examples/shorts/base.html +0 -54
  100. package/examples/shorts/blending.js +0 -14
  101. package/examples/shorts/box2d.js +0 -51
  102. package/examples/shorts/box2dCar.js +0 -59
  103. package/examples/shorts/box2dPool.js +0 -107
  104. package/examples/shorts/box2dTileLayer.js +0 -48
  105. package/examples/shorts/cameraDrag.js +0 -22
  106. package/examples/shorts/clock.js +0 -21
  107. package/examples/shorts/colors.js +0 -25
  108. package/examples/shorts/debugDraw.js +0 -37
  109. package/examples/shorts/empty.js +0 -30
  110. package/examples/shorts/flappyGame.js +0 -55
  111. package/examples/shorts/fontImage.js +0 -17
  112. package/examples/shorts/fps.js +0 -90
  113. package/examples/shorts/helloWorld.js +0 -11
  114. package/examples/shorts/hillGlideGame.js +0 -63
  115. package/examples/shorts/input.js +0 -64
  116. package/examples/shorts/landerGame.js +0 -57
  117. package/examples/shorts/maze.js +0 -48
  118. package/examples/shorts/medals.js +0 -51
  119. package/examples/shorts/music.js +0 -78
  120. package/examples/shorts/musicPlayer.js +0 -137
  121. package/examples/shorts/nineSlice.js +0 -40
  122. package/examples/shorts/parallax.js +0 -72
  123. package/examples/shorts/particles.js +0 -28
  124. package/examples/shorts/piano.js +0 -44
  125. package/examples/shorts/platformer.js +0 -45
  126. package/examples/shorts/pongGame.js +0 -41
  127. package/examples/shorts/postProcess.js +0 -62
  128. package/examples/shorts/sequencer.js +0 -124
  129. package/examples/shorts/shader.js +0 -29
  130. package/examples/shorts/shapes.js +0 -21
  131. package/examples/shorts/slidingPuzzle.js +0 -52
  132. package/examples/shorts/song.mp3 +0 -0
  133. package/examples/shorts/sound.js +0 -36
  134. package/examples/shorts/spaceGame.js +0 -58
  135. package/examples/shorts/spriteAtlas.js +0 -31
  136. package/examples/shorts/starfield.js +0 -15
  137. package/examples/shorts/texture.js +0 -16
  138. package/examples/shorts/textureWrapped.js +0 -12
  139. package/examples/shorts/tileLayer.js +0 -48
  140. package/examples/shorts/tileRaycast.js +0 -39
  141. package/examples/shorts/tiles.png +0 -0
  142. package/examples/shorts/tiltedView.js +0 -63
  143. package/examples/shorts/timers.js +0 -53
  144. package/examples/shorts/topDown.js +0 -38
  145. package/examples/shorts/tween.js +0 -24
  146. package/examples/shorts/uiSystem.js +0 -61
  147. package/examples/shorts/video.webm +0 -0
  148. package/examples/shorts/videoPlayer.js +0 -34
  149. package/examples/shorts.js +0 -743
  150. package/examples/starter/build.bat +0 -7
  151. package/examples/starter/build.mjs +0 -126
  152. package/examples/starter/game.js +0 -137
  153. package/examples/starter/index.html +0 -35
  154. package/examples/starter/tiles.png +0 -0
  155. package/examples/stress/index.html +0 -173
  156. package/examples/style.css +0 -150
  157. package/examples/tweenSystem/game.js +0 -171
  158. package/examples/tweenSystem/index.html +0 -10
  159. package/examples/tweenSystem/tiles.png +0 -0
  160. package/examples/typescript/build.mjs +0 -60
  161. package/examples/typescript/game.js +0 -100
  162. package/examples/typescript/game.ts +0 -132
  163. package/examples/typescript/index.html +0 -10
  164. package/examples/typescript/tiles.png +0 -0
  165. package/examples/typescript/tsconfig.json +0 -17
  166. package/examples/uiSystem/game.js +0 -139
  167. package/examples/uiSystem/index.html +0 -10
  168. package/examples/uiSystem/tiles.png +0 -0
  169. package/jsconfig.json +0 -12
  170. package/plugins/desktop.ini +0 -2
  171. package/reference.md +0 -448
  172. package/test/math.test.mjs +0 -774
  173. package/test/setup.mjs +0 -22
  174. package/test/smoke.test.mjs +0 -274
  175. package/test/tween.test.mjs +0 -576
  176. package/test/util.test.mjs +0 -80
package/README.md CHANGED
@@ -54,11 +54,13 @@ The code is very clean and well documented with many examples to get you started
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  - Robust arcade physics system with collision handling
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  - Fast tilemap collision and raycasting
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  - Full Box2D integration for realistic physics
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+ - Grid-based A* pathfinding plugin with optional path smoothing
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  ### 🚀 Flexibility
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  - Compatible with all modern web browsers and mobile devices
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  - Full TypeScript and Module support with example projects for both
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+ - [Vite](https://vite.dev) starter template for instant dev server with hot reload
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  - Great for size coding competitions like [Js13kGames](https://js13kgames.com/)
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  - Open Source and [MIT licensed](https://github.com/KilledByAPixel/LittleJS/blob/main/LICENSE)
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@@ -72,7 +74,23 @@ The code is very clean and well documented with many examples to get you started
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  ## How To Use LittleJS
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- To get started download the latest LittleJS package from GitHub or install via npm: ```npm install littlejsengine```
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+
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+ To get started download the latest LittleJS package from GitHub or install via npm:
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+
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+ ```
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+ npm install littlejsengine
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+ ```
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+
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+ or use `degit` for an empty Vite template
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+
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+ ```
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+ npx degit KilledByAPixel/LittleJS/examples/vite-starter my-game
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+ cd my-game
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+ npm install
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+ npm run dev
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+ ```
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+
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+ ## Tutorials
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  - [Making Awesome Games With LittleJS](https://youtu.be/_dXKU0WgAj8?si=ZDXLYAFDWp54hrGT) - A short talk about LittleJS with some tips on how to use it.
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  - [Tutorial: Breakout](https://github.com/KilledByAPixel/LittleJS/tree/main/examples/breakoutTutorial) - Learn how to make a simple game from scratch
@@ -88,6 +88,10 @@ declare module "littlejsengine" {
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  * @type {Array<EngineObject>}
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  * @memberof Engine */
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  export let engineObjects: Array<EngineObject>;
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+ /** Array with only objects set to collide with other objects this frame (for optimization)
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+ * @type {Array<EngineObject>}
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+ * @memberof Engine */
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+ export let engineObjectsCollide: Array<EngineObject>;
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  /** Current update frame, used to calculate time
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  * @type {number}
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  * @memberof Engine */
@@ -226,6 +230,11 @@ declare module "littlejsengine" {
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  * @param {...Object} output - message output
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  * @memberof Debug */
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  export function LOG(...output: any[]): void;
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+ /** Size to render debug points by default
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+ * @type {number}
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+ * @default
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+ * @memberof Debug */
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+ export const debugPointSize: number;
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  /** Draw a debug rectangle in world space
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  * @param {Vector2} pos
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  * @param {Vector2} [size=vec2(0)]
@@ -471,6 +480,11 @@ declare module "littlejsengine" {
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  * @default
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  * @memberof Settings */
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  export let glEnable: boolean;
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+ /** How many sided poly to use when drawing circles and ellipses with WebGL
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+ * @type {number}
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+ * @default
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+ * @memberof Settings */
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+ export let glCircleSides: number;
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  /** Should gamepads be allowed
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  * @type {boolean}
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  * @default
@@ -486,6 +500,12 @@ declare module "littlejsengine" {
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  * @default
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  * @memberof Settings */
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  export let inputWASDEmulateDirection: boolean;
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+ /** True if touch input is enabled for mobile devices
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+ * - Touch events will be routed to mouse events
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+ * @type {boolean}
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+ * @default
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+ * @memberof Settings */
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+ export let touchInputEnable: boolean;
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  /** True if touch gamepad should appear on mobile devices
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  * - Supports left analog stick, 4 face buttons and start button (button 9)
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  * - setTouchGamepadButtonCount(1) to use face buttons as right analog stick
@@ -503,6 +523,11 @@ declare module "littlejsengine" {
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  * @default
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  * @memberof Settings */
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  export let touchGamepadCenterButtonSize: number;
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+ /** Number of buttons on touch gamepad (0-4), if 1 also acts as right analog stick
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+ * @type {number}
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+ * @default
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+ * @memberof Settings */
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+ export let touchGamepadButtonCount: number;
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  /** True if touch gamepad should be analog stick or false to use if 8 way dpad
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  * @type {boolean}
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  * @default
@@ -548,21 +573,6 @@ declare module "littlejsengine" {
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  * @default
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  * @memberof Settings */
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  export let soundDefaultTaper: number;
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- /** How long to show medals for in seconds
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- * @type {number}
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- * @default
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- * @memberof Settings */
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- export let medalDisplayTime: number;
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- /** How quickly to slide on/off medals in seconds
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- * @type {number}
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- * @default
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- * @memberof Settings */
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- export let medalDisplaySlideTime: number;
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- /** Size of medal display
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- * @type {Vector2}
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- * @default Vector2(640,80)
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- * @memberof Settings */
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- export let medalDisplaySize: Vector2;
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  /** Set position of camera in world space
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  * @param {Vector2} pos
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  * @memberof Settings */
@@ -683,6 +693,10 @@ declare module "littlejsengine" {
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  * @param {number} scale
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  * @memberof Settings */
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  export function setParticleEmitRateScale(scale: number): void;
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+ /** Set how many sided polygons to use when drawing circles and ellipses with WebGL
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+ * @param {number} sides
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+ * @memberof Settings */
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+ export function setGLCircleSides(sides: number): void;
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  /** Set if touch input is allowed
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  * @param {boolean} enable
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  * @memberof Settings */
@@ -745,22 +759,6 @@ declare module "littlejsengine" {
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  * @param {number} taper
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  * @memberof Settings */
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  export function setSoundDefaultTaper(taper: number): void;
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- /** Set how long to show medals for in seconds
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- * @param {number} time
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- * @memberof Settings */
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- export function setMedalDisplayTime(time: number): void;
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- /** Set how quickly to slide on/off medals in seconds
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- * @param {number} time
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- * @memberof Settings */
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- export function setMedalDisplaySlideTime(time: number): void;
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- /** Set size of medal display
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- * @param {Vector2} size
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- * @memberof Settings */
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- export function setMedalDisplaySize(size: Vector2): void;
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- /** Set to stop medals from being unlockable
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- * @param {boolean} preventUnlock
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- * @memberof Settings */
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- export function setMedalsPreventUnlock(preventUnlock: boolean): void;
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  /** Set if watermark with FPS should be shown
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  * @param {boolean} show
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  * @memberof Debug */
@@ -823,17 +821,17 @@ declare module "littlejsengine" {
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  * @param {number} x
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  * @return {number}
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  * @memberof Math */
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- export const sign: (x: number) => number;
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+ export const sign: any;
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  /** Returns hypotenuse of values passed in
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  * @param {...number} values
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  * @return {number}
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  * @memberof Math */
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- export const hypot: (...values: number[]) => number;
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+ export const hypot: any;
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  /** Returns log2 of value passed in
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  * @param {number} x
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  * @return {number}
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  * @memberof Math */
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- export const log2: (x: number) => number;
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+ export const log2: any;
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  /** Returns sin of value passed in
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  * @param {number} x
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  * @return {number}
@@ -930,6 +928,11 @@ declare module "littlejsengine" {
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  * @return {number}
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  * @memberof Math */
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  export function nearestPowerOfTwo(value: number): number;
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+ /** Checks if the value passed in is a power of two
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+ * @param {number} value
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+ * @return {boolean}
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+ * @memberof Math */
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+ export function isPowerOfTwo(value: number): boolean;
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  /** Returns true if two axis aligned bounding boxes are overlapping
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  * this can be used for simple collision detection between objects
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  * @param {Vector2} posA - Center of box A
@@ -1229,8 +1232,10 @@ declare module "littlejsengine" {
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  /** Returns a copy of this vector with each axis floored
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  * @return {Vector2} */
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  floor(): Vector2;
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- /** Returns a copy of this vector snapped to a grid
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- * @param {number} grid - grid size to snap to
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+ /** Returns a copy of this vector snapped to a grid. Note that `grid` is
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+ * the number of snap steps per unit (so `grid=2` snaps to halves and
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+ * `grid=0.5` snaps to twos), not the cell size.
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+ * @param {number} grid - snap steps per unit
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  * @return {Vector2} */
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  snap(grid: number): Vector2;
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  /** Returns new vec2 with modded values
@@ -1468,13 +1473,15 @@ declare module "littlejsengine" {
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  * @memberof Math */
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  export function isNumber(n: any): boolean;
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  /**
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- * Check if object can be converted to a string (has a toString method)
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+ * Check if a value is stringifiable i.e. it has a toString that returns
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+ * a string. Use this for ASSERTs and inputs that will be coerced to text;
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+ * use `typeof x === 'string'` inline if you need strict-string semantics.
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  * - Returns true for strings, numbers, and most objects
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  * - Returns false for null and undefined
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  * @param {any} s
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  * @return {boolean}
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  * @memberof Math */
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- export function isString(s: any): boolean;
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+ export function isStringLike(s: any): boolean;
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  /**
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  * Check if object is an array
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  * @param {any} a
@@ -1605,8 +1612,9 @@ declare module "littlejsengine" {
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  * Create a TextureInfo, called automatically by the engine
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  * @param {HTMLImageElement|OffscreenCanvas} image
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  * @param {boolean} [useWebGL] - Should use WebGL if available?
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+ * @param {boolean} [wrap] - Should the texture wrap (REPEAT) or clamp (CLAMP_TO_EDGE)?
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  */
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- constructor(image: HTMLImageElement | OffscreenCanvas, useWebGL?: boolean);
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+ constructor(image: HTMLImageElement | OffscreenCanvas, useWebGL?: boolean, wrap?: boolean);
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  /** @property {HTMLImageElement|OffscreenCanvas} - image source */
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  image: OffscreenCanvas | HTMLImageElement;
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  /** @property {Vector2} - size of the image */
@@ -1615,6 +1623,8 @@ declare module "littlejsengine" {
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  sizeInverse: Vector2;
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  /** @property {WebGLTexture} - WebGL texture */
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  glTexture: any;
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+ /** @property {boolean} - true for REPEAT wrap mode, false for CLAMP_TO_EDGE */
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+ wrap: boolean;
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  /** Creates the WebGL texture, updates if already created */
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  createWebGLTexture(): void;
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  /** Destroys the WebGL texture */
@@ -1622,6 +1632,9 @@ declare module "littlejsengine" {
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  /** Check if the texture is webgl enabled
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  * @return {boolean} */
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  hasWebGL(): boolean;
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+ /** Set the wrap mode for this texture
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+ * @param {boolean} [wrap] - true for REPEAT, false for CLAMP_TO_EDGE */
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+ setWrap(wrap?: boolean): void;
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  }
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  /**
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  * LittleJS Drawing System
@@ -1796,6 +1809,19 @@ declare module "littlejsengine" {
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  * @param {CanvasRenderingContext2D|OffscreenCanvasRenderingContext2D} [context]
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  * @memberof Draw */
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  export function drawPoly(points: Array<Vector2>, color?: Color, lineWidth?: number, lineColor?: Color, pos?: Vector2, angle?: number, useWebGL?: boolean, screenSpace?: boolean, context?: CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D): void;
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+ /** Draw colored regular polygon using passed in number of sides
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+ * @param {Vector2} pos
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+ * @param {Vector2} [size=vec2(1)]
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+ * @param {number} [sides]
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+ * @param {Color} [color=WHITE]
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+ * @param {number} [angle]
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+ * @param {number} [lineWidth]
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+ * @param {Color} [lineColor=BLACK]
1820
+ * @param {boolean} [useWebGL=glEnable]
1821
+ * @param {boolean} [screenSpace]
1822
+ * @param {CanvasRenderingContext2D|OffscreenCanvasRenderingContext2D} [context]
1823
+ * @memberof Draw */
1824
+ export function drawRegularPoly(pos: Vector2, size?: Vector2, sides?: number, color?: Color, lineWidth?: number, lineColor?: Color, angle?: number, useWebGL?: boolean, screenSpace?: boolean, context?: CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D): void;
1799
1825
  /** Draw colored ellipse using passed in point
1800
1826
  * @param {Vector2} pos
1801
1827
  * @param {Vector2} [size=vec2(1)] - Width and height diameter
@@ -1937,6 +1963,14 @@ declare module "littlejsengine" {
1937
1963
  * @return {Vector2}
1938
1964
  * @memberof Draw */
1939
1965
  export function getCameraSize(): Vector2;
1966
+ /** Check if a box, point, or circle is on screen with a circle test
1967
+ * If size is a Vector2, uses the length as diameter
1968
+ * This can be used to cull offscreen objects from render or update
1969
+ * @param {Vector2} pos - world space position
1970
+ * @param {Vector2|number} size - world space size or diameter
1971
+ * @return {boolean}
1972
+ * @memberof Draw */
1973
+ export function isOnScreen(pos: Vector2, size?: Vector2 | number): boolean;
1940
1974
  /**
1941
1975
  * LittleJS WebGL Interface
1942
1976
  * - WebGL2 rendering engine for high-performance graphics
@@ -1972,6 +2006,12 @@ declare module "littlejsengine" {
1972
2006
  * @param {WebGLTexture} texture
1973
2007
  * @memberof WebGL */
1974
2008
  export function glSetTexture(texture: WebGLTexture): void;
2009
+ /** Set the wrap mode (REPEAT or CLAMP_TO_EDGE) on an existing WebGL texture
2010
+ * Flushes the current batch only if the texture is the active one
2011
+ * @param {WebGLTexture} texture
2012
+ * @param {boolean} [wrap] - true for REPEAT, false for CLAMP_TO_EDGE
2013
+ * @memberof WebGL */
2014
+ export function glSetTextureWrap(texture: WebGLTexture, wrap?: boolean): void;
1975
2015
  /** Compile WebGL shader of the given type, will throw errors if in debug mode
1976
2016
  * @param {string} source
1977
2017
  * @param {number} type
@@ -1987,9 +2027,10 @@ declare module "littlejsengine" {
1987
2027
  /** Create WebGL texture from an image and init the texture settings
1988
2028
  * Restores the active texture when done
1989
2029
  * @param {HTMLImageElement|HTMLCanvasElement|OffscreenCanvas} [image]
2030
+ * @param {boolean} [wrap] - true for REPEAT, false for CLAMP_TO_EDGE
1990
2031
  * @return {WebGLTexture}
1991
2032
  * @memberof WebGL */
1992
- export function glCreateTexture(image?: HTMLImageElement | HTMLCanvasElement | OffscreenCanvas): WebGLTexture;
2033
+ export function glCreateTexture(image?: HTMLImageElement | HTMLCanvasElement | OffscreenCanvas, wrap?: boolean): WebGLTexture;
1993
2034
  /** Deletes a WebGL texture
1994
2035
  * @param {WebGLTexture} [texture]
1995
2036
  * @memberof WebGL */
@@ -2180,7 +2221,7 @@ declare module "littlejsengine" {
2180
2221
  * This is useful to disable for html menus so the browser can handle input normally
2181
2222
  * @param {boolean} preventDefault
2182
2223
  * @memberof Input */
2183
- export function setInputPreventDefault(preventDefault: boolean): void;
2224
+ export function setInputPreventDefault(preventDefault?: boolean): void;
2184
2225
  /** Returns true if gamepad button is down
2185
2226
  * @param {number} button
2186
2227
  * @param {number} [gamepad]
@@ -2205,6 +2246,11 @@ declare module "littlejsengine" {
2205
2246
  * @return {Vector2}
2206
2247
  * @memberof Input */
2207
2248
  export function gamepadStick(stick: number, gamepad?: number): Vector2;
2249
+ /** Returns how many control sticks the passed in gamepad has
2250
+ * @param {number} [gamepad]
2251
+ * @return {number}
2252
+ * @memberof Input */
2253
+ export function gamepadStickCount(gamepad?: number): number;
2208
2254
  /** Returns gamepad dpad value
2209
2255
  * @param {number} [gamepad]
2210
2256
  * @return {Vector2}
@@ -2269,6 +2315,10 @@ declare module "littlejsengine" {
2269
2315
  * @default 44100
2270
2316
  * @memberof Audio */
2271
2317
  export const audioDefaultSampleRate: 44100;
2318
+ /** Check if the audio context is running and available for playback
2319
+ * @return {boolean} - True if the audio context is running
2320
+ * @memberof Audio */
2321
+ export function audioIsRunning(): boolean;
2272
2322
  /**
2273
2323
  * Sound Object - Stores a sound for later
2274
2324
  * - this can be used to load and play wave, mp3, and ogg files
@@ -3158,16 +3208,6 @@ declare module "littlejsengine" {
3158
3208
  /** Render the particle, automatically called each frame */
3159
3209
  render(): void;
3160
3210
  }
3161
- /**
3162
- * LittleJS Medal System
3163
- * - Achievement/trophy system for games
3164
- * - Medal class with name, description, icon, and unlock tracking
3165
- * - Automatic saving to local storage
3166
- * - Visual display queue with slide-in notifications
3167
- * - Newgrounds API integration for online achievements
3168
- * - Debug mode to unlock/reset medals during development
3169
- * @namespace Medals
3170
- */
3171
3211
  /** List of all medals
3172
3212
  * @type {Object}
3173
3213
  * @memberof Medals */
@@ -3183,6 +3223,15 @@ declare module "littlejsengine" {
3183
3223
  * @param {string} saveName
3184
3224
  * @memberof Medals */
3185
3225
  export function medalsInit(saveName: string): void;
3226
+ /**
3227
+ * @callback MedalCallbackFunction - Function that processes a medal
3228
+ * @param {Medal} medal
3229
+ * @memberof Medals
3230
+ */
3231
+ /** Calls a function for each medal
3232
+ * @param {MedalCallbackFunction} callback
3233
+ * @memberof Medals */
3234
+ export function medalsForEach(callback: MedalCallbackFunction): void;
3186
3235
  /**
3187
3236
  * Medal - Tracks an unlockable medal
3188
3237
  * @memberof Medals
@@ -3229,6 +3278,37 @@ declare module "littlejsengine" {
3229
3278
  renderIcon(pos: Vector2, size: number): void;
3230
3279
  storageKey(): string;
3231
3280
  }
3281
+ /** How long to show medals for in seconds
3282
+ * @type {number}
3283
+ * @default
3284
+ * @memberof Settings */
3285
+ export let medalDisplayTime: number;
3286
+ /** How quickly to slide on/off medals in seconds
3287
+ * @type {number}
3288
+ * @default
3289
+ * @memberof Settings */
3290
+ export let medalDisplaySlideTime: number;
3291
+ /** Size of medal display
3292
+ * @type {Vector2}
3293
+ * @default Vector2(640,80)
3294
+ * @memberof Settings */
3295
+ export let medalDisplaySize: Vector2;
3296
+ /** Set how long to show medals for in seconds
3297
+ * @param {number} time
3298
+ * @memberof Settings */
3299
+ export function setMedalDisplayTime(time: number): void;
3300
+ /** Set how quickly to slide on/off medals in seconds
3301
+ * @param {number} time
3302
+ * @memberof Settings */
3303
+ export function setMedalDisplaySlideTime(time: number): void;
3304
+ /** Set size of medal display
3305
+ * @param {Vector2} size
3306
+ * @memberof Settings */
3307
+ export function setMedalDisplaySize(size: Vector2): void;
3308
+ /** Set to stop medals from being unlockable
3309
+ * @param {boolean} preventUnlock
3310
+ * @memberof Settings */
3311
+ export function setMedalsPreventUnlock(preventUnlock: boolean): void;
3232
3312
  /**
3233
3313
  * LittleJS Newgrounds Plugin
3234
3314
  * - NewgroundsMedal extends Medal with Newgrounds API functionality
@@ -3478,8 +3558,10 @@ declare module "littlejsengine" {
3478
3558
  lastHoverObject: any;
3479
3559
  /** @property {UIObject} - Current confirm menu being shown */
3480
3560
  confirmDialog: any;
3481
- /** @property {UIObject} - Object to send keyboard input to */
3482
- keyInputObject: any;
3561
+ /** @private */
3562
+ private _keyInputObject;
3563
+ /** @private */
3564
+ private _onKeyDown;
3483
3565
  /** Draw a rectangle to the UI context
3484
3566
  * @param {Vector2} pos
3485
3567
  * @param {Vector2} size
@@ -3541,8 +3623,14 @@ declare module "littlejsengine" {
3541
3623
  * @param {Vector2} pos
3542
3624
  * @return {Vector2} */
3543
3625
  screenToNative(pos: Vector2): Vector2;
3626
+ set keyInputObject(arg: UIObject);
3627
+ /** Object to send keyboard input to (typically a UITextInput).
3628
+ * The document keydown listener is only attached while this is set,
3629
+ * so games that never use text input pay no event-handling cost.
3630
+ * @type {UIObject} */
3631
+ get keyInputObject(): UIObject;
3544
3632
  /** Destroy and remove all objects
3545
- * @memberof Engine */
3633
+ * @memberof UISystem */
3546
3634
  destroyObjects(): void;
3547
3635
  /** Get all navigable UI objects sorted by navigationIndex
3548
3636
  * @return {Array<UIObject>} */
@@ -3650,6 +3738,10 @@ declare module "littlejsengine" {
3650
3738
  navigationIndex: any;
3651
3739
  /** @property {boolean} - Should this be auto selected by navigation? Must also have valid navigation index. */
3652
3740
  navigationAutoSelect: boolean;
3741
+ /** @property {Vector2} - Where on parent (or canvas if no parent) this object is anchored.
3742
+ * Components in [-1, 1]: (0,0)=center, (-1,-1)=top-left, (1,1)=bottom-right.
3743
+ * Also acts as self-pivot — e.g. (1,-1) puts your top-right corner at the anchor point. */
3744
+ anchor: Vector2;
3653
3745
  /** Add a child UIObject to this object, returns child for chaining
3654
3746
  * @param {UIObject} child
3655
3747
  * @return {UIObject} The child object added */
@@ -3891,6 +3983,37 @@ declare module "littlejsengine" {
3891
3983
  * @param {number} time - Time in seconds to seek to */
3892
3984
  setTime(time: number): void;
3893
3985
  }
3986
+ /**
3987
+ * UILayout - A container that auto-arranges children in a vertical list, horizontal list, or grid
3988
+ * - Set columns to 1 for a vertical list (default)
3989
+ * - Set columns to children.length for a horizontal list
3990
+ * - Set columns to N (1 < N < children.length) for a grid with N columns
3991
+ * - Per-child sizing: each row's height = max child.size.y in that row, each column's width = max child.size.x in that column
3992
+ * - Children are positioned centered in their cell
3993
+ * - Container auto-sizes to fit children plus padding
3994
+ * @extends UIObject
3995
+ * @memberof UISystem
3996
+ */
3997
+ export class UILayout extends UIObject {
3998
+ /** Create a UILayout container that auto-arranges children
3999
+ * @param {Vector2} [pos]
4000
+ * @param {number} [columns=1] - Number of columns (1 = vertical list)
4001
+ * @param {number} [gap=10] - Space between children
4002
+ * @param {number} [padding=10] - Space between container border and children
4003
+ * @param {boolean} [transparent=false] - If true, draws no background, outline, or shadow
4004
+ */
4005
+ constructor(pos?: Vector2, columns?: number, gap?: number, padding?: number, transparent?: boolean);
4006
+ /** @property {number} - Number of columns in the layout */
4007
+ columns: number;
4008
+ /** @property {number} - Space between children */
4009
+ gap: number;
4010
+ /** @property {number} - Space between container border and children */
4011
+ padding: number;
4012
+ /** Recompute child positions and container size based on per-child sizes.
4013
+ * Called automatically by addChild and removeChild. Call manually if you
4014
+ * mutate a child's size or change columns, gap, or padding. */
4015
+ relayout(): void;
4016
+ }
3894
4017
  /**
3895
4018
  * LittleJS Box2D Physics Plugin
3896
4019
  * - Box2dObject extends EngineObject with Box2D physics
@@ -4214,13 +4337,25 @@ declare module "littlejsengine" {
4214
4337
  * @param {Vector2} force
4215
4338
  * @param {Vector2} [pos] */
4216
4339
  applyForce(force: Vector2, pos?: Vector2): void;
4217
- /** Apply acceleration to this object
4340
+ /** Apply acceleration to this object (changes velocity by acceleration,
4341
+ * mass-independent — matches EngineObject.applyAcceleration semantics).
4342
+ * Use applyImpulse if you want the mass-dependent velocity change
4343
+ * Δv = impulse / mass, or applyForce for a Newton-style sustained force.
4218
4344
  * @param {Vector2} acceleration
4219
4345
  * @param {Vector2} [pos] */
4220
4346
  applyAcceleration(acceleration: Vector2, pos?: Vector2): void;
4347
+ /** Apply an instantaneous linear impulse. Changes velocity immediately by
4348
+ * impulse / mass (so heavier bodies move less for the same impulse).
4349
+ * @param {Vector2} impulse
4350
+ * @param {Vector2} [pos] */
4351
+ applyImpulse(impulse: Vector2, pos?: Vector2): void;
4221
4352
  /** Apply torque to this object
4222
4353
  * @param {number} torque */
4223
4354
  applyTorque(torque: number): void;
4355
+ /** Apply an instantaneous angular impulse. Changes angular velocity by
4356
+ * impulse / inertia immediately.
4357
+ * @param {number} impulse */
4358
+ applyAngularImpulse(impulse: number): void;
4224
4359
  /** Check if this object has any fixtures
4225
4360
  * @return {boolean} */
4226
4361
  hasFixtures(): boolean;
@@ -5071,4 +5206,168 @@ declare module "littlejsengine" {
5071
5206
  function PIECEWISE(...fns: ((arg0: number) => number)[]): (arg0: number) => number;
5072
5207
  function BEZIER(x1: number, y1: number, x2: number, y2: number): (arg0: number) => number;
5073
5208
  }
5209
+ /** Grid pathfinder using A* with two optional smoothing passes.
5210
+ * @memberof PathFinding
5211
+ * @example
5212
+ * // Tile-layer driven (most common):
5213
+ * const pf = new PathFinder(myTileCollisionLayer);
5214
+ * const path = pf.findPath(player.pos, mousePos);
5215
+ *
5216
+ * // Bare grid with custom walkability:
5217
+ * const pf = new PathFinder(vec2(50, 50));
5218
+ * pf.isWalkable = (x, y) => myGrid[y*50 + x] === 0;
5219
+ */
5220
+ export class PathFinder {
5221
+ /** @param {TileCollisionLayer|Vector2} source - Either a TileCollisionLayer
5222
+ * (size and walkability auto-derived) or a Vector2 grid size (user
5223
+ * overrides isWalkable). */
5224
+ constructor(source: TileCollisionLayer | Vector2);
5225
+ size: any;
5226
+ tileLayer: Vector2 | TileCollisionLayer;
5227
+ heuristicWeight: number;
5228
+ maxLoop: number;
5229
+ smoothPath: boolean;
5230
+ debug: boolean;
5231
+ debugTime: number;
5232
+ nodes: any[];
5233
+ collisionScratch: Vector2;
5234
+ /** Default walkability: if a tile layer was provided, returns true when the
5235
+ * cell has no solid collision data; otherwise returns true. Override on
5236
+ * the instance or via a subclass.
5237
+ * @param {number} x - Tile x
5238
+ * @param {number} y - Tile y
5239
+ * @returns {boolean} */
5240
+ isWalkable(x: number, y: number): boolean;
5241
+ /** Default extra cost for stepping on a cell. Returns 0 (free) by default.
5242
+ * Override to add cost-weighted terrain (mud, swamp, etc).
5243
+ * @param {number} x - Tile x
5244
+ * @param {number} y - Tile y
5245
+ * @returns {number} */
5246
+ getCost(x: number, y: number): number;
5247
+ /** Get the node at tile coords, or null if out of bounds.
5248
+ * @param {number} x
5249
+ * @param {number} y
5250
+ * @returns {PathFinderNode|null} */
5251
+ getNode(x: number, y: number): PathFinderNode | null;
5252
+ /** Convert a world-space position to integer tile coords (no clamping).
5253
+ * @param {Vector2} worldPos
5254
+ * @returns {Vector2}
5255
+ * @memberof PathFinding */
5256
+ worldToTile(worldPos: Vector2): Vector2;
5257
+ /** Convert integer tile coords to the world-space center of that tile.
5258
+ * @param {number} x
5259
+ * @param {number} y
5260
+ * @returns {Vector2}
5261
+ * @memberof PathFinding */
5262
+ tileToWorld(x: number, y: number): Vector2;
5263
+ /** Reset all nodes and re-populate walkable / cost / posWorld from the
5264
+ * current isWalkable / getCost overrides. Called at the start of
5265
+ * findPath; exposed so tests and tooling can drive it directly.
5266
+ * @private */
5267
+ private buildNodeData;
5268
+ /** Core A* search loop. Expects buildNodeData() to have been called first.
5269
+ * Marks node.parent for path reconstruction. Returns true if endNode was
5270
+ * reached; false on disconnected goal or maxLoop exhaustion.
5271
+ * @param {PathFinderNode} startNode
5272
+ * @param {PathFinderNode} endNode
5273
+ * @returns {boolean}
5274
+ * @private */
5275
+ private aStarSearch;
5276
+ /** Find the clear (walkable, zero-cost) node closest to the given world
5277
+ * position. Spirals outward in expanding boxes until a clear node is
5278
+ * found or the search range is exhausted. Useful for snapping a click
5279
+ * or NPC spawn position to the nearest open tile.
5280
+ *
5281
+ * By default, calls `buildNodeData()` first so it works correctly on a
5282
+ * fresh PathFinder. If you're calling it many times in a row with
5283
+ * unchanged walkability, pass `rebuild=false` and call `buildNodeData()`
5284
+ * once externally to avoid redundant work.
5285
+ * @param {Vector2} worldPos
5286
+ * @param {number} [searchRange=10] - Max box-radius in tiles
5287
+ * @param {boolean} [rebuild=true] - Whether to call buildNodeData first
5288
+ * @returns {PathFinderNode|null}
5289
+ * @memberof PathFinding */
5290
+ getNearestClearNode(worldPos: Vector2, searchRange?: number, rebuild?: boolean): PathFinderNode | null;
5291
+ /** Smooth a node path by removing redundant turns and tightening corners
5292
+ * where a grid-aligned diagonal is clear. Modifies the path in place.
5293
+ * Stays on the grid — does not introduce off-tile-center points.
5294
+ * Port of ShortenPath() in pathFinding.cpp.
5295
+ * @param {PathFinderNode[]} path
5296
+ * @private */
5297
+ private smoothPathCorners;
5298
+ /** Smooth a node path via line-of-sight ("string pulling"). Walks the
5299
+ * input path collapsing runs of nodes into straight segments whenever
5300
+ * isLineClear permits, so the result can leave grid centers and cut
5301
+ * cleanly across open spaces.
5302
+ *
5303
+ * Bails (leaves the path unchanged) if any node has nonzero cost — a
5304
+ * straight geometric shortcut can't be trusted to be the lowest-cost
5305
+ * route when cost-weighted terrain is in play.
5306
+ *
5307
+ * Port of ShortenPath2() in pathFinding.cpp.
5308
+ * @param {PathFinderNode[]} path
5309
+ * @private */
5310
+ private smoothPathStringPull;
5311
+ /** Lookup helper: true when the node at tile coords (x, y) is in-bounds
5312
+ * and clear (walkable, zero-cost). Used by isLineClear's hot path.
5313
+ * @param {number} x
5314
+ * @param {number} y
5315
+ * @returns {boolean}
5316
+ * @private */
5317
+ private isNodeClear;
5318
+ /** Check that the line between two tile-coord endpoints stays entirely
5319
+ * inside walkable, zero-cost cells. Stricter than just sampling along
5320
+ * the line — it also checks the diagonal-corner-adjacent cells so the
5321
+ * line can never "scrape past" a wall corner.
5322
+ *
5323
+ * Both endpoints must themselves be clear (asserted in debug). Port of
5324
+ * CheckLine() in pathFinding.cpp.
5325
+ * @param {Vector2} startPos - Tile coords
5326
+ * @param {Vector2} endPos - Tile coords
5327
+ * @returns {boolean}
5328
+ * @private */
5329
+ private isLineClear;
5330
+ /** Find a path from startPos to endPos in world space. Returns an array
5331
+ * of world-space Vector2 points; empty array if no path exists.
5332
+ *
5333
+ * Start and end are snapped to the nearest walkable tile via
5334
+ * getNearestClearNode. Intermediate points are tile centers unless the
5335
+ * string-pulling smoothing pass moves them off-grid.
5336
+ * @param {Vector2} startPos - World-space start
5337
+ * @param {Vector2} endPos - World-space end
5338
+ * @returns {Vector2[]}
5339
+ * @memberof PathFinding */
5340
+ findPath(startPos: Vector2, endPos: Vector2): Vector2[];
5341
+ }
5342
+ /** A single grid cell tracked by the pathfinder. Allocated once per cell at
5343
+ * PathFinder construction; reset (not reallocated) at the start of every
5344
+ * findPath call.
5345
+ * @memberof PathFinding */
5346
+ export class PathFinderNode {
5347
+ /** @param {number} x - Tile x
5348
+ * @param {number} y - Tile y */
5349
+ constructor(x: number, y: number);
5350
+ /** @property {Vector2} - Tile coords (integer) */
5351
+ pos: Vector2;
5352
+ /** @property {Vector2} - World-space center of this tile (set by buildNodeData) */
5353
+ posWorld: Vector2;
5354
+ /** @property {boolean} - True if this cell is passable (cleared each findPath call) */
5355
+ walkable: boolean;
5356
+ /** @property {number} - Extra cost added to A* G-score for stepping on this cell */
5357
+ cost: number;
5358
+ /** @property {number} - A* G-score: actual cost from start to this node */
5359
+ g: number;
5360
+ /** @property {number} - A* F-score: G + heuristic */
5361
+ f: number;
5362
+ /** @property {PathFinderNode|null} - Parent for path reconstruction */
5363
+ parent: any;
5364
+ /** @property {boolean} - In the A* open list */
5365
+ isOpen: boolean;
5366
+ /** @property {boolean} - In the A* closed list */
5367
+ isClosed: boolean;
5368
+ /** Reset per-search state (called at the start of buildNodeData). */
5369
+ reset(): void;
5370
+ /** True if walkable and not blocked by cost. */
5371
+ isClear(): boolean;
5372
+ }
5074
5373
  }