littlejsengine 1.2.0 → 1.3.0

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.
@@ -39,7 +39,7 @@ function makeDebris(pos, color = new Color, amount = 100, size=.2, elasticity =
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  {
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  const color2 = color.lerp(new Color, .5);
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  const emitter = new ParticleEmitter(
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- pos, 1, .1, 100, PI, // pos, emitSize, emitTime, emitRate, emiteCone
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+ pos, 0, 1, .1, 100, PI, // pos, angle, emitSize, emitTime, emitRate, emiteCone
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  undefined, undefined, // tileIndex, tileSize
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  color, color2, // colorStartA, colorStartB
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  color, color2, // colorEndA, colorEndB
@@ -100,7 +100,7 @@ function explosion(pos, radius=3)
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  // smoke
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  new ParticleEmitter(
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- pos, radius/2, .2, 50*radius, PI, // pos, emitSize, emitTime, emitRate, emiteCone
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+ pos, 0, radius/2, .2, 50*radius, PI, // pos, angle, emitSize, emitTime, emitRate, emiteCone
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  0, undefined, // tileIndex, tileSize
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  new Color(0,0,0), new Color(0,0,0), // colorStartA, colorStartB
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  new Color(0,0,0,0), new Color(0,0,0,0), // colorEndA, colorEndB
@@ -111,7 +111,7 @@ function explosion(pos, radius=3)
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  // fire
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  new ParticleEmitter(
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- pos, radius/2, .1, 100*radius, PI, // pos, emitSize, emitTime, emitRate, emiteCone
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+ pos, 0, radius/2, .1, 100*radius, PI, // pos, angle, emitSize, emitTime, emitRate, emiteCone
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  0, undefined, // tileIndex, tileSize
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  new Color(1,.5,.1), new Color(1,.1,.1), // colorStartA, colorStartB
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  new Color(1,.5,.1,0), new Color(1,.1,.1,0), // colorEndA, colorEndB
@@ -203,7 +203,7 @@ function decorateTile(pos)
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  // make pixel perfect outlines
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  const size = i&1 ? vec2(2, 16) : vec2(16, 2);
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- tileLayer.context.fillStyle = levelGroundColor.mutate(.1).rgba();
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+ tileLayer.context.fillStyle = levelGroundColor.mutate(.1);
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  const drawPos = pos.scale(16)
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  .add(vec2(i==1?14:0,(i==0?14:0)))
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  .subtract((i&1? vec2(0,8-size.y/2) : vec2(8-size.x/2,0)));
@@ -228,8 +228,8 @@ function drawSky()
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  {
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  // fill background with a gradient
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  const gradient = mainContext.fillStyle = mainContext.createLinearGradient(0, 0, 0, mainCanvas.height);
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- gradient.addColorStop(0, skyColor.rgba());
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- gradient.addColorStop(1, horizonColor.rgba());
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+ gradient.addColorStop(0, skyColor);
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+ gradient.addColorStop(1, horizonColor);
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  mainContext.fillRect(0, 0, mainCanvas.width, mainCanvas.height);
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  }
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@@ -257,7 +257,7 @@ function drawStars()
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  (randSeeded(w)+time*speed)%w-extraSpace,
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  (randSeeded(h)+time*speed*randSeeded())%h-extraSpace);
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- mainContext.fillStyle = color.rgba();
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+ mainContext.fillStyle = color;
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  if (size < 9)
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  mainContext.fillRect(screenPos.x, screenPos.y, size, size);
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  else
@@ -285,8 +285,8 @@ function initParallaxLayers()
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  const layerColor = levelColor.mutate(.2).lerp(skyColor,.95-i*.15);
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  const gradient = tileParallaxLayer.context.fillStyle =
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  tileParallaxLayer.context.createLinearGradient(0,0,0,tileParallaxLayer.canvas.height = parallaxSize.y);
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- gradient.addColorStop(0,layerColor.rgba());
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- gradient.addColorStop(1,layerColor.subtract(new Color(1,1,1,0)).mutate(.1).clamp().rgba());
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+ gradient.addColorStop(0,layerColor);
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+ gradient.addColorStop(1,layerColor.subtract(new Color(1,1,1,0)).mutate(.1).clamp());
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  // draw mountains ranges
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  let groundLevel = startGroundLevel, groundSlope = rand(-1,1);
@@ -210,7 +210,7 @@ class Weapon extends EngineObject
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  // shell effect
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  this.addChild(this.shellEmitter = new ParticleEmitter(
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- vec2(), 0, 0, 0, .1, // pos, emitSize, emitTime, emitRate, emiteCone
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+ vec2(), 0, 0, 0, 0, .1, // pos, angle, emitSize, emitTime, emitRate, emiteCone
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  undefined, undefined, // tileIndex, tileSize
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  new Color(1,.8,.5), new Color(.9,.7,.5), // colorStartA, colorStartB
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  new Color(1,.8,.5), new Color(.9,.7,.5), // colorEndA, colorEndB
@@ -321,7 +321,7 @@ class Bullet extends EngineObject
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  // spark effects
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  const emitter = new ParticleEmitter(
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- this.pos, 0, .1, 100, .5, // pos, emitSize, emitTime, emitRate, emiteCone
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+ this.pos, 0, 0, .1, 100, .5, // pos, angle, emitSize, emitTime, emitRate, emiteCone
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  undefined, undefined, // tileIndex, tileSize
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  new Color(1,1,0), new Color(1,0,0), // colorStartA, colorStartB
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  new Color(1,1,0), new Color(1,0,0), // colorEndA, colorEndB
@@ -5,9 +5,9 @@
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  <link rel=icon type=image/png href=../../favicon.png>
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  </head><body>
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- <script src=../../engine/engine.all.js?97></script>
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- <script src=gameObjects.js?97></script>
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- <script src=gamePlayer.js?97></script>
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- <script src=gameEffects.js?97></script>
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- <script src=gameLevel.js?97></script>
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- <script src=game.js?97></script>
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+ <script src=../../engine/engine.all.js?104></script>
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+ <script src=gameObjects.js?104></script>
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+ <script src=gamePlayer.js?104></script>
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+ <script src=gameEffects.js?104></script>
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+ <script src=gameLevel.js?104></script>
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+ <script src=game.js?103></script>
@@ -43,7 +43,7 @@ function gameInit()
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  {
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  // setup canvas
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  canvasFixedSize = vec2(1920, 1080); // 1080p
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- mainCanvas.style.background = backgroundColor.rgba();
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+ mainCanvas.style.background = backgroundColor;
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  // load high score
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  bestScore = localStorage[highScoreKey] || 0;
@@ -284,7 +284,7 @@ function clearMatches()
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  const color1 = tileColors[data];
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  const color2 = color1.lerp(new Color, .5);
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  new ParticleEmitter(
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- pos.add(vec2(.5)), 1, .1, 100, PI, // pos, emitSize, emitTime, emitRate, emiteCone
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+ pos.add(vec2(.5)), 0, 1, .1, 100, PI,// pos, angle, emitSize, emitTime, emitRate, emiteCone
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  undefined, undefined, // tileIndex, tileSize
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  color1, color2, // colorStartA, colorStartB
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  color1.scale(1,0), color2.scale(1,0),// colorEndA, colorEndB
@@ -5,5 +5,5 @@
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  <link rel=icon type=image/png href=../../favicon.png>
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  </head><body>
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- <script src=../../engine/engine.all.js?97></script>
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- <script src=game.js?97></script>
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+ <script src=../../engine/engine.all.js?104></script>
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+ <script src=game.js?104></script>
Binary file
@@ -5,7 +5,7 @@
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  <link rel=icon type=image/png href=../../favicon.png>
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  </head><body>
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- <script src=../../engine/engine.all.min.js?97></script>
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+ <script src=../../engine/engine.all.min.js?104></script>
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  <script>
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  /*
@@ -54,7 +54,7 @@ function gameInit()
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  // display stats using a div so when using glOverlay it still appears on top
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  document.body.appendChild(statsDisplay = document.createElement('div'));
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- statsDisplay.style = 'position:absolute;width:100%;top:50%;left:50%;transform:translate(-50%,-50%);font-size:4em;text-align:center;font-family:arial;user-select:none';
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+ statsDisplay.style = 'position:absolute;width:100%;top:50%;left:50%;transform:translate(-50%,-50%);font-size:6em;text-align:center;font-family:arial;user-select:none';
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  }
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  ///////////////////////////////////////////////////////////////////////////////
package/game.js CHANGED
@@ -57,12 +57,12 @@ function gameInit()
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  // create particle emitter
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  const center = tileCollisionSize.scale(.5).add(vec2(0,9));
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  particleEmiter = new ParticleEmitter(
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- center, 1, 0, 500, PI, // pos, emitSize, emitTime, emitRate, emiteCone
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+ center, 0, 1, 0, 500, PI, // pos, angle, emitSize, emitTime, emitRate, emiteCone
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  0, vec2(16), // tileIndex, tileSize
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- new Color, new Color(0,0,0), // colorStartA, colorStartB
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+ new Color(1,1,1), new Color(0,0,0), // colorStartA, colorStartB
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  new Color(1,1,1,0), new Color(0,0,0,0), // colorEndA, colorEndB
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- 2, .2, .2, .1, .05, // particleTime, sizeStart, sizeEnd, particleSpeed, particleAngleSpeed
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- .99, 1, 1, PI, .05, // damping, angleDamping, gravityScale, particleCone, fadeRate,
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+ 2, .2, .2, .1, .05, // particleTime, sizeStart, sizeEnd, particleSpeed, particleAngleSpeed
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+ .99, 1, 1, PI, .05, // damping, angleDamping, gravityScale, particleCone, fadeRate,
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  .5, 1, 1 // randomness, collide, additive, randomColorLinear, renderOrder
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  );
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  particleEmiter.elasticity = .3;
package/index.html CHANGED
@@ -6,21 +6,21 @@
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  </head><body>
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  <!-- LittleJS engine scripts -->
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- <script src=engine/engineDebug.js?97></script>
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- <script src=engine/engineUtilities.js?97></script>
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- <script src=engine/engineSettings.js?97></script>
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- <script src=engine/engineObject.js?97></script>
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- <script src=engine/engineDraw.js?97></script>
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- <script src=engine/engineInput.js?97></script>
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- <script src=engine/engineAudio.js?97></script>
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- <script src=engine/engineTileLayer.js?97></script>
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- <script src=engine/engineParticles.js?97></script>
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- <script src=engine/engineMedals.js?97></script>
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- <script src=engine/engineWebGL.js?97></script>
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- <script src=engine/engine.js?97></script>
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+ <script src=engine/engineDebug.js?105></script>
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+ <script src=engine/engineUtilities.js?105></script>
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+ <script src=engine/engineSettings.js?105></script>
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+ <script src=engine/engineObject.js?105></script>
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+ <script src=engine/engineDraw.js?105></script>
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+ <script src=engine/engineInput.js?105></script>
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+ <script src=engine/engineAudio.js?105></script>
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+ <script src=engine/engineTileLayer.js?105></script>
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+ <script src=engine/engineParticles.js?105></script>
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+ <script src=engine/engineMedals.js?105></script>
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+ <script src=engine/engineWebGL.js?105></script>
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+ <script src=engine/engine.js?105></script>
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  <!-- You can also include all engine scripts like this... -->
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  <!-- <script src=engine/engine.all.js></script> -->
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  <!-- Add your game scripts here -->
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- <script src=game.js?97></script>
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+ <script src=game.js?105></script>
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "littlejsengine",
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- "version": "1.2.0",
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+ "version": "1.3.0",
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  "description": "LittleJS - Tiny and Fast HTML5 Game Engine",
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  "main": "engine/engine.all.js",
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  "repository": {
@@ -1,7 +0,0 @@
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- rem Install these tools to build LittleJS
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-
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- call npm install -g google-closure-compiler
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- call npm install -g uglify-js
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- call npm install -g roadroller
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- call npm install -g ect-bin
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- call npm install -g typescript