littlejsengine 1.9.11 → 1.10.4
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 +9 -13
- package/dist/littlejs.d.ts +129 -10
- package/dist/littlejs.esm.js +220 -75
- package/dist/littlejs.esm.min.js +1 -1
- package/dist/littlejs.js +188 -73
- package/dist/littlejs.min.js +1 -1
- package/dist/littlejs.release.js +187 -72
- package/examples/box2d/game.js +4 -1
- package/examples/box2d/index.html +7 -6
- package/examples/breakout/game.js +1 -1
- package/examples/breakout/index.html +5 -4
- package/examples/breakoutTutorial/README.md +9 -7
- package/examples/breakoutTutorial/game.js +6 -6
- package/examples/breakoutTutorial/index.html +4 -3
- package/examples/electron/game.js +1 -1
- package/examples/electron/index.html +4 -3
- package/examples/empty/game.js +1 -1
- package/examples/empty/index.html +2 -1
- package/examples/htmlMenu/game.js +67 -0
- package/examples/htmlMenu/index.html +56 -0
- package/examples/htmlMenu/tiles.png +0 -0
- package/examples/index.html +33 -0
- package/examples/js13k/build/index.html +1 -0
- package/examples/js13k/build/index.js +1 -0
- package/examples/js13k/build/tiles.png +0 -0
- package/examples/js13k/game - Copy.zip +0 -0
- package/examples/js13k/game.js +1 -1
- package/examples/js13k/game.zip +0 -0
- package/examples/js13k/index.html +17 -14
- package/examples/module/game.js +1 -1
- package/examples/module/index.html +3 -2
- package/examples/particles/index.html +4 -3
- package/examples/platformer/game.js +7 -5
- package/examples/platformer/gameCharacter.js +12 -11
- package/examples/platformer/gameEffects.js +3 -4
- package/examples/platformer/gameLevel.js +18 -34
- package/examples/platformer/gameObjects.js +9 -15
- package/examples/platformer/index.html +10 -9
- package/examples/puzzle/game.js +1 -1
- package/examples/puzzle/index.html +4 -3
- package/examples/starter/build/index.html +2 -0
- package/examples/starter/build/index.js +1 -0
- package/examples/starter/build/tiles.png +0 -0
- package/examples/starter/game.js +4 -4
- package/examples/starter/game.zip +0 -0
- package/examples/starter/index.html +15 -14
- package/examples/stress/index.html +3 -2
- package/examples/typescript/build/build/littlejs.esm.js +4327 -0
- package/examples/typescript/build/dist/littlejs.esm.js +4425 -0
- package/examples/typescript/build/examples/typescript/build.js +24 -0
- package/examples/typescript/build/examples/typescript/game.js +100 -0
- package/examples/typescript/build/examples/typescript/test/build/littlejs.esm.js +3934 -0
- package/examples/typescript/build/examples/typescript/test/examples/typescript/build.js +86 -0
- package/examples/typescript/build/examples/typescript/test/examples/typescript/game.js +92 -0
- package/examples/typescript/game.js +1 -1
- package/examples/typescript/game.ts +1 -1
- package/examples/typescript/index.html +3 -2
- package/examples/uiSystem/game.js +134 -0
- package/examples/uiSystem/index.html +25 -0
- package/examples/uiSystem/tiles.png +0 -0
- package/jsconfig.json +11 -0
- package/package.json +1 -1
- package/plugins/box2d.js +2 -1
- package/plugins/postProcess.js +14 -8
- package/plugins/uiSystem.js +243 -0
- package/src/engine.js +42 -22
- package/src/engineAudio.js +10 -13
- package/src/engineDebug.js +1 -1
- package/src/engineDraw.js +102 -27
- package/src/engineExport.js +32 -2
- package/src/engineInput.js +1 -3
- package/src/engineObject.js +1 -0
- package/src/engineSettings.js +1 -1
- package/src/engineTileLayer.js +2 -1
- package/src/engineUtilities.js +2 -1
- package/src/engineWebGL.js +26 -4
package/README.md
CHANGED
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@@ -24,7 +24,7 @@ The code is very clean and well documented with some fun examples to get you sta
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<div align="center">
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## [Demo](https://killedbyapixel.github.io/LittleJS/examples/starter/) | [Docs](https://killedbyapixel.github.io/LittleJS/docs) | [Trailer](https://youtu.be/chuBzGjv7Ms) | [Discord](https://discord.gg/zb7hcGkyZe) | [Tutorial](https://github.com/KilledByAPixel/LittleJS/blob/main/examples/breakoutTutorial/README.md) | [
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## [Demo](https://killedbyapixel.github.io/LittleJS/examples/starter/) | [Docs](https://killedbyapixel.github.io/LittleJS/docs) | [Trailer](https://youtu.be/chuBzGjv7Ms) | [Discord](https://discord.gg/zb7hcGkyZe) | [Tutorial](https://github.com/KilledByAPixel/LittleJS/blob/main/examples/breakoutTutorial/README.md) | [FAQ](https://github.com/KilledByAPixel/LittleJS/blob/main/FAQ.md)
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</div>
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@@ -79,13 +79,15 @@ LittleJS is a small but powerful game engine with many features and no dependenc
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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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*You will need to run a local web server to run LittleJS games!*
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[
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This is because web browsers just have protection from loading local files. You may see a console error like "The image element contains cross-origin data." Don't panic, it's easy to fix! If you are using [Visual Studio Code](https://code.visualstudio.com/) there is a [Live Preview Extension](https://marketplace.visualstudio.com/items?itemName=ms-vscode.live-server) that will handle this for you automatically. Another option is to setup a simple local web server like [http-server](https://www.npmjs.com/package/http-server) via npm.
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- Learn how to make a simple game from scratch with [The Breakout Tutorial.](https://github.com/KilledByAPixel/LittleJS/tree/main/examples/breakoutTutorial)
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- [LittleJS Engine Quick Reference Sheet](https://github.com/KilledByAPixel/LittleJS/blob/main/reference.md) - This cheat sheet can help you get started.
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- [Watch this GitNation talk](https://youtu.be/_dXKU0WgAj8?si=ZDXLYAFDWp54hrGT) to hear more about LittleJS works and get some tips on how to use it.
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- Join our vibrant community on [Discord](https://discord.gg/zb7hcGkyZe) to get help, share your projects, and collaborate with others!
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- [Check out The Little JS FAQ for more help getting started](https://github.com/KilledByAPixel/LittleJS/blob/main/FAQ.md), and let us know if there's anything you'd like to see added.
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## Examples
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@@ -98,6 +100,7 @@ These demos are for both learning and using as starter projects to create your o
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- [Box2D Demo](https://killedbyapixel.github.io/LittleJS/examples/box2d/) - Box2D plugin demonstration and testbed
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- [Stress Test](https://killedbyapixel.github.io/LittleJS/examples/stress/) - Max sprite/object test and music system demo
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- [Particle System Designer](https://killedbyapixel.github.io/LittleJS/examples/particles/) - Particle system editor and visualizer
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- [All Examples](https://killedbyapixel.github.io/LittleJS/examples/) - Links to all the example projects on one page
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## Builds
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@@ -185,13 +188,6 @@ class MyObject extends EngineObject
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Debug builds of LittleJS have a special menu that can be opened by pressing the Esc key.
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- Esc: Debug Overlay
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- 1: Debug Physics
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- 2: Debug Particles
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- 3: Debug Gamepads
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- 4: Debug Raycasts
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- 5: Save Screenshot
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-
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## Games Made With LittleJS
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Here are a few of the amazing games people made using LittleJS...
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package/dist/littlejs.d.ts
CHANGED
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@@ -69,9 +69,10 @@ declare module "littlejsengine" {
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* @param {Function} gameUpdatePost - Called after physics and objects are updated, setup camera and prepare for render
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* @param {Function} gameRender - Called before objects are rendered, draw any background effects that appear behind objects
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* @param {Function} gameRenderPost - Called after objects are rendered, draw effects or hud that appear above all objects
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* @param {Array} [imageSources=[
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* @param {Array} [imageSources=[]] - Image to load
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* @param {HTMLElement} [rootElement] - Root element to attach to, the document body by default
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* @memberof Engine */
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export function engineInit(gameInit: Function, gameUpdate: Function, gameUpdatePost: Function, gameRender: Function, gameRenderPost: Function, imageSources?: any[]): void;
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export function engineInit(gameInit: Function, gameUpdate: Function, gameUpdatePost: Function, gameRender: Function, gameRenderPost: Function, imageSources?: any[], rootElement?: HTMLElement): void;
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/** Update each engine object, remove destroyed objects, and update time
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* @memberof Engine */
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export function engineObjectsUpdate(): void;
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* @param {Array} [objects=engineObjects] - List of objects to check
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* @memberof Engine */
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export function engineObjectsCallback(pos?: Vector2, size?: number | Vector2, callbackFunction?: Function, objects?: any[]): void;
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/** Return a list of objects intersecting a ray
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* @param {Vector2} start
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* @param {Vector2} end
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* @param {Array} [objects=engineObjects] - List of objects to check
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* @return {Array} - List of objects hit
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* @memberof Engine */
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export function engineObjectsRaycast(start: Vector2, end: Vector2, objects?: any[]): any[];
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/** Add a new update function for a plugin
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* @param {Function} [updateFunction]
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* @param {Function} [renderFunction]
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* @return {Boolean} - True if overlapping
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* @memberof Utilities */
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export function isOverlapping(posA: Vector2, sizeA: Vector2, posB: Vector2, sizeB?: Vector2): boolean;
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/** Returns true if a line segment is intersecting an axis aligned box
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* @param {Vector2} start - Start of raycast
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* @param {Vector2} end - End of raycast
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* @param {Vector2} pos - Center of box
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* @param {Vector2} size - Size of box
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* @memberof Utilities */
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export function isIntersecting(start: Vector2, end: Vector2, pos: Vector2, size: Vector2): boolean;
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/** Returns an oscillating wave between 0 and amplitude with frequency of 1 Hz by default
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* @param {Number} [frequency] - Frequency of the wave in Hz
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*/
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export function hsl(h?: number, s?: number, l?: number, a?: number): Color;
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/**
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* Check if object is a valid Color
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* @param {any} c
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*/
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export function isColor(c: any): boolean;
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/** Color - White
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* @type {Color}
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export const WHITE: Color;
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/** Color - Black
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* @type {Color}
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export const BLACK: Color;
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/** Color - Gray
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/** Color - Red
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export const RED: Color;
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/** Color - Orange
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export const ORANGE: Color;
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/** Color - Yellow
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/** Color - Cyan
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export const MAGENTA: Color;
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/** Array containing texture info for batch rendering system
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export let textureInfos: any[];
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/**
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* Create a tile info object
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* @param {(Number|Vector2)} [pos=0] - Index of tile in sheet
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* @return {TileInfo}
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* tile(2) // a tile at index 2 using the default tile size of 16
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* tile(vec2(4,8), vec2(30,10)) // a tile at pixel location (4,8) with a size of (30,10)
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constructor(pos?: Vector2, size?: Vector2, textureIndex?: number, padding?: number);
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/** @property {Vector2} - Top left corner of tile in pixels */
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pos: Vector2;
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/** @property {WebGLTexture} - webgl texture */
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glTexture: WebGLTexture;
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export function drawLine(posA: Vector2, posB: Vector2, thickness?: number, color?: Color, useWebGL?: boolean, screenSpace?: boolean, context?: CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D): void;
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/** Draw colored polygon using passed in points
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export function drawPoly(points: any[], color?: Color, lineWidth?: number, lineColor?: Color, screenSpace?: boolean, context?: CanvasRenderingContext2D): void;
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/** Draw colored ellipse using passed in point
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* @param {Number} [width=1]
|
|
1260
|
+
* @param {Number} [height=1]
|
|
1261
|
+
* @param {Number} [angle=0]
|
|
1262
|
+
* @param {Color} [color=(1,1,1,1)]
|
|
1263
|
+
* @param {Number} [lineWidth=0]
|
|
1264
|
+
* @param {Color} [lineColor=(0,0,0,1)]
|
|
1265
|
+
* @param {Boolean} [screenSpace=false]
|
|
1266
|
+
* @param {CanvasRenderingContext2D} [context=mainContext]
|
|
1267
|
+
* @memberof Draw */
|
|
1268
|
+
export function drawEllipse(pos: Vector2, width?: number, height?: number, angle?: number, color?: Color, lineWidth?: number, lineColor?: Color, screenSpace?: boolean, context?: CanvasRenderingContext2D): void;
|
|
1269
|
+
/** Draw colored circle using passed in point
|
|
1270
|
+
* @param {Vector2} pos
|
|
1271
|
+
* @param {Number} [radius=1]
|
|
1272
|
+
* @param {Color} [color=(1,1,1,1)]
|
|
1273
|
+
* @param {Number} [lineWidth=0]
|
|
1274
|
+
* @param {Color} [lineColor=(0,0,0,1)]
|
|
1275
|
+
* @param {Boolean} [screenSpace=false]
|
|
1276
|
+
* @param {CanvasRenderingContext2D} [context=mainContext]
|
|
1277
|
+
* @memberof Draw */
|
|
1278
|
+
export function drawCircle(pos: Vector2, radius?: number, color?: Color, lineWidth?: number, lineColor?: Color, screenSpace?: boolean, context?: CanvasRenderingContext2D): void;
|
|
1179
1279
|
/** Draw directly to a 2d canvas context in world space
|
|
1180
1280
|
* @param {Vector2} pos
|
|
1181
1281
|
* @param {Vector2} size
|
|
@@ -1203,8 +1303,9 @@ declare module "littlejsengine" {
|
|
|
1203
1303
|
* @param {CanvasTextAlign} [textAlign]
|
|
1204
1304
|
* @param {String} [font=fontDefault]
|
|
1205
1305
|
* @param {CanvasRenderingContext2D|OffscreenCanvasRenderingContext2D} [context=overlayContext]
|
|
1306
|
+
* @param {Number} [maxWidth]
|
|
1206
1307
|
* @memberof Draw */
|
|
1207
|
-
export function drawTextScreen(text: string, pos: Vector2, size?: number, color?: Color, lineWidth?: number, lineColor?: Color, textAlign?: CanvasTextAlign, font?: string, context?: CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D): void;
|
|
1308
|
+
export function drawTextScreen(text: string, pos: Vector2, size?: number, color?: Color, lineWidth?: number, lineColor?: Color, textAlign?: CanvasTextAlign, font?: string, context?: CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D, maxWidth?: number): void;
|
|
1208
1309
|
/** Draw text on overlay canvas in world space
|
|
1209
1310
|
* Automatically splits new lines into rows
|
|
1210
1311
|
* @param {String} text
|
|
@@ -1216,8 +1317,9 @@ declare module "littlejsengine" {
|
|
|
1216
1317
|
* @param {CanvasTextAlign} [textAlign='center']
|
|
1217
1318
|
* @param {String} [font=fontDefault]
|
|
1218
1319
|
* @param {CanvasRenderingContext2D|OffscreenCanvasRenderingContext2D} [context=overlayContext]
|
|
1320
|
+
* @param {Number} [maxWidth]
|
|
1219
1321
|
* @memberof Draw */
|
|
1220
|
-
export function drawText(text: string, pos: Vector2, size?: number, color?: Color, lineWidth?: number, lineColor?: Color, textAlign?: CanvasTextAlign, font?: string, context?: CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D): void;
|
|
1322
|
+
export function drawText(text: string, pos: Vector2, size?: number, color?: Color, lineWidth?: number, lineColor?: Color, textAlign?: CanvasTextAlign, font?: string, context?: CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D, maxWidth?: number): void;
|
|
1221
1323
|
export let engineFontImage: any;
|
|
1222
1324
|
/**
|
|
1223
1325
|
* Font Image Object - Draw text on a 2D canvas by using characters in an image
|
|
@@ -1332,6 +1434,23 @@ declare module "littlejsengine" {
|
|
|
1332
1434
|
* @param {WebGLTexture} texture
|
|
1333
1435
|
* @memberof WebGL */
|
|
1334
1436
|
export function glSetTexture(texture: WebGLTexture): void;
|
|
1437
|
+
/** Set antialiasing for webgl canvas
|
|
1438
|
+
* @param {Boolean} [antialias]
|
|
1439
|
+
* @memberof WebGL */
|
|
1440
|
+
export function glSetAntialias(antialias?: boolean): void;
|
|
1441
|
+
/** Shoule webgl be setup with antialiasing, must be set before calling engineInit
|
|
1442
|
+
* @type {Boolean}
|
|
1443
|
+
* @memberof WebGL */
|
|
1444
|
+
export let glAntialias: boolean;
|
|
1445
|
+
export let glShader: any;
|
|
1446
|
+
export let glActiveTexture: any;
|
|
1447
|
+
export let glArrayBuffer: any;
|
|
1448
|
+
export let glGeometryBuffer: any;
|
|
1449
|
+
export let glPositionData: any;
|
|
1450
|
+
export let glColorData: any;
|
|
1451
|
+
export let glInstanceCount: any;
|
|
1452
|
+
export let glAdditive: any;
|
|
1453
|
+
export let glBatchAdditive: any;
|
|
1335
1454
|
/**
|
|
1336
1455
|
* LittleJS Input System
|
|
1337
1456
|
* - Tracks keyboard down, pressed, and released
|