littlejsengine 1.9.4 → 1.9.6

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@@ -1,4 +1,4 @@
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- declare module "littlejs.esm" {
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+ declare module "littlejsengine" {
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  /**
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  * LittleJS - The Tiny Fast JavaScript Game Engine
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  * MIT License - Copyright 2021 Frank Force
@@ -79,7 +79,7 @@ declare module "littlejs.esm" {
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  * @memberof Engine */
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  export function engineObjectsDestroy(): void;
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  /** Triggers a callback for each object within a given area
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- * @param {Vector2} [pos] - Center of test area
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+ * @param {Vector2} [pos] - Center of test area, or undefined for all objects
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  * @param {Number|Vector2} [size] - Radius of circle if float, rectangle size if Vector2
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  * @param {Function} [callbackFunction] - Calls this function on every object that passes the test
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  * @param {Array} [objects=engineObjects] - List of objects to check
@@ -214,6 +214,11 @@ declare module "littlejs.esm" {
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  * @default
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  * @memberof Settings */
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  export let showSplashScreen: boolean;
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+ /** Disables all rendering, audio, and input for servers
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+ * @type {Boolean}
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+ * @default
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+ * @memberof Settings */
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+ export let headlessMode: boolean;
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  /** Default size of tiles in pixels
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  * @type {Vector2}
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  * @default Vector2(16,16)
@@ -389,6 +394,10 @@ declare module "littlejs.esm" {
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  * @param {Boolean} show
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  * @memberof Settings */
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  export function setShowSplashScreen(show: boolean): void;
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+ /** Set to disalbe rendering, audio, and input for servers
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+ * @param {Boolean} headless
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+ * @memberof Settings */
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+ export function setHeadlessMode(headless: boolean): void;
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  /** Set if webgl rendering is enabled
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  * @param {Boolean} enable
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  * @memberof Settings */
@@ -619,13 +628,13 @@ declare module "littlejs.esm" {
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  * @memberof Utilities */
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  export function nearestPowerOfTwo(value: number): number;
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  /** Returns true if two axis aligned bounding boxes are overlapping
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- * @param {Vector2} pointA - Center of box A
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- * @param {Vector2} sizeA - Size of box A
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- * @param {Vector2} pointB - Center of box B
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- * @param {Vector2} [sizeB=(0,0)] - Size of box B, a point if undefined
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- * @return {Boolean} - True if overlapping
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+ * @param {Vector2} posA - Center of box A
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+ * @param {Vector2} sizeA - Size of box A
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+ * @param {Vector2} posB - Center of box B
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+ * @param {Vector2} [sizeB=(0,0)] - Size of box B, a point if undefined
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+ * @return {Boolean} - True if overlapping
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  * @memberof Utilities */
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- export function isOverlapping(pointA: Vector2, sizeA: Vector2, pointB: Vector2, sizeB?: Vector2): boolean;
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+ export function isOverlapping(posA: Vector2, sizeA: Vector2, posB: Vector2, sizeB?: 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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  * @param {Number} [amplitude] - Amplitude (max height) of the wave
@@ -888,7 +897,7 @@ declare module "littlejs.esm" {
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  * @param {Number} [alphaAmount]
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  * @return {Color} */
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  mutate(amount?: number, alphaAmount?: number): Color;
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- /** Returns this color expressed as a hex color code
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+ /** Returns this color expressed as a rgb color code
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  * @param {Boolean} [useAlpha] - if alpha should be included in result
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  * @return {String} */
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  toString(useAlpha?: boolean): string;
@@ -1103,9 +1112,9 @@ declare module "littlejs.esm" {
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  * @param {Color} [additiveColor=(0,0,0,0)] - Additive color to be applied
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  * @param {Boolean} [useWebGL=glEnable] - Use accelerated WebGL rendering
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  * @param {Boolean} [screenSpace=false] - If true the pos and size are in screen space
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- * @param {CanvasRenderingContext2D} [context] - Canvas 2D context to draw to
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+ * @param {CanvasRenderingContext2D|OffscreenCanvasRenderingContext2D} [context] - Canvas 2D context to draw to
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  * @memberof Draw */
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- export function drawTile(pos: Vector2, size?: Vector2, tileInfo?: TileInfo, color?: Color, angle?: number, mirror?: boolean, additiveColor?: Color, useWebGL?: boolean, screenSpace?: boolean, context?: CanvasRenderingContext2D): void;
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+ export function drawTile(pos: Vector2, size?: Vector2, tileInfo?: TileInfo, color?: Color, angle?: number, mirror?: boolean, additiveColor?: Color, useWebGL?: boolean, screenSpace?: boolean, context?: CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D): void;
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  /** Draw colored rect centered on pos
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  * @param {Vector2} pos
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  * @param {Vector2} [size=(1,1)]
@@ -1113,9 +1122,9 @@ declare module "littlejs.esm" {
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  * @param {Number} [angle]
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  * @param {Boolean} [useWebGL=glEnable]
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  * @param {Boolean} [screenSpace=false]
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- * @param {CanvasRenderingContext2D} [context]
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+ * @param {CanvasRenderingContext2D|OffscreenCanvasRenderingContext2D} [context]
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  * @memberof Draw */
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- export function drawRect(pos: Vector2, size?: Vector2, color?: Color, angle?: number, useWebGL?: boolean, screenSpace?: boolean, context?: CanvasRenderingContext2D): void;
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+ export function drawRect(pos: Vector2, size?: Vector2, color?: Color, angle?: number, useWebGL?: boolean, screenSpace?: boolean, context?: CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D): void;
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  /** Draw colored line between two points
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  * @param {Vector2} posA
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  * @param {Vector2} posB
@@ -1123,9 +1132,9 @@ declare module "littlejs.esm" {
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  * @param {Color} [color=(1,1,1,1)]
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  * @param {Boolean} [useWebGL=glEnable]
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  * @param {Boolean} [screenSpace=false]
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- * @param {CanvasRenderingContext2D} [context]
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+ * @param {CanvasRenderingContext2D|OffscreenCanvasRenderingContext2D} [context]
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  * @memberof Draw */
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- export function drawLine(posA: Vector2, posB: Vector2, thickness?: number, color?: Color, useWebGL?: boolean, screenSpace?: boolean, context?: CanvasRenderingContext2D): void;
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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 directly to a 2d canvas context in world space
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  * @param {Vector2} pos
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  * @param {Vector2} size
@@ -1133,15 +1142,15 @@ declare module "littlejs.esm" {
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  * @param {Boolean} mirror
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  * @param {Function} drawFunction
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  * @param {Boolean} [screenSpace=false]
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- * @param {CanvasRenderingContext2D} [context=mainContext]
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+ * @param {CanvasRenderingContext2D|OffscreenCanvasRenderingContext2D} [context=mainContext]
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  * @memberof Draw */
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- export function drawCanvas2D(pos: Vector2, size: Vector2, angle: number, mirror: boolean, drawFunction: Function, screenSpace?: boolean, context?: CanvasRenderingContext2D): void;
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+ export function drawCanvas2D(pos: Vector2, size: Vector2, angle: number, mirror: boolean, drawFunction: Function, screenSpace?: boolean, context?: CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D): void;
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  /** Enable normal or additive blend mode
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  * @param {Boolean} [additive]
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  * @param {Boolean} [useWebGL=glEnable]
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- * @param {CanvasRenderingContext2D} [context=mainContext]
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+ * @param {CanvasRenderingContext2D|OffscreenCanvasRenderingContext2D} [context=mainContext]
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  * @memberof Draw */
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- export function setBlendMode(additive?: boolean, useWebGL?: boolean, context?: CanvasRenderingContext2D): void;
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+ export function setBlendMode(additive?: boolean, useWebGL?: boolean, context?: CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D): void;
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  /** Draw text on overlay canvas in screen space
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  * Automatically splits new lines into rows
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  * @param {String} text
@@ -1152,9 +1161,9 @@ declare module "littlejs.esm" {
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  * @param {Color} [lineColor=(0,0,0,1)]
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  * @param {CanvasTextAlign} [textAlign]
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  * @param {String} [font=fontDefault]
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- * @param {CanvasRenderingContext2D} [context=overlayContext]
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+ * @param {CanvasRenderingContext2D|OffscreenCanvasRenderingContext2D} [context=overlayContext]
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  * @memberof Draw */
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- export function drawTextScreen(text: string, pos: Vector2, size?: number, color?: Color, lineWidth?: number, lineColor?: Color, textAlign?: CanvasTextAlign, font?: string, context?: CanvasRenderingContext2D): void;
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+ export function drawTextScreen(text: string, pos: Vector2, size?: number, color?: Color, lineWidth?: number, lineColor?: Color, textAlign?: CanvasTextAlign, font?: string, context?: CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D): void;
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  /** Draw text on overlay canvas in world space
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  * Automatically splits new lines into rows
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  * @param {String} text
@@ -1165,9 +1174,9 @@ declare module "littlejs.esm" {
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  * @param {Color} [lineColor=(0,0,0,1)]
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  * @param {CanvasTextAlign} [textAlign='center']
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  * @param {String} [font=fontDefault]
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- * @param {CanvasRenderingContext2D} [context=overlayContext]
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+ * @param {CanvasRenderingContext2D|OffscreenCanvasRenderingContext2D} [context=overlayContext]
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  * @memberof Draw */
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- export function drawText(text: string, pos: Vector2, size?: number, color?: Color, lineWidth?: number, lineColor?: Color, textAlign?: CanvasTextAlign, font?: string, context?: CanvasRenderingContext2D): void;
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+ export function drawText(text: string, pos: Vector2, size?: number, color?: Color, lineWidth?: number, lineColor?: Color, textAlign?: CanvasTextAlign, font?: string, context?: CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D): void;
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  export let engineFontImage: any;
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  /**
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  * Font Image Object - Draw text on a 2D canvas by using characters in an image
@@ -1186,13 +1195,13 @@ declare module "littlejs.esm" {
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  * @param {HTMLImageElement} [image] - Image for the font, if undefined default font is used
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  * @param {Vector2} [tileSize=(8,8)] - Size of the font source tiles
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  * @param {Vector2} [paddingSize=(0,1)] - How much extra space to add between characters
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- * @param {CanvasRenderingContext2D} [context=overlayContext] - context to draw to
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+ * @param {CanvasRenderingContext2D|OffscreenCanvasRenderingContext2D} [context=overlayContext] - context to draw to
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  */
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- constructor(image?: HTMLImageElement, tileSize?: Vector2, paddingSize?: Vector2, context?: CanvasRenderingContext2D);
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+ constructor(image?: HTMLImageElement, tileSize?: Vector2, paddingSize?: Vector2, context?: CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D);
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  image: any;
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  tileSize: Vector2;
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  paddingSize: Vector2;
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- context: CanvasRenderingContext2D;
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+ context: CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D;
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  /** Draw text in world space using the image font
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  * @param {String} text
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  * @param {Vector2} pos
@@ -1637,7 +1646,11 @@ declare module "littlejs.esm" {
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  collideSolidObjects: boolean;
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  /** @property {Boolean} - Object collides with and blocks other objects */
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  isSolid: boolean;
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- /** Update the object transform and physics, called automatically by engine once each frame */
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+ /** @property {Boolean} - Object collides with raycasts */
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+ collideRaycast: boolean;
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+ /** Update the object transform, called automatically by engine even when paused */
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+ updateTransforms(): void;
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+ /** Update the object physics, called automatically by engine once each frame */
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  update(): void;
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  groundObject: any;
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  /** Render the object, draws a tile by default, automatically called each frame, sorted by renderOrder */
@@ -1650,11 +1663,6 @@ declare module "littlejs.esm" {
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  * @param {Vector2} pos - tile where the collision occured
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  * @return {Boolean} - true if the collision should be resolved */
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  collideWithTile(tileData: number, pos: Vector2): boolean;
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- /** Called to check if a tile raycast hit
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- * @param {Number} tileData - the value of the tile at the position
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- * @param {Vector2} pos - tile where the raycast is
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- * @return {Boolean} - true if the raycast should hit */
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- collideWithTileRaycast(tileData: number, pos: Vector2): boolean;
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  /** Called to check if a object collision should be resolved
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  * @param {EngineObject} object - the object to test against
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  * @return {Boolean} - true if the collision should be resolved
@@ -1681,10 +1689,11 @@ declare module "littlejs.esm" {
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  * @param {EngineObject} child */
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  removeChild(child: EngineObject): void;
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  /** Set how this object collides
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- * @param {Boolean} [collideSolidObjects] - Does it collide with solid objects
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- * @param {Boolean} [isSolid] - Does it collide with and block other objects (expensive in large numbers)
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- * @param {Boolean} [collideTiles] - Does it collide with the tile collision */
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- setCollision(collideSolidObjects?: boolean, isSolid?: boolean, collideTiles?: boolean): void;
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+ * @param {Boolean} [collideSolidObjects] - Does it collide with solid objects?
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+ * @param {Boolean} [isSolid] - Does it collide with and block other objects? (expensive in large numbers)
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+ * @param {Boolean} [collideTiles] - Does it collide with the tile collision?
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+ * @param {Boolean} [collideRaycast] - Does it collide with raycasts? */
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+ setCollision(collideSolidObjects?: boolean, isSolid?: boolean, collideTiles?: boolean, collideRaycast?: boolean): void;
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  /** Returns string containg info about this object for debugging
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  * @return {String} */
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  toString(): string;
@@ -1729,7 +1738,7 @@ declare module "littlejs.esm" {
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  * @return {Boolean}
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  * @memberof TileCollision */
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  export function tileCollisionTest(pos: Vector2, size?: Vector2, object?: EngineObject): boolean;
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- /** Return the center of tile if any that is hit (does not return the exact intersection)
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+ /** Return the center of first tile hit (does not return the exact intersection)
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  * @param {Vector2} posStart
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  * @param {Vector2} posEnd
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  * @param {EngineObject} [object]
@@ -1787,22 +1796,13 @@ declare module "littlejs.esm" {
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  constructor(position?: Vector2, size?: Vector2, tileInfo?: TileInfo, scale?: Vector2, renderOrder?: number);
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  /** @property {HTMLCanvasElement} - The canvas used by this tile layer */
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  canvas: HTMLCanvasElement;
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- /** @property {CanvasRenderingContext2D} - The 2D canvas context used by this tile layer */
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+ /** @property {CanvasRenderingContext2D|OffscreenCanvasRenderingContext2D} - The 2D canvas context used by this tile layer */
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  context: CanvasRenderingContext2D;
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  /** @property {Vector2} - How much to scale this layer when rendered */
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  scale: Vector2;
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  /** @property {Boolean} - If true this layer will render to overlay canvas and appear above all objects */
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  isOverlay: boolean;
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  data: TileLayerData[];
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- /** Set data at a given position in the array
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- * @param {Vector2} layerPos - Local position in array
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- * @param {TileLayerData} data - Data to set
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- * @param {Boolean} [redraw] - Force the tile to redraw if true */
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- setData(layerPos: Vector2, data: TileLayerData, redraw?: boolean): void;
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- /** Get data at a given position in the array
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- * @param {Vector2} layerPos - Local position in array
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- * @return {TileLayerData} */
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- getData(layerPos: Vector2): TileLayerData;
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  /** Draw all the tile data to an offscreen canvas
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  * - This may be slow in some browsers but only needs to be done once */
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  redraw(): void;
@@ -1810,8 +1810,6 @@ declare module "littlejs.esm" {
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  * - This can be used to manually update small parts of the level
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  * @param {Boolean} [clear] - Should it clear the canvas before drawing */
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  redrawStart(clear?: boolean): void;
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- /** @type {[HTMLCanvasElement, CanvasRenderingContext2D, Vector2, Vector2, number]} */
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- savedRenderSettings: [HTMLCanvasElement, CanvasRenderingContext2D, Vector2, Vector2, number];
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  /** Call to end the redraw process */
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  redrawEnd(): void;
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  /** Draw the tile at a given position in the tile grid
@@ -1828,6 +1826,17 @@ declare module "littlejs.esm" {
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  * @param {Boolean} mirror
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  * @param {Function} drawFunction */
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  drawCanvas2D(pos: Vector2, size: Vector2, angle: number, mirror: boolean, drawFunction: Function): void;
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+ /** Set data at a given position in the array
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+ * @param {Vector2} layerPos - Local position in array
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+ * @param {TileLayerData} data - Data to set
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+ * @param {Boolean} [redraw] - Force the tile to redraw if true */
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+ setData(layerPos: Vector2, data: TileLayerData, redraw?: boolean): void;
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+ /** Get data at a given position in the array
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+ * @param {Vector2} layerPos - Local position in array
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+ * @return {TileLayerData} */
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+ getData(layerPos: Vector2): TileLayerData;
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+ /** @type {[HTMLCanvasElement, CanvasRenderingContext2D, Vector2, Vector2, number]} */
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+ savedRenderSettings: [HTMLCanvasElement, CanvasRenderingContext2D, Vector2, Vector2, number];
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  /** Draw a tile directly onto the layer canvas in world space
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  * @param {Vector2} pos
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  * @param {Vector2} [size=(1,1)]
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  */
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  export class Particle extends EngineObject {
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  /**
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- * Create a particle with the given shis.colorStart = undefined;ettings
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- * @param {Vector2} position - World space position of the particle
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- * @param {TileInfo} [tileInfo] - Tile info to render particles
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- * @param {Number} [angle] - Angle to rotate the particle
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- * @param {Color} [colorStart] - Color at start of life
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- * @param {Color} [colorEnd] - Color at end of life
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- * @param {Number} [lifeTime] - How long to live for
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- * @param {Number} [sizeStart] - Angle to rotate the particle
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- * @param {Number} [sizeEnd] - Angle to rotate the particle
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- * @param {Number} [fadeRate] - Angle to rotate the particle
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- * @param {Boolean} [additive] - Angle to rotate the particle
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- * @param {Number} [trailScale] - If a trail, how long to make it
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+ * Create a particle with the passed in settings
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+ * Typically this is created automatically by a ParticleEmitter
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+ * @param {Vector2} position - World space position of the particle
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+ * @param {TileInfo} tileInfo - Tile info to render particles
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+ * @param {Number} angle - Angle to rotate the particle
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+ * @param {Color} colorStart - Color at start of life
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+ * @param {Color} colorEnd - Color at end of life
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+ * @param {Number} lifeTime - How long to live for
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+ * @param {Number} sizeStart - Size at start of life
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+ * @param {Number} sizeEnd - Size at end of life
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+ * @param {Number} fadeRate - How quick to fade in/out
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+ * @param {Boolean} additive - Does it use additive blend mode
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+ * @param {Number} trailScale - If a trail, how long to make it
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  * @param {ParticleEmitter} [localSpaceEmitter] - Parent emitter if local space
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- * @param {Function} [destroyCallback] - Called when particle dies
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+ * @param {Function} [destroyCallback] - Callback when particle dies
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  */
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- constructor(position: Vector2, tileInfo?: TileInfo, angle?: number, colorStart?: Color, colorEnd?: Color, lifeTime?: number, sizeStart?: number, sizeEnd?: number, fadeRate?: number, additive?: boolean, trailScale?: number, localSpaceEmitter?: ParticleEmitter, destroyCallback?: Function);
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+ constructor(position: Vector2, tileInfo: TileInfo, angle: number, colorStart: Color, colorEnd: Color, lifeTime: number, sizeStart: number, sizeEnd: number, fadeRate: number, additive: boolean, trailScale: number, localSpaceEmitter?: ParticleEmitter, destroyCallback?: Function);
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  /** @property {Color} - Color at start of life */
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  colorStart: Color;
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  /** @property {Color} - Calculated change in color */