melonjs 10.2.3 → 10.3.0

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.
Files changed (93) hide show
  1. package/dist/melonjs.js +1741 -1558
  2. package/dist/melonjs.min.js +4 -4
  3. package/dist/melonjs.module.d.ts +1256 -1758
  4. package/dist/melonjs.module.js +1734 -1582
  5. package/package.json +12 -12
  6. package/src/audio/audio.js +3 -3
  7. package/src/camera/camera2d.js +26 -27
  8. package/src/entity/draggable.js +10 -19
  9. package/src/entity/droptarget.js +12 -20
  10. package/src/entity/entity.js +13 -13
  11. package/src/game.js +6 -6
  12. package/src/{shapes → geometries}/ellipse.js +19 -20
  13. package/src/{shapes → geometries}/line.js +6 -7
  14. package/src/{shapes → geometries}/poly.js +70 -23
  15. package/src/{shapes → geometries}/rectangle.js +23 -24
  16. package/src/index.js +8 -9
  17. package/src/input/gamepad.js +7 -7
  18. package/src/input/input.js +2 -2
  19. package/src/input/keyboard.js +108 -108
  20. package/src/input/pointer.js +61 -28
  21. package/src/input/pointerevent.js +79 -16
  22. package/src/lang/deprecated.js +26 -15
  23. package/src/level/level.js +10 -10
  24. package/src/level/tiled/TMXGroup.js +6 -7
  25. package/src/level/tiled/TMXLayer.js +10 -11
  26. package/src/level/tiled/TMXObject.js +57 -51
  27. package/src/level/tiled/TMXTile.js +2 -3
  28. package/src/level/tiled/TMXTileMap.js +3 -4
  29. package/src/level/tiled/TMXTileset.js +1 -2
  30. package/src/level/tiled/TMXTilesetGroup.js +1 -2
  31. package/src/level/tiled/renderer/TMXHexagonalRenderer.js +2 -3
  32. package/src/level/tiled/renderer/TMXIsometricRenderer.js +2 -3
  33. package/src/level/tiled/renderer/TMXOrthogonalRenderer.js +2 -3
  34. package/src/level/tiled/renderer/TMXRenderer.js +1 -2
  35. package/src/level/tiled/renderer/TMXStaggeredRenderer.js +2 -3
  36. package/src/loader/loader.js +17 -15
  37. package/src/loader/loadingscreen.js +1 -2
  38. package/src/math/color.js +23 -24
  39. package/src/math/math.js +16 -16
  40. package/src/math/matrix2.js +24 -25
  41. package/src/math/matrix3.js +26 -27
  42. package/src/math/observable_vector2.js +46 -35
  43. package/src/math/observable_vector3.js +54 -36
  44. package/src/math/vector2.js +58 -47
  45. package/src/math/vector3.js +66 -48
  46. package/src/particles/emitter.js +64 -72
  47. package/src/particles/particle.js +3 -4
  48. package/src/particles/particlecontainer.js +2 -3
  49. package/src/physics/body.js +38 -39
  50. package/src/physics/bounds.js +30 -32
  51. package/src/physics/collision.js +6 -6
  52. package/src/physics/detector.js +3 -3
  53. package/src/physics/quadtree.js +8 -9
  54. package/src/physics/sat.js +4 -4
  55. package/src/physics/world.js +11 -12
  56. package/src/plugin/plugin.js +6 -7
  57. package/src/renderable/GUI.js +7 -8
  58. package/src/renderable/collectable.js +3 -4
  59. package/src/renderable/colorlayer.js +7 -8
  60. package/src/renderable/container.js +36 -37
  61. package/src/renderable/imagelayer.js +4 -5
  62. package/src/renderable/nineslicesprite.js +2 -3
  63. package/src/renderable/renderable.js +45 -46
  64. package/src/renderable/sprite.js +16 -17
  65. package/src/renderable/trigger.js +4 -5
  66. package/src/state/stage.js +8 -9
  67. package/src/state/state.js +24 -24
  68. package/src/system/device.js +41 -97
  69. package/src/system/event.js +45 -33
  70. package/src/system/pooling.js +1 -1
  71. package/src/system/save.js +3 -3
  72. package/src/system/timer.js +13 -13
  73. package/src/text/bitmaptext.js +12 -13
  74. package/src/text/bitmaptextdata.js +5 -6
  75. package/src/text/text.js +16 -17
  76. package/src/tweens/easing.js +1 -1
  77. package/src/tweens/interpolation.js +1 -1
  78. package/src/tweens/tween.js +14 -15
  79. package/src/utils/agent.js +3 -3
  80. package/src/utils/array.js +4 -4
  81. package/src/utils/file.js +3 -3
  82. package/src/utils/function.js +3 -3
  83. package/src/utils/string.js +7 -7
  84. package/src/utils/utils.js +4 -4
  85. package/src/video/canvas/canvas_renderer.js +39 -40
  86. package/src/video/renderer.js +29 -30
  87. package/src/video/texture.js +8 -9
  88. package/src/video/texture_cache.js +2 -4
  89. package/src/video/video.js +7 -7
  90. package/src/video/webgl/buffer/vertex.js +2 -2
  91. package/src/video/webgl/glshader.js +11 -12
  92. package/src/video/webgl/webgl_compositor.js +118 -90
  93. package/src/video/webgl/webgl_renderer.js +95 -74
@@ -1,7 +1,7 @@
1
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  import Vector2d from "./../math/vector2.js";
2
- import Rect from "./../shapes/rectangle.js";
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- import Ellipse from "./../shapes/ellipse.js";
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- import Polygon from "./../shapes/poly.js";
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+ import Rect from "./../geometries/rectangle.js";
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+ import Ellipse from "./../geometries/ellipse.js";
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+ import Polygon from "./../geometries/poly.js";
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  import Bounds from "./bounds.js";
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  import collision from "./collision.js";
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  import * as arrayUtil from "./../utils/array.js";
@@ -13,8 +13,7 @@ import { world } from "./../game.js";
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  /**
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  * a Generic Physic Body Object with some physic properties and behavior functionality, to as a member of a Renderable.
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  * @class Body
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- * @memberOf me
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- * @constructor
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+ * @memberof me
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  * @param {me.Renderable} ancestor the parent object this body is attached to
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  * @param {me.Rect|me.Rect[]|me.Polygon|me.Polygon[]|me.Line|me.Line[]|me.Ellipse|me.Ellipse[]|me.Bounds|me.Bounds[]|object} [shapes] a initial shape, list of shapes, or JSON object defining the body
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  * @param {Function} [onBodyUpdate] callback for when the body is updated (e.g. add/remove shapes)
@@ -38,7 +37,7 @@ class Body {
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  * @public
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  * @type {me.Bounds}
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  * @name bounds
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- * @memberOf me.Body
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+ * @memberof me.Body
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  */
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  if (typeof this.bounds === "undefined") {
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  this.bounds = new Bounds();
@@ -49,7 +48,7 @@ class Body {
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  * @ignore
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  * @type {me.Polygon[]|me.Line[]|me.Ellipse[]}
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  * @name shapes
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- * @memberOf me.Body
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+ * @memberof me.Body
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  */
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  if (typeof this.shapes === "undefined") {
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  this.shapes = [];
@@ -63,7 +62,7 @@ class Body {
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  * @default me.collision.types.ALL_OBJECT
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  * @name collisionMask
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  * @see me.collision.types
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- * @memberOf me.Body
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+ * @memberof me.Body
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  */
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  this.collisionMask = collision.types.ALL_OBJECT;
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@@ -74,7 +73,7 @@ class Body {
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  * @default me.collision.types.ENEMY_OBJECT
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  * @name collisionType
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  * @see me.collision.types
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- * @memberOf me.Body
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+ * @memberof me.Body
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  * @example
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  * // set the body collision type
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  * myEntity.body.collisionType = me.collision.types.PLAYER_OBJECT;
@@ -87,7 +86,7 @@ class Body {
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  * @type {me.Vector2d}
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  * @default <0,0>
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  * @name vel
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- * @memberOf me.Body
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+ * @memberof me.Body
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  */
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  if (typeof this.vel === "undefined") {
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  this.vel = new Vector2d();
@@ -102,7 +101,7 @@ class Body {
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  * @default <0,0>
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  * @name force
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  * @see me.Body.setMaxVelocity
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- * @memberOf me.Body
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+ * @memberof me.Body
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  * @example
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  * // define a default maximum acceleration, initial force and friction
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  * this.body.force.set(0, 0);
@@ -132,7 +131,7 @@ class Body {
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  * @type {me.Vector2d}
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  * @default <0,0>
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  * @name friction
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- * @memberOf me.Body
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+ * @memberof me.Body
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  */
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  if (typeof this.friction === "undefined") {
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  this.friction = new Vector2d();
@@ -146,7 +145,7 @@ class Body {
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  * @type {number}
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  * @default 0
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  * @name bounce
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- * @memberOf me.Body
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+ * @memberof me.Body
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  */
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  this.bounce = 0;
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@@ -156,7 +155,7 @@ class Body {
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  * @type {number}
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  * @default 1
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  * @name mass
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- * @memberOf me.Body
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+ * @memberof me.Body
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  */
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  this.mass = 1;
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@@ -166,7 +165,7 @@ class Body {
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  * @type {me.Vector2d}
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  * @default <490,490>
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  * @name maxVel
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- * @memberOf me.Body
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+ * @memberof me.Body
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  */
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  if (typeof this.maxVel === "undefined") {
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  this.maxVel = new Vector2d();
@@ -182,7 +181,7 @@ class Body {
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  * @type {boolean}
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  * @default false
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  * @name isStatic
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- * @memberOf me.Body
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+ * @memberof me.Body
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  */
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  this.isStatic = false;
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@@ -194,7 +193,7 @@ class Body {
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  * @type {number}
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  * @default 1.0
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  * @name gravityScale
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- * @memberOf me.Body
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+ * @memberof me.Body
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  */
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  this.gravityScale = 1.0;
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@@ -205,7 +204,7 @@ class Body {
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  * @type {boolean}
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  * @default false
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  * @name ignoreGravity
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- * @memberOf me.Body
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+ * @memberof me.Body
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  */
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  this.ignoreGravity = false;
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@@ -218,7 +217,7 @@ class Body {
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  * @type {boolean}
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  * @default false
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  * @name falling
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- * @memberOf me.Body
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+ * @memberof me.Body
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  */
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  this.falling = false;
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@@ -230,7 +229,7 @@ class Body {
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  * @type {boolean}
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  * @default false
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  * @name jumping
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- * @memberOf me.Body
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+ * @memberof me.Body
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  */
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  this.jumping = false;
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@@ -260,7 +259,7 @@ class Body {
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  * set the body as a static body
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  * static body do not move automatically and do not check againt collision with others
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  * @name setStatic
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- * @memberOf me.Body
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+ * @memberof me.Body
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  * @public
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  * @function
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  * @param {boolean} [isStatic=true]
@@ -273,7 +272,7 @@ class Body {
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  * add a collision shape to this body <br>
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  * (note: me.Rect objects will be converted to me.Polygon before being added)
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  * @name addShape
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- * @memberOf me.Body
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+ * @memberof me.Body
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  * @public
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  * @function
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  * @param {me.Rect|me.Polygon|me.Line|me.Ellipse|me.Bounds|object} shape a shape or JSON object
@@ -327,7 +326,7 @@ class Body {
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  /**
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  * set the body vertices to the given one
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  * @name setVertices
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- * @memberOf me.Body
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+ * @memberof me.Body
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  * @public
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  * @function
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  * @param {me.Vector2d[]} vertices an array of me.Vector2d points defining a convex hull
@@ -354,7 +353,7 @@ class Body {
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  /**
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  * add the given vertices to the body shape
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  * @name addVertices
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- * @memberOf me.Body
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+ * @memberof me.Body
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  * @public
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  * @function
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  * @param {me.Vector2d[]} vertices an array of me.Vector2d points defining a convex hull
@@ -368,7 +367,7 @@ class Body {
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  * add collision mesh based on a JSON object
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  * (this will also apply any physic properties defined in the given JSON file)
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  * @name fromJSON
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- * @memberOf me.Body
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+ * @memberof me.Body
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  * @public
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  * @function
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  * @param {object} json a JSON object as exported from a Physics Editor tool
@@ -412,7 +411,7 @@ class Body {
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  /**
413
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  * return the collision shape at the given index
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  * @name getShape
415
- * @memberOf me.Body
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+ * @memberof me.Body
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  * @public
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  * @function
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  * @param {number} [index=0] the shape object at the specified index
@@ -425,7 +424,7 @@ class Body {
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  /**
426
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  * returns the AABB bounding box for this body
427
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  * @name getBounds
428
- * @memberOf me.Body
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+ * @memberof me.Body
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  * @function
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  * @returns {me.Bounds} bounding box Rectangle object
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  */
@@ -436,7 +435,7 @@ class Body {
436
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  /**
437
436
  * remove the specified shape from the body shape list
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  * @name removeShape
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- * @memberOf me.Body
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+ * @memberof me.Body
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  * @public
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  * @function
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  * @param {me.Polygon|me.Line|me.Ellipse} shape a shape object
@@ -458,7 +457,7 @@ class Body {
458
457
  /**
459
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  * remove the shape at the given index from the body shape list
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  * @name removeShapeAt
461
- * @memberOf me.Body
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+ * @memberof me.Body
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  * @public
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  * @function
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  * @param {number} index the shape object at the specified index
@@ -473,7 +472,7 @@ class Body {
473
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  * but it's also possible to specify 'collision filters' to provide a finer <br>
474
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  * control over which entities can collide with each other.
475
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  * @name setCollisionMask
476
- * @memberOf me.Body
475
+ * @memberof me.Body
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  * @public
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  * @function
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  * @see me.collision.types
@@ -492,7 +491,7 @@ class Body {
492
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  /**
493
492
  * define the collision type of the body for collision filtering
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  * @name setCollisionType
495
- * @memberOf me.Body
494
+ * @memberof me.Body
496
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  * @public
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  * @function
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  * @see me.collision.types
@@ -515,7 +514,7 @@ class Body {
515
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  * the built-in function to solve the collision response
516
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  * @protected
517
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  * @name respondToCollision
518
- * @memberOf me.Body
517
+ * @memberof me.Body
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  * @function
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  * @param {me.collision.ResponseObject} response the collision response object
521
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  */
@@ -555,7 +554,7 @@ class Body {
555
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  * - The index of element in the array. <br>
556
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  * - The array forEach() was called upon. <br>
557
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  * @name forEach
558
- * @memberOf me.Body.prototype
557
+ * @memberof me.Body.prototype
559
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  * @function
560
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  * @param {Function} callback fnction to execute on each element
561
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  * @param {object} [thisArg] value to use as this(i.e reference Object) when executing callback.
@@ -592,7 +591,7 @@ class Body {
592
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  /**
593
592
  * Returns true if the any of the shape composing the body contains the given point.
594
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  * @name contains
595
- * @memberOf me.Body
594
+ * @memberof me.Body
596
595
  * @function
597
596
  * @param {me.Vector2d} point
598
597
  * @returns {boolean} true if contains
@@ -601,7 +600,7 @@ class Body {
601
600
  /**
602
601
  * Returns true if the any of the shape composing the body contains the given point.
603
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  * @name contains
604
- * @memberOf me.Body
603
+ * @memberof me.Body
605
604
  * @function
606
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  * @param {number} x x coordinate
607
606
  * @param {number} y y coordinate
@@ -635,7 +634,7 @@ class Body {
635
634
  * Rotate this body (counter-clockwise) by the specified angle (in radians).
636
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  * Unless specified the body will be rotated around its center point
637
636
  * @name rotate
638
- * @memberOf me.Body
637
+ * @memberof me.Body
639
638
  * @function
640
639
  * @param {number} angle The angle to rotate (in radians)
641
640
  * @param {me.Vector2d|me.ObservableVector2d} [v=me.Body.getBounds().center] an optional point to rotate around
@@ -662,7 +661,7 @@ class Body {
662
661
  /**
663
662
  * cap the body velocity (body.maxVel property) to the specified value<br>
664
663
  * @name setMaxVelocity
665
- * @memberOf me.Body
664
+ * @memberof me.Body
666
665
  * @function
667
666
  * @param {number} x max velocity on x axis
668
667
  * @param {number} y max velocity on y axis
@@ -676,7 +675,7 @@ class Body {
676
675
  /**
677
676
  * set the body default friction
678
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  * @name setFriction
679
- * @memberOf me.Body
678
+ * @memberof me.Body
680
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  * @function
681
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  * @param {number} x horizontal friction
682
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  * @param {number} y vertical friction
@@ -763,7 +762,7 @@ class Body {
763
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  * At this time a call to Body.Update does not call the onBodyUpdate callback that is listed in the constructor arguments.
764
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  * @name update
765
764
  * @ignore
766
- * @memberOf me.Body
765
+ * @memberof me.Body
767
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  * @function
768
767
  * @param {number} dt time since the last update in milliseconds.
769
768
  * @returns {boolean} true if resulting velocity is different than 0
@@ -1,13 +1,11 @@
1
1
  import Vector2d from "./../math/vector2.js";
2
- import Polygon from "./../shapes/poly.js";
2
+ import Polygon from "./../geometries/poly.js";
3
3
 
4
4
  /**
5
5
  * @classdesc
6
6
  * a bound object contains methods for creating and manipulating axis-aligned bounding boxes (AABB).
7
7
  * @class Bounds
8
- * @memberOf me
9
- * @constructor
10
- * @memberOf me
8
+ * @memberof me
11
9
  * @param {me.Vector2d[]} [vertices] an array of me.Vector2d points
12
10
  * @returns {me.Bounds} A new bounds object
13
11
  */
@@ -36,7 +34,7 @@ class Bounds {
36
34
  /**
37
35
  * reset the bound
38
36
  * @name clear
39
- * @memberOf me.Bounds
37
+ * @memberof me.Bounds
40
38
  * @function
41
39
  */
42
40
  clear() {
@@ -47,7 +45,7 @@ class Bounds {
47
45
  /**
48
46
  * sets the bounds to the given min and max value
49
47
  * @name setMinMax
50
- * @memberOf me.Bounds
48
+ * @memberof me.Bounds
51
49
  * @function
52
50
  * @param {number} minX
53
51
  * @param {number} minY
@@ -67,7 +65,7 @@ class Bounds {
67
65
  * @public
68
66
  * @type {number}
69
67
  * @name x
70
- * @memberOf me.Bounds
68
+ * @memberof me.Bounds
71
69
  */
72
70
  get x() {
73
71
  return this.min.x;
@@ -84,7 +82,7 @@ class Bounds {
84
82
  * @public
85
83
  * @type {number}
86
84
  * @name y
87
- * @memberOf me.Bounds
85
+ * @memberof me.Bounds
88
86
  */
89
87
  get y() {
90
88
  return this.min.y;
@@ -102,7 +100,7 @@ class Bounds {
102
100
  * @public
103
101
  * @type {number}
104
102
  * @name width
105
- * @memberOf me.Bounds
103
+ * @memberof me.Bounds
106
104
  */
107
105
  get width() {
108
106
  return this.max.x - this.min.x;
@@ -117,7 +115,7 @@ class Bounds {
117
115
  * @public
118
116
  * @type {number}
119
117
  * @name width
120
- * @memberOf me.Bounds
118
+ * @memberof me.Bounds
121
119
  */
122
120
  get height() {
123
121
  return this.max.y - this.min.y;
@@ -132,7 +130,7 @@ class Bounds {
132
130
  * @public
133
131
  * @type {number}
134
132
  * @name left
135
- * @memberOf me.Bounds
133
+ * @memberof me.Bounds
136
134
  */
137
135
  get left() {
138
136
  return this.min.x;
@@ -143,7 +141,7 @@ class Bounds {
143
141
  * @public
144
142
  * @type {number}
145
143
  * @name right
146
- * @memberOf me.Bounds
144
+ * @memberof me.Bounds
147
145
  */
148
146
  get right() {
149
147
  return this.max.x;
@@ -154,7 +152,7 @@ class Bounds {
154
152
  * @public
155
153
  * @type {number}
156
154
  * @name top
157
- * @memberOf me.Bounds
155
+ * @memberof me.Bounds
158
156
  */
159
157
  get top() {
160
158
  return this.min.y;
@@ -165,7 +163,7 @@ class Bounds {
165
163
  * @public
166
164
  * @type {number}
167
165
  * @name bottom
168
- * @memberOf me.Bounds
166
+ * @memberof me.Bounds
169
167
  */
170
168
  get bottom() {
171
169
  return this.max.y;
@@ -176,7 +174,7 @@ class Bounds {
176
174
  * @public
177
175
  * @type {number}
178
176
  * @name centerX
179
- * @memberOf me.Bounds
177
+ * @memberof me.Bounds
180
178
  */
181
179
  get centerX() {
182
180
  return this.min.x + (this.width / 2);
@@ -187,7 +185,7 @@ class Bounds {
187
185
  * @public
188
186
  * @type {number}
189
187
  * @name centerY
190
- * @memberOf me.Bounds
188
+ * @memberof me.Bounds
191
189
  */
192
190
  get centerY() {
193
191
  return this.min.y + (this.height / 2);
@@ -198,7 +196,7 @@ class Bounds {
198
196
  * @public
199
197
  * @type {me.Vector2d}
200
198
  * @name center
201
- * @memberOf me.Bounds
199
+ * @memberof me.Bounds
202
200
  */
203
201
  get center() {
204
202
  return this._center.set(this.centerX, this.centerY);
@@ -207,7 +205,7 @@ class Bounds {
207
205
  /**
208
206
  * Updates bounds using the given vertices
209
207
  * @name update
210
- * @memberOf me.Bounds
208
+ * @memberof me.Bounds
211
209
  * @function
212
210
  * @param {me.Vector2d[]} vertices an array of me.Vector2d points
213
211
  */
@@ -218,7 +216,7 @@ class Bounds {
218
216
  /**
219
217
  * add the given vertices to the bounds definition.
220
218
  * @name add
221
- * @memberOf me.Bounds
219
+ * @memberof me.Bounds
222
220
  * @function
223
221
  * @param {me.Vector2d[]} vertices an array of me.Vector2d points
224
222
  * @param {boolean} [clear=false] either to reset the bounds before adding the new vertices
@@ -239,7 +237,7 @@ class Bounds {
239
237
  /**
240
238
  * add the given bounds to the bounds definition.
241
239
  * @name addBounds
242
- * @memberOf me.Bounds
240
+ * @memberof me.Bounds
243
241
  * @function
244
242
  * @param {me.Bounds} bounds
245
243
  * @param {boolean} [clear=false] either to reset the bounds before adding the new vertices
@@ -258,7 +256,7 @@ class Bounds {
258
256
  /**
259
257
  * add the given point to the bounds definition.
260
258
  * @name addPoint
261
- * @memberOf me.Bounds
259
+ * @memberof me.Bounds
262
260
  * @function
263
261
  * @param {me.Vector2d} v
264
262
  * @param {me.Matrix2d} [m] an optional transform to apply to the given point
@@ -276,7 +274,7 @@ class Bounds {
276
274
  /**
277
275
  * add the given quad coordinates to this bound definition, multiplied by the given matrix
278
276
  * @name addFrame
279
- * @memberOf me.Bounds
277
+ * @memberof me.Bounds
280
278
  * @function
281
279
  * @param {number} x0 - left X coordinates of the quad
282
280
  * @param {number} y0 - top Y coordinates of the quad
@@ -299,7 +297,7 @@ class Bounds {
299
297
  /**
300
298
  * Returns true if the bounds contains the given point.
301
299
  * @name contains
302
- * @memberOf me.Bounds
300
+ * @memberof me.Bounds
303
301
  * @function
304
302
  * @param {me.Vector2d} point
305
303
  * @returns {boolean} True if the bounds contain the point, otherwise false
@@ -307,7 +305,7 @@ class Bounds {
307
305
  /**
308
306
  * Returns true if the bounds contains the given point.
309
307
  * @name contains
310
- * @memberOf me.Bounds
308
+ * @memberof me.Bounds
311
309
  * @function
312
310
  * @param {number} x
313
311
  * @param {number} y
@@ -341,7 +339,7 @@ class Bounds {
341
339
  /**
342
340
  * Returns true if the two bounds intersect.
343
341
  * @name overlaps
344
- * @memberOf me.Bounds
342
+ * @memberof me.Bounds
345
343
  * @function
346
344
  * @param {me.Bounds|me.Rect} bounds
347
345
  * @returns {boolean} True if the bounds overlap, otherwise false
@@ -354,7 +352,7 @@ class Bounds {
354
352
  /**
355
353
  * determines whether all coordinates of this bounds are finite numbers.
356
354
  * @name isFinite
357
- * @memberOf me.Bounds
355
+ * @memberof me.Bounds
358
356
  * @function
359
357
  * @returns {boolean} false if all coordinates are positive or negative Infinity or NaN; otherwise, true.
360
358
  */
@@ -365,14 +363,14 @@ class Bounds {
365
363
  /**
366
364
  * Translates the bounds by the given vector.
367
365
  * @name translate
368
- * @memberOf me.Bounds
366
+ * @memberof me.Bounds
369
367
  * @function
370
368
  * @param {me.Vector2d} vector
371
369
  */
372
370
  /**
373
371
  * Translates the bounds by x on the x axis, and y on the y axis
374
372
  * @name translate
375
- * @memberOf me.Bounds
373
+ * @memberof me.Bounds
376
374
  * @function
377
375
  * @param {number} x
378
376
  * @param {number} y
@@ -397,14 +395,14 @@ class Bounds {
397
395
  /**
398
396
  * Shifts the bounds to the given position vector.
399
397
  * @name shift
400
- * @memberOf me.Bounds
398
+ * @memberof me.Bounds
401
399
  * @function
402
400
  * @param {me.Vector2d} position
403
401
  */
404
402
  /**
405
403
  * Shifts the bounds to the given x, y position.
406
404
  * @name shift
407
- * @memberOf me.Bounds
405
+ * @memberof me.Bounds
408
406
  * @function
409
407
  * @param {number} x
410
408
  * @param {number} y
@@ -434,7 +432,7 @@ class Bounds {
434
432
  /**
435
433
  * clone this bounds
436
434
  * @name clone
437
- * @memberOf me.Bounds
435
+ * @memberof me.Bounds
438
436
  * @function
439
437
  * @returns {me.Bounds}
440
438
  */
@@ -447,7 +445,7 @@ class Bounds {
447
445
  /**
448
446
  * Returns a polygon whose edges are the same as this bounds.
449
447
  * @name toPolygon
450
- * @memberOf me.Bounds
448
+ * @memberof me.Bounds
451
449
  * @function
452
450
  * @returns {me.Polygon} a new Polygon that represents this bounds.
453
451
  */
@@ -4,7 +4,7 @@ import { rayCast, globalResponse } from "./detector.js";
4
4
  * Collision detection (and projection-based collision response) of 2D shapes.<br>
5
5
  * Based on the Separating Axis Theorem and supports detecting collisions between simple Axis-Aligned Boxes, convex polygons and circles based shapes.
6
6
  * @namespace collision
7
- * @memberOf me
7
+ * @memberof me
8
8
  */
9
9
 
10
10
  var collision = {
@@ -12,7 +12,7 @@ var collision = {
12
12
  /**
13
13
  * The maximum number of children that a quadtree node can contain before it is split into sub-nodes.
14
14
  * @name maxChildren
15
- * @memberOf me.collision
15
+ * @memberof me.collision
16
16
  * @public
17
17
  * @type {number}
18
18
  * @default 8
@@ -23,7 +23,7 @@ var collision = {
23
23
  /**
24
24
  * The maximum number of levels that the quadtree will create.
25
25
  * @name maxDepth
26
- * @memberOf me.collision
26
+ * @memberof me.collision
27
27
  * @public
28
28
  * @type {number}
29
29
  * @default 4
@@ -46,7 +46,7 @@ var collision = {
46
46
  * @readonly
47
47
  * @enum {number}
48
48
  * @name types
49
- * @memberOf me.collision
49
+ * @memberof me.collision
50
50
  * @see me.body.setCollisionMask
51
51
  * @see me.body.collisionType
52
52
  * @example
@@ -97,7 +97,7 @@ var collision = {
97
97
  * a global instance of a response object used for collision detection <br>
98
98
  * this object will be reused amongst collision detection call if not user-defined response is specified
99
99
  * @name response
100
- * @memberOf me.collision
100
+ * @memberof me.collision
101
101
  * @public
102
102
  * @type {me.collision.ResponseObject}
103
103
  */
@@ -106,7 +106,7 @@ var collision = {
106
106
  /**
107
107
  * Checks for object colliding with the given line
108
108
  * @name rayCast
109
- * @memberOf me.collision
109
+ * @memberof me.collision
110
110
  * @public
111
111
  * @function
112
112
  * @param {me.Line} line line to be tested for collision
@@ -17,7 +17,7 @@ var dummyObj = {
17
17
  * a function used to determine if two objects should collide (based on both respective objects collision mask and type).<br>
18
18
  * you can redefine this function if you need any specific rules over what should collide with what.
19
19
  * @name shouldCollide
20
- * @memberOf me.collision
20
+ * @memberof me.collision
21
21
  * @ignore
22
22
  * @function
23
23
  * @param {me.Renderable} a a reference to the object A.
@@ -46,7 +46,7 @@ function shouldCollide(a, b) {
46
46
  * @property {number} indexShapeA The index of the colliding shape for the object a body
47
47
  * @property {number} indexShapeB The index of the colliding shape for the object b body
48
48
  * @name ResponseObject
49
- * @memberOf me.collision
49
+ * @memberof me.collision
50
50
  * @public
51
51
  */
52
52
  class ResponseObject {
@@ -68,7 +68,7 @@ class ResponseObject {
68
68
  * Response object for multiple intersection tests <br>
69
69
  * (recommended as it will avoid allocating extra memory) <br>
70
70
  * @name clear
71
- * @memberOf me.collision.ResponseObject
71
+ * @memberof me.collision.ResponseObject
72
72
  * @public
73
73
  * @function
74
74
  * @returns {object} this object for chaining