melonjs 10.3.0 → 10.5.1

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 (95) hide show
  1. package/README.md +6 -6
  2. package/dist/melonjs.js +3147 -3293
  3. package/dist/melonjs.min.js +4 -4
  4. package/dist/melonjs.module.d.ts +3411 -3852
  5. package/dist/melonjs.module.js +3448 -3210
  6. package/package.json +18 -17
  7. package/src/audio/audio.js +29 -30
  8. package/src/camera/camera2d.js +46 -56
  9. package/src/entity/entity.js +30 -36
  10. package/src/game.js +21 -22
  11. package/src/geometries/ellipse.js +40 -46
  12. package/src/geometries/line.js +9 -11
  13. package/src/geometries/poly.js +53 -53
  14. package/src/geometries/rectangle.js +42 -44
  15. package/src/index.js +9 -26
  16. package/src/input/gamepad.js +11 -10
  17. package/src/input/input.js +2 -3
  18. package/src/input/keyboard.js +113 -113
  19. package/src/input/pointer.js +30 -31
  20. package/src/input/pointerevent.js +26 -26
  21. package/src/lang/deprecated.js +65 -6
  22. package/src/level/level.js +23 -24
  23. package/src/level/tiled/TMXGroup.js +7 -8
  24. package/src/level/tiled/TMXLayer.js +30 -32
  25. package/src/level/tiled/TMXObject.js +21 -21
  26. package/src/level/tiled/TMXTile.js +18 -18
  27. package/src/level/tiled/TMXTileMap.js +39 -44
  28. package/src/level/tiled/TMXTileset.js +12 -15
  29. package/src/level/tiled/TMXTilesetGroup.js +9 -9
  30. package/src/level/tiled/renderer/TMXHexagonalRenderer.js +7 -8
  31. package/src/level/tiled/renderer/TMXIsometricRenderer.js +7 -8
  32. package/src/level/tiled/renderer/TMXOrthogonalRenderer.js +4 -5
  33. package/src/level/tiled/renderer/TMXRenderer.js +24 -25
  34. package/src/level/tiled/renderer/TMXStaggeredRenderer.js +1 -4
  35. package/src/loader/loader.js +14 -15
  36. package/src/loader/loadingscreen.js +2 -4
  37. package/src/math/color.js +47 -66
  38. package/src/math/math.js +15 -16
  39. package/src/math/matrix2.js +53 -58
  40. package/src/math/matrix3.js +56 -62
  41. package/src/math/observable_vector2.js +75 -76
  42. package/src/math/observable_vector3.js +79 -80
  43. package/src/math/vector2.js +91 -92
  44. package/src/math/vector3.js +94 -96
  45. package/src/particles/emitter.js +38 -40
  46. package/src/particles/particle.js +4 -5
  47. package/src/particles/particlecontainer.js +2 -3
  48. package/src/physics/body.js +46 -143
  49. package/src/physics/bounds.js +47 -47
  50. package/src/physics/collision.js +13 -14
  51. package/src/physics/detector.js +18 -17
  52. package/src/physics/quadtree.js +17 -19
  53. package/src/physics/sat.js +26 -26
  54. package/src/physics/world.js +24 -28
  55. package/src/plugin/plugin.js +11 -14
  56. package/src/renderable/GUI.js +41 -46
  57. package/src/renderable/collectable.js +4 -8
  58. package/src/renderable/colorlayer.js +6 -10
  59. package/src/renderable/container.js +87 -72
  60. package/src/renderable/dragndrop.js +224 -0
  61. package/src/renderable/imagelayer.js +25 -31
  62. package/src/renderable/nineslicesprite.js +41 -41
  63. package/src/renderable/renderable.js +114 -125
  64. package/src/renderable/sprite.js +62 -68
  65. package/src/renderable/trigger.js +25 -30
  66. package/src/state/stage.js +13 -17
  67. package/src/state/state.js +26 -27
  68. package/src/system/device.js +74 -75
  69. package/src/system/event.js +71 -72
  70. package/src/system/pooling.js +11 -12
  71. package/src/system/save.js +3 -4
  72. package/src/system/timer.js +19 -20
  73. package/src/text/bitmaptext.js +57 -54
  74. package/src/text/bitmaptextdata.js +10 -10
  75. package/src/text/glyph.js +3 -0
  76. package/src/text/text.js +44 -49
  77. package/src/tweens/easing.js +1 -1
  78. package/src/tweens/interpolation.js +1 -1
  79. package/src/tweens/tween.js +43 -44
  80. package/src/utils/agent.js +3 -4
  81. package/src/utils/array.js +4 -5
  82. package/src/utils/file.js +3 -4
  83. package/src/utils/function.js +4 -5
  84. package/src/utils/string.js +7 -9
  85. package/src/utils/utils.js +4 -5
  86. package/src/video/canvas/canvas_renderer.js +58 -59
  87. package/src/video/renderer.js +49 -53
  88. package/src/video/texture.js +98 -111
  89. package/src/video/texture_cache.js +24 -6
  90. package/src/video/video.js +16 -17
  91. package/src/video/webgl/glshader.js +37 -38
  92. package/src/video/webgl/webgl_compositor.js +31 -32
  93. package/src/video/webgl/webgl_renderer.js +79 -80
  94. package/src/entity/draggable.js +0 -130
  95. package/src/entity/droptarget.js +0 -101
@@ -2,52 +2,46 @@ import Vector2d from "./../math/vector2.js";
2
2
  import { renderer } from "./../video/video.js";
3
3
  import pool from "./../system/pooling.js";
4
4
  import loader from "./../loader/loader.js";
5
- import {Texture } from "./../video/texture.js";
5
+ import { TextureAtlas } from "./../video/texture.js";
6
6
  import Renderable from "./renderable.js";
7
7
 
8
-
9
8
  /**
10
9
  * @classdesc
11
10
  * An object to display a fixed or animated sprite on screen.
12
- * @class Sprite
13
- * @augments me.Renderable
14
- * @memberof me
15
- * @param {number} x the x coordinates of the sprite object
16
- * @param {number} y the y coordinates of the sprite object
17
- * @param {object} settings Configuration parameters for the Sprite object
18
- * @param {me.Renderer.Texture|HTMLImageElement|HTMLCanvasElement|string} settings.image reference to a texture, spritesheet image or to a texture atlas
19
- * @param {string} [settings.name=""] name of this object
20
- * @param {string} [settings.region] region name of a specific region to use when using a texture atlas, see {@link me.Renderer.Texture}
21
- * @param {number} [settings.framewidth] Width of a single frame within the spritesheet
22
- * @param {number} [settings.frameheight] Height of a single frame within the spritesheet
23
- * @param {string|me.Color} [settings.tint] a tint to be applied to this sprite
24
- * @param {number} [settings.flipX] flip the sprite on the horizontal axis
25
- * @param {number} [settings.flipY] flip the sprite on the vertical axis
26
- * @param {me.Vector2d} [settings.anchorPoint={x:0.5, y:0.5}] Anchor point to draw the frame at (defaults to the center of the frame).
27
- * @example
28
- * // create a single sprite from a standalone image, with anchor in the center
29
- * var sprite = new me.Sprite(0, 0, {
30
- * image : "PlayerTexture",
31
- * framewidth : 64,
32
- * frameheight : 64,
33
- * anchorPoint : new me.Vector2d(0.5, 0.5)
34
- * });
35
- *
36
- * // create a single sprite from a packed texture
37
- * game.texture = new me.video.renderer.Texture(
38
- * me.loader.getJSON("texture"),
39
- * me.loader.getImage("texture")
40
- * );
41
- * var sprite = new me.Sprite(0, 0, {
42
- * image : game.texture,
43
- * region : "npc2.png",
44
- * });
11
+ * @augments Renderable
45
12
  */
46
-
47
13
  class Sprite extends Renderable {
48
-
49
14
  /**
50
- * @ignore
15
+ * @param {number} x the x coordinates of the sprite object
16
+ * @param {number} y the y coordinates of the sprite object
17
+ * @param {object} settings Configuration parameters for the Sprite object
18
+ * @param {HTMLImageElement|HTMLCanvasElement|TextureAtlas|string} settings.image reference to spritesheet image, a texture atlas or to a texture atlas
19
+ * @param {string} [settings.name=""] name of this object
20
+ * @param {string} [settings.region] region name of a specific region to use when using a texture atlas, see {@link TextureAtlas}
21
+ * @param {number} [settings.framewidth] Width of a single frame within the spritesheet
22
+ * @param {number} [settings.frameheight] Height of a single frame within the spritesheet
23
+ * @param {string|Color} [settings.tint] a tint to be applied to this sprite
24
+ * @param {number} [settings.flipX] flip the sprite on the horizontal axis
25
+ * @param {number} [settings.flipY] flip the sprite on the vertical axis
26
+ * @param {Vector2d} [settings.anchorPoint={x:0.5, y:0.5}] Anchor point to draw the frame at (defaults to the center of the frame).
27
+ * @example
28
+ * // create a single sprite from a standalone image, with anchor in the center
29
+ * var sprite = new me.Sprite(0, 0, {
30
+ * image : "PlayerTexture",
31
+ * framewidth : 64,
32
+ * frameheight : 64,
33
+ * anchorPoint : new me.Vector2d(0.5, 0.5)
34
+ * });
35
+ *
36
+ * // create a single sprite from a packed texture
37
+ * game.texture = new me.TextureAtlas(
38
+ * me.loader.getJSON("texture"),
39
+ * me.loader.getImage("texture")
40
+ * );
41
+ * var sprite = new me.Sprite(0, 0, {
42
+ * image : game.texture,
43
+ * region : "npc2.png",
44
+ * });
51
45
  */
52
46
  constructor(x, y, settings) {
53
47
 
@@ -59,7 +53,7 @@ class Sprite extends Renderable {
59
53
  * @public
60
54
  * @type {boolean}
61
55
  * @default false
62
- * @name me.Sprite#animationpause
56
+ * @name Sprite#animationpause
63
57
  */
64
58
  this.animationpause = false;
65
59
 
@@ -68,26 +62,26 @@ class Sprite extends Renderable {
68
62
  * @public
69
63
  * @type {number}
70
64
  * @default 100
71
- * @name me.Sprite#animationspeed
65
+ * @name Sprite#animationspeed
72
66
  */
73
67
  this.animationspeed = 100;
74
68
 
75
69
  /**
76
70
  * global offset for the position to draw from on the source image.
77
71
  * @public
78
- * @type {me.Vector2d}
72
+ * @type {Vector2d}
79
73
  * @default <0.0,0.0>
80
74
  * @name offset
81
- * @memberof me.Sprite#
75
+ * @memberof Sprite#
82
76
  */
83
77
  this.offset = pool.pull("Vector2d", 0, 0);
84
78
 
85
79
  /**
86
80
  * The source texture object this sprite object is using
87
81
  * @public
88
- * @type {me.Renderer.Texture}
82
+ * @type {TextureAtlas}
89
83
  * @name source
90
- * @memberof me.Sprite#
84
+ * @memberof Sprite#
91
85
  */
92
86
  this.source = null;
93
87
 
@@ -127,7 +121,7 @@ class Sprite extends Renderable {
127
121
  };
128
122
 
129
123
  // set the proper image/texture to use
130
- if (settings.image instanceof Texture) {
124
+ if (settings.image instanceof TextureAtlas) {
131
125
  this.source = settings.image;
132
126
  this.image = this.source.getTexture();
133
127
  this.textureAtlas = settings.image;
@@ -216,7 +210,7 @@ class Sprite extends Renderable {
216
210
  /**
217
211
  * return the flickering state of the object
218
212
  * @name isFlickering
219
- * @memberof me.Sprite.prototype
213
+ * @memberof Sprite.prototype
220
214
  * @function
221
215
  * @returns {boolean}
222
216
  */
@@ -227,11 +221,11 @@ class Sprite extends Renderable {
227
221
  /**
228
222
  * make the object flicker
229
223
  * @name flicker
230
- * @memberof me.Sprite.prototype
224
+ * @memberof Sprite.prototype
231
225
  * @function
232
226
  * @param {number} duration expressed in milliseconds
233
227
  * @param {Function} callback Function to call when flickering ends
234
- * @returns {me.Sprite} Reference to this object for method chaining
228
+ * @returns {Sprite} Reference to this object for method chaining
235
229
  * @example
236
230
  * // make the object flicker for 1 second
237
231
  * // and then remove it
@@ -258,14 +252,14 @@ class Sprite extends Renderable {
258
252
  * logic as per the following example :<br>
259
253
  * <img src="images/spritesheet_grid.png"/>
260
254
  * @name addAnimation
261
- * @memberof me.Sprite.prototype
255
+ * @memberof Sprite.prototype
262
256
  * @function
263
257
  * @param {string} name animation id
264
258
  * @param {number[]|string[]|object[]} index list of sprite index or name
265
259
  * defining the animation. Can also use objects to specify delay for each frame, see below
266
260
  * @param {number} [animationspeed] cycling speed for animation in ms
267
261
  * @returns {number} frame amount of frame added to the animation (delay between each frame).
268
- * @see me.Sprite#animationspeed
262
+ * @see Sprite#animationspeed
269
263
  * @example
270
264
  * // walking animation
271
265
  * this.addAnimation("walk", [ 0, 1, 2, 3, 4, 5 ]);
@@ -358,12 +352,12 @@ class Sprite extends Renderable {
358
352
  * set the current animation
359
353
  * this will always change the animation & set the frame to zero
360
354
  * @name setCurrentAnimation
361
- * @memberof me.Sprite.prototype
355
+ * @memberof Sprite.prototype
362
356
  * @function
363
357
  * @param {string} name animation id
364
358
  * @param {string|Function} [resetAnim] animation id to switch to when complete, or callback
365
359
  * @param {boolean} [preserve_dt=false] if false will reset the elapsed time counter since last frame
366
- * @returns {me.Sprite} Reference to this object for method chaining
360
+ * @returns {Sprite} Reference to this object for method chaining
367
361
  * @example
368
362
  * // set "walk" animation
369
363
  * this.setCurrentAnimation("walk");
@@ -419,11 +413,11 @@ class Sprite extends Renderable {
419
413
  /**
420
414
  * reverse the given or current animation if none is specified
421
415
  * @name reverseAnimation
422
- * @memberof me.Sprite.prototype
416
+ * @memberof Sprite.prototype
423
417
  * @function
424
418
  * @param {string} [name] animation id
425
- * @returns {me.Sprite} Reference to this object for method chaining
426
- * @see me.Sprite#animationspeed
419
+ * @returns {Sprite} Reference to this object for method chaining
420
+ * @see Sprite#animationspeed
427
421
  */
428
422
  reverseAnimation(name) {
429
423
  if (typeof name !== "undefined" && typeof this.anim[name] !== "undefined") {
@@ -438,7 +432,7 @@ class Sprite extends Renderable {
438
432
  /**
439
433
  * return true if the specified animation is the current one.
440
434
  * @name isCurrentAnimation
441
- * @memberof me.Sprite.prototype
435
+ * @memberof Sprite.prototype
442
436
  * @function
443
437
  * @param {string} name animation id
444
438
  * @returns {boolean}
@@ -453,12 +447,12 @@ class Sprite extends Renderable {
453
447
 
454
448
  /**
455
449
  * change the current texture atlas region for this sprite
456
- * @see me.Texture.getRegion
450
+ * @see Texture.getRegion
457
451
  * @name setRegion
458
- * @memberof me.Sprite.prototype
452
+ * @memberof Sprite.prototype
459
453
  * @function
460
454
  * @param {object} region typically returned through me.Texture.getRegion()
461
- * @returns {me.Sprite} Reference to this object for method chaining
455
+ * @returns {Sprite} Reference to this object for method chaining
462
456
  * @example
463
457
  * // change the sprite to "shadedDark13.png";
464
458
  * mySprite.setRegion(game.texture.getRegion("shadedDark13.png"));
@@ -487,10 +481,10 @@ class Sprite extends Renderable {
487
481
  /**
488
482
  * force the current animation frame index.
489
483
  * @name setAnimationFrame
490
- * @memberof me.Sprite.prototype
484
+ * @memberof Sprite.prototype
491
485
  * @function
492
486
  * @param {number} [idx=0] animation frame index
493
- * @returns {me.Sprite} Reference to this object for method chaining
487
+ * @returns {Sprite} Reference to this object for method chaining
494
488
  * @example
495
489
  * // reset the current animation to the first frame
496
490
  * this.setAnimationFrame();
@@ -503,7 +497,7 @@ class Sprite extends Renderable {
503
497
  /**
504
498
  * return the current animation frame index.
505
499
  * @name getCurrentAnimationFrame
506
- * @memberof me.Sprite.prototype
500
+ * @memberof Sprite.prototype
507
501
  * @function
508
502
  * @returns {number} current animation frame index
509
503
  */
@@ -514,7 +508,7 @@ class Sprite extends Renderable {
514
508
  /**
515
509
  * Returns the frame object by the index.
516
510
  * @name getAnimationFrameObjectByIndex
517
- * @memberof me.Sprite.prototype
511
+ * @memberof Sprite.prototype
518
512
  * @function
519
513
  * @ignore
520
514
  * @param {number} id the frame id
@@ -526,9 +520,9 @@ class Sprite extends Renderable {
526
520
 
527
521
  /**
528
522
  * update function. <br>
529
- * automatically called by the game manager {@link me.game}
523
+ * automatically called by the game manager {@link game}
530
524
  * @name update
531
- * @memberof me.Sprite.prototype
525
+ * @memberof Sprite.prototype
532
526
  * @function
533
527
  * @protected
534
528
  * @param {number} dt time since the last update in milliseconds.
@@ -605,12 +599,12 @@ class Sprite extends Renderable {
605
599
 
606
600
  /**
607
601
  * sprite draw. <br>
608
- * automatically called by the game manager {@link me.game}
602
+ * automatically called by the game manager {@link game}
609
603
  * @name draw
610
- * @memberof me.Sprite.prototype
604
+ * @memberof Sprite.prototype
611
605
  * @function
612
606
  * @protected
613
- * @param {me.CanvasRenderer|me.WebGLRenderer} renderer a renderer object
607
+ * @param {CanvasRenderer|WebGLRenderer} renderer a renderer object
614
608
  */
615
609
  draw(renderer) {
616
610
  // do nothing if we are flickering
@@ -8,40 +8,35 @@ import { world, viewport } from "./../game.js";
8
8
  /**
9
9
  * @classdesc
10
10
  * trigger an event when colliding with another object
11
- * @class Trigger
12
- * @augments me.Renderable
13
- * @memberof me
14
- * @param {number} x the x coordinates of the trigger area
15
- * @param {number} y the y coordinates of the trigger area
16
- * @param {number} [settings.width] width of the trigger area
17
- * @param {number} [settings.height] height of the trigger area
18
- * @param {me.Rect[]|me.Polygon[]|me.Line[]|me.Ellipse[]} [settings.shapes] collision shape(s) that will trigger the event
19
- * @param {string} [settings.duration] Fade duration (in ms)
20
- * @param {string|me.Color} [settings.color] Fade color
21
- * @param {string} [settings.event="level"] the type of event to trigger (only "level" supported for now)
22
- * @param {string} [settings.to] level to load if level trigger
23
- * @param {string|me.Container} [settings.container] Target container. See {@link me.level.load}
24
- * @param {Function} [settings.onLoaded] Level loaded callback. See {@link me.level.load}
25
- * @param {boolean} [settings.flatten] Flatten all objects into the target container. See {@link me.level.load}
26
- * @param {boolean} [settings.setViewportBounds] Resize the viewport to match the level. See {@link me.level.load}
27
- * @example
28
- * me.game.world.addChild(new me.Trigger(
29
- * x, y, {
30
- * shapes: [new me.Rect(0, 0, 100, 100)],
31
- * "duration" : 250,
32
- * "color" : "#000",
33
- * "to" : "mymap2"
34
- * }
35
- * ));
11
+ * @augments Renderable
36
12
  */
37
-
38
13
  class Trigger extends Renderable {
39
-
40
14
  /**
41
- * @ignore
15
+ * @param {number} x the x coordinates of the trigger area
16
+ * @param {number} y the y coordinates of the trigger area
17
+ * @param {number} [settings.width] width of the trigger area
18
+ * @param {number} [settings.height] height of the trigger area
19
+ * @param {Rect[]|Polygon[]|Line[]|Ellipse[]} [settings.shapes] collision shape(s) that will trigger the event
20
+ * @param {string} [settings.duration] Fade duration (in ms)
21
+ * @param {string|Color} [settings.color] Fade color
22
+ * @param {string} [settings.event="level"] the type of event to trigger (only "level" supported for now)
23
+ * @param {string} [settings.to] level to load if level trigger
24
+ * @param {string|Container} [settings.container] Target container. See {@link level.load}
25
+ * @param {Function} [settings.onLoaded] Level loaded callback. See {@link level.load}
26
+ * @param {boolean} [settings.flatten] Flatten all objects into the target container. See {@link level.load}
27
+ * @param {boolean} [settings.setViewportBounds] Resize the viewport to match the level. See {@link level.load}
28
+ * @example
29
+ * me.game.world.addChild(new me.Trigger(
30
+ * x, y, {
31
+ * shapes: [new me.Rect(0, 0, 100, 100)],
32
+ * "duration" : 250,
33
+ * "color" : "#000",
34
+ * "to" : "mymap2"
35
+ * }
36
+ * ));
42
37
  */
43
38
  constructor(x, y, settings) {
44
-
39
+ // call the parent constructor
45
40
  super(x, y, settings.width || 0, settings.height || 0);
46
41
 
47
42
  // for backward compatibility
@@ -103,7 +98,7 @@ class Trigger extends Renderable {
103
98
  /**
104
99
  * trigger this event
105
100
  * @name triggerEvent
106
- * @memberof me.Trigger
101
+ * @memberof Trigger
107
102
  * @function
108
103
  * @protected
109
104
  */
@@ -15,19 +15,15 @@ var default_settings = {
15
15
  * a default "Stage" object.
16
16
  * every "stage" object (title screen, credits, ingame, etc...) to be managed
17
17
  * through the state manager must inherit from this base class.
18
- * @class Stage
19
- * @augments me.Object
20
- * @memberof me
21
- * @param {object} [options] The stage` parameters
22
- * @param {me.Camera2d[]} [options.cameras=[new me.Camera2d()]] a list of cameras (experimental)
23
- * @param {Function} [options.onResetEvent] called by the state manager when reseting the object
24
- * @param {Function} [options.onDestroyEvent] called by the state manager before switching to another state
25
- * @see me.state
18
+ * @see state
26
19
  */
27
20
  class Stage {
28
21
 
29
22
  /**
30
- * @ignore
23
+ * @param {object} [settings] The stage` parameters
24
+ * @param {Camera2d[]} [settings.cameras=[new me.Camera2d()]] a list of cameras (experimental)
25
+ * @param {Function} [settings.onResetEvent] called by the state manager when reseting the object
26
+ * @param {Function} [settings.onDestroyEvent] called by the state manager before switching to another state
31
27
  */
32
28
  constructor(settings) {
33
29
  /**
@@ -37,7 +33,7 @@ class Stage {
37
33
  * @public
38
34
  * @type {Map}
39
35
  * @name cameras
40
- * @memberof me.Stage
36
+ * @memberof Stage
41
37
  */
42
38
  this.cameras = new Map();
43
39
 
@@ -45,7 +41,7 @@ class Stage {
45
41
  * The given constructor options
46
42
  * @public
47
43
  * @name settings
48
- * @memberof me.Stage
44
+ * @memberof Stage
49
45
  * @type {object}
50
46
  */
51
47
  this.settings = Object.assign(default_settings, settings || {});
@@ -83,7 +79,7 @@ class Stage {
83
79
  /**
84
80
  * update function
85
81
  * @name update
86
- * @memberof me.Stage
82
+ * @memberof Stage
87
83
  * @ignore
88
84
  * @function
89
85
  * @param {number} dt time since the last update in milliseconds.
@@ -107,10 +103,10 @@ class Stage {
107
103
  /**
108
104
  * draw the current stage
109
105
  * @name draw
110
- * @memberof me.Stage
106
+ * @memberof Stage
111
107
  * @ignore
112
108
  * @function
113
- * @param {me.CanvasRenderer|me.WebGLRenderer} renderer a renderer object
109
+ * @param {CanvasRenderer|WebGLRenderer} renderer a renderer object
114
110
  */
115
111
  draw(renderer) {
116
112
  // iterate through all cameras
@@ -136,10 +132,10 @@ class Stage {
136
132
  * called by the state manager when reseting the object
137
133
  * this is typically where you will load a level, add renderables, etc...
138
134
  * @name onResetEvent
139
- * @memberof me.Stage
135
+ * @memberof Stage
140
136
  * @function
141
137
  * @param {object} [...arguments] optional arguments passed when switching state
142
- * @see me.state#change
138
+ * @see state#change
143
139
  */
144
140
  onResetEvent() {
145
141
  // execute onResetEvent function if given through the constructor
@@ -153,7 +149,7 @@ class Stage {
153
149
  * onDestroyEvent function<br>
154
150
  * called by the state manager before switching to another state
155
151
  * @name onDestroyEvent
156
- * @memberof me.Stage
152
+ * @memberof Stage
157
153
  * @function
158
154
  */
159
155
  onDestroyEvent() {
@@ -150,7 +150,6 @@ event.on(event.BOOT, () => {
150
150
  /**
151
151
  * a State Manager (state machine)
152
152
  * @namespace state
153
- * @memberof me
154
153
  */
155
154
 
156
155
  var state = {
@@ -159,7 +158,7 @@ var state = {
159
158
  * default state ID for Loading Stage
160
159
  * @constant
161
160
  * @name LOADING
162
- * @memberof me.state
161
+ * @memberof state
163
162
  */
164
163
  LOADING : 0,
165
164
 
@@ -167,7 +166,7 @@ var state = {
167
166
  * default state ID for Menu Stage
168
167
  * @constant
169
168
  * @name MENU
170
- * @memberof me.state
169
+ * @memberof state
171
170
  */
172
171
  MENU : 1,
173
172
 
@@ -175,7 +174,7 @@ var state = {
175
174
  * default state ID for "Ready" Stage
176
175
  * @constant
177
176
  * @name READY
178
- * @memberof me.state
177
+ * @memberof state
179
178
  */
180
179
  READY : 2,
181
180
 
@@ -183,7 +182,7 @@ var state = {
183
182
  * default state ID for Play Stage
184
183
  * @constant
185
184
  * @name PLAY
186
- * @memberof me.state
185
+ * @memberof state
187
186
  */
188
187
  PLAY : 3,
189
188
 
@@ -191,7 +190,7 @@ var state = {
191
190
  * default state ID for Game Over Stage
192
191
  * @constant
193
192
  * @name GAMEOVER
194
- * @memberof me.state
193
+ * @memberof state
195
194
  */
196
195
  GAMEOVER : 4,
197
196
 
@@ -199,7 +198,7 @@ var state = {
199
198
  * default state ID for Game End Stage
200
199
  * @constant
201
200
  * @name GAME_END
202
- * @memberof me.state
201
+ * @memberof state
203
202
  */
204
203
  GAME_END : 5,
205
204
 
@@ -207,7 +206,7 @@ var state = {
207
206
  * default state ID for High Score Stage
208
207
  * @constant
209
208
  * @name SCORE
210
- * @memberof me.state
209
+ * @memberof state
211
210
  */
212
211
  SCORE : 6,
213
212
 
@@ -215,7 +214,7 @@ var state = {
215
214
  * default state ID for Credits Stage
216
215
  * @constant
217
216
  * @name CREDITS
218
- * @memberof me.state
217
+ * @memberof state
219
218
  */
220
219
  CREDITS : 7,
221
220
 
@@ -223,7 +222,7 @@ var state = {
223
222
  * default state ID for Settings Stage
224
223
  * @constant
225
224
  * @name SETTINGS
226
- * @memberof me.state
225
+ * @memberof state
227
226
  */
228
227
  SETTINGS : 8,
229
228
 
@@ -232,7 +231,7 @@ var state = {
232
231
  * (the default stage is the one running as soon as melonJS is started)
233
232
  * @constant
234
233
  * @name SETTINGS
235
- * @memberof me.state
234
+ * @memberof state
236
235
  */
237
236
  DEFAULT : 9,
238
237
 
@@ -240,7 +239,7 @@ var state = {
240
239
  * default state ID for user defined constants<br>
241
240
  * @constant
242
241
  * @name USER
243
- * @memberof me.state
242
+ * @memberof state
244
243
  * @example
245
244
  * var STATE_INFO = me.state.USER + 0;
246
245
  * var STATE_WARN = me.state.USER + 1;
@@ -252,7 +251,7 @@ var state = {
252
251
  /**
253
252
  * Stop the current screen object.
254
253
  * @name stop
255
- * @memberof me.state
254
+ * @memberof state
256
255
  * @public
257
256
  * @function
258
257
  * @param {boolean} [pauseTrack=false] pause current track on screen stop.
@@ -279,7 +278,7 @@ var state = {
279
278
  /**
280
279
  * pause the current screen object
281
280
  * @name pause
282
- * @memberof me.state
281
+ * @memberof state
283
282
  * @public
284
283
  * @function
285
284
  * @param {boolean} [music=false] pause current music track on screen pause
@@ -305,7 +304,7 @@ var state = {
305
304
  /**
306
305
  * Restart the screen object from a full stop.
307
306
  * @name restart
308
- * @memberof me.state
307
+ * @memberof state
309
308
  * @public
310
309
  * @function
311
310
  * @param {boolean} [music=false] resume current music track on screen resume
@@ -333,7 +332,7 @@ var state = {
333
332
  /**
334
333
  * resume the screen object
335
334
  * @name resume
336
- * @memberof me.state
335
+ * @memberof state
337
336
  * @public
338
337
  * @function
339
338
  * @param {boolean} [music=false] resume current music track on screen resume
@@ -358,7 +357,7 @@ var state = {
358
357
  /**
359
358
  * return the running state of the state manager
360
359
  * @name isRunning
361
- * @memberof me.state
360
+ * @memberof state
362
361
  * @public
363
362
  * @function
364
363
  * @returns {boolean} true if a "process is running"
@@ -370,7 +369,7 @@ var state = {
370
369
  /**
371
370
  * Return the pause state of the state manager
372
371
  * @name isPaused
373
- * @memberof me.state
372
+ * @memberof state
374
373
  * @public
375
374
  * @function
376
375
  * @returns {boolean} true if the game is paused
@@ -382,11 +381,11 @@ var state = {
382
381
  /**
383
382
  * associate the specified state with a Stage
384
383
  * @name set
385
- * @memberof me.state
384
+ * @memberof state
386
385
  * @public
387
386
  * @function
388
387
  * @param {number} state State ID (see constants)
389
- * @param {me.Stage} stage Instantiated Stage to associate with state ID
388
+ * @param {Stage} stage Instantiated Stage to associate with state ID
390
389
  * @param {boolean} [start = false] if true the state will be changed immediately after adding it.
391
390
  * @example
392
391
  * class MenuButton extends me.GUI_Object {
@@ -442,10 +441,10 @@ var state = {
442
441
  * return a reference to the current screen object<br>
443
442
  * useful to call a object specific method
444
443
  * @name current
445
- * @memberof me.state
444
+ * @memberof state
446
445
  * @public
447
446
  * @function
448
- * @returns {me.Stage}
447
+ * @returns {Stage}
449
448
  */
450
449
  current() {
451
450
  if (typeof _stages[_state] !== "undefined") {
@@ -456,11 +455,11 @@ var state = {
456
455
  /**
457
456
  * specify a global transition effect
458
457
  * @name transition
459
- * @memberof me.state
458
+ * @memberof state
460
459
  * @public
461
460
  * @function
462
461
  * @param {string} effect (only "fade" is supported for now)
463
- * @param {me.Color|string} color a CSS color value
462
+ * @param {Color|string} color a CSS color value
464
463
  * @param {number} [duration=1000] expressed in milliseconds
465
464
  */
466
465
  transition(effect, color, duration) {
@@ -473,7 +472,7 @@ var state = {
473
472
  /**
474
473
  * enable/disable transition for a specific state (by default enabled for all)
475
474
  * @name setTransition
476
- * @memberof me.state
475
+ * @memberof state
477
476
  * @public
478
477
  * @function
479
478
  * @param {number} state State ID (see constants)
@@ -486,7 +485,7 @@ var state = {
486
485
  /**
487
486
  * change the game/app state
488
487
  * @name change
489
- * @memberof me.state
488
+ * @memberof state
490
489
  * @public
491
490
  * @function
492
491
  * @param {number} state State ID (see constants)
@@ -541,7 +540,7 @@ var state = {
541
540
  /**
542
541
  * return true if the specified state is the current one
543
542
  * @name isCurrent
544
- * @memberof me.state
543
+ * @memberof state
545
544
  * @public
546
545
  * @function
547
546
  * @param {number} state State ID (see constants)