melonjs 17.4.0 → 18.0.0

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 (702) hide show
  1. package/{dist/types → build}/application/application.d.ts +9 -10
  2. package/build/application/application.d.ts.map +1 -0
  3. package/build/application/defaultApplicationSettings.d.ts +18 -0
  4. package/build/application/defaultApplicationSettings.d.ts.map +1 -0
  5. package/{dist/types → build}/application/header.d.ts +1 -0
  6. package/build/application/header.d.ts.map +1 -0
  7. package/{dist/types → build}/application/resize.d.ts +1 -0
  8. package/build/application/resize.d.ts.map +1 -0
  9. package/build/application/scaleMethods.d.ts +44 -0
  10. package/build/application/scaleMethods.d.ts.map +1 -0
  11. package/build/application/settings.d.ts +85 -0
  12. package/build/application/settings.d.ts.map +1 -0
  13. package/{dist/types → build}/audio/audio.d.ts +35 -58
  14. package/build/audio/audio.d.ts.map +1 -0
  15. package/{dist/types → build}/camera/camera2d.d.ts +38 -76
  16. package/build/camera/camera2d.d.ts.map +1 -0
  17. package/build/const.d.ts +14 -0
  18. package/build/const.d.ts.map +1 -0
  19. package/build/geometries/earcut.d.ts +3 -0
  20. package/build/geometries/earcut.d.ts.map +1 -0
  21. package/build/geometries/ellipse.d.ts +117 -0
  22. package/build/geometries/ellipse.d.ts.map +1 -0
  23. package/build/geometries/line.d.ts +39 -0
  24. package/build/geometries/line.d.ts.map +1 -0
  25. package/build/geometries/observablePoint.d.ts +75 -0
  26. package/build/geometries/observablePoint.d.ts.map +1 -0
  27. package/{dist/types → build}/geometries/path2d.d.ts +8 -7
  28. package/build/geometries/path2d.d.ts.map +1 -0
  29. package/build/geometries/point.d.ts +44 -0
  30. package/build/geometries/point.d.ts.map +1 -0
  31. package/build/geometries/polygon.d.ts +182 -0
  32. package/build/geometries/polygon.d.ts.map +1 -0
  33. package/build/geometries/rectangle.d.ts +135 -0
  34. package/build/geometries/rectangle.d.ts.map +1 -0
  35. package/build/geometries/roundrect.d.ts +67 -0
  36. package/build/geometries/roundrect.d.ts.map +1 -0
  37. package/build/geometries/toarccanvas.d.ts +28 -0
  38. package/build/geometries/toarccanvas.d.ts.map +1 -0
  39. package/{dist/types → build}/index.d.ts +41 -45
  40. package/build/index.d.ts.map +1 -0
  41. package/build/index.js +28318 -0
  42. package/build/index.js.map +7 -0
  43. package/{dist/types → build}/input/gamepad.d.ts +3 -11
  44. package/build/input/gamepad.d.ts.map +1 -0
  45. package/{dist/types → build}/input/input.d.ts +4 -2
  46. package/build/input/input.d.ts.map +1 -0
  47. package/build/input/key.d.ts +105 -0
  48. package/build/input/key.d.ts.map +1 -0
  49. package/build/input/keyboard.d.ts +72 -0
  50. package/build/input/keyboard.d.ts.map +1 -0
  51. package/build/input/pointer.d.ts +180 -0
  52. package/build/input/pointer.d.ts.map +1 -0
  53. package/{dist/types → build}/input/pointerevent.d.ts +17 -16
  54. package/build/input/pointerevent.d.ts.map +1 -0
  55. package/{dist/types → build}/lang/console.d.ts +1 -0
  56. package/build/lang/console.d.ts.map +1 -0
  57. package/build/lang/deprecated.d.ts +24 -0
  58. package/build/lang/deprecated.d.ts.map +1 -0
  59. package/{dist/types → build}/level/level.d.ts +7 -7
  60. package/build/level/level.d.ts.map +1 -0
  61. package/{dist/types → build}/level/tiled/TMXGroup.d.ts +2 -2
  62. package/build/level/tiled/TMXGroup.d.ts.map +1 -0
  63. package/{dist/types → build}/level/tiled/TMXLayer.d.ts +4 -4
  64. package/build/level/tiled/TMXLayer.d.ts.map +1 -0
  65. package/{dist/types → build}/level/tiled/TMXObject.d.ts +3 -3
  66. package/build/level/tiled/TMXObject.d.ts.map +1 -0
  67. package/{dist/types → build}/level/tiled/TMXTile.d.ts +4 -5
  68. package/build/level/tiled/TMXTile.d.ts.map +1 -0
  69. package/{dist/types → build}/level/tiled/TMXTileMap.d.ts +4 -4
  70. package/build/level/tiled/TMXTileMap.d.ts.map +1 -0
  71. package/{dist/types → build}/level/tiled/TMXTileset.d.ts +2 -2
  72. package/build/level/tiled/TMXTileset.d.ts.map +1 -0
  73. package/{dist/types → build}/level/tiled/TMXTilesetGroup.d.ts +1 -1
  74. package/build/level/tiled/TMXTilesetGroup.d.ts.map +1 -0
  75. package/{dist/types → build}/level/tiled/TMXUtils.d.ts +2 -1
  76. package/build/level/tiled/TMXUtils.d.ts.map +1 -0
  77. package/{dist/types → build}/level/tiled/constants.d.ts +1 -0
  78. package/build/level/tiled/constants.d.ts.map +1 -0
  79. package/{dist/types → build}/level/tiled/renderer/TMXHexagonalRenderer.d.ts +3 -4
  80. package/build/level/tiled/renderer/TMXHexagonalRenderer.d.ts.map +1 -0
  81. package/{dist/types → build}/level/tiled/renderer/TMXIsometricRenderer.d.ts +2 -3
  82. package/build/level/tiled/renderer/TMXIsometricRenderer.d.ts.map +1 -0
  83. package/{dist/types → build}/level/tiled/renderer/TMXOrthogonalRenderer.d.ts +1 -2
  84. package/build/level/tiled/renderer/TMXOrthogonalRenderer.d.ts.map +1 -0
  85. package/{dist/types → build}/level/tiled/renderer/TMXRenderer.d.ts +7 -7
  86. package/build/level/tiled/renderer/TMXRenderer.d.ts.map +1 -0
  87. package/{dist/types → build}/level/tiled/renderer/TMXStaggeredRenderer.d.ts +1 -2
  88. package/build/level/tiled/renderer/TMXStaggeredRenderer.d.ts.map +1 -0
  89. package/{dist/types → build}/level/tiled/renderer/autodetect.d.ts +4 -3
  90. package/build/level/tiled/renderer/autodetect.d.ts.map +1 -0
  91. package/build/loader/cache.d.ts +10 -0
  92. package/build/loader/cache.d.ts.map +1 -0
  93. package/{dist/types → build}/loader/loader.d.ts +19 -13
  94. package/build/loader/loader.d.ts.map +1 -0
  95. package/{dist/types → build}/loader/loadingscreen.d.ts +1 -0
  96. package/build/loader/loadingscreen.d.ts.map +1 -0
  97. package/{dist/types → build}/loader/parsers/binary.d.ts +2 -1
  98. package/build/loader/parsers/binary.d.ts.map +1 -0
  99. package/{dist/types → build}/loader/parsers/compressed_textures/compressed_image.d.ts +1 -0
  100. package/build/loader/parsers/compressed_textures/compressed_image.d.ts.map +1 -0
  101. package/build/loader/parsers/compressed_textures/parseDDS.d.ts +2 -0
  102. package/build/loader/parsers/compressed_textures/parseDDS.d.ts.map +1 -0
  103. package/build/loader/parsers/compressed_textures/parseKTX.d.ts +2 -0
  104. package/build/loader/parsers/compressed_textures/parseKTX.d.ts.map +1 -0
  105. package/build/loader/parsers/compressed_textures/parseKTX2.d.ts +2 -0
  106. package/build/loader/parsers/compressed_textures/parseKTX2.d.ts.map +1 -0
  107. package/build/loader/parsers/compressed_textures/parsePKM.d.ts +2 -0
  108. package/build/loader/parsers/compressed_textures/parsePKM.d.ts.map +1 -0
  109. package/build/loader/parsers/compressed_textures/parsePVR.d.ts +2 -0
  110. package/build/loader/parsers/compressed_textures/parsePVR.d.ts.map +1 -0
  111. package/{dist/types → build}/loader/parsers/fetchdata.d.ts +2 -1
  112. package/build/loader/parsers/fetchdata.d.ts.map +1 -0
  113. package/{dist/types → build}/loader/parsers/fontface.d.ts +2 -1
  114. package/build/loader/parsers/fontface.d.ts.map +1 -0
  115. package/{dist/types → build}/loader/parsers/image.d.ts +2 -1
  116. package/build/loader/parsers/image.d.ts.map +1 -0
  117. package/{dist/types → build}/loader/parsers/json.d.ts +2 -1
  118. package/build/loader/parsers/json.d.ts.map +1 -0
  119. package/{dist/types → build}/loader/parsers/script.d.ts +2 -1
  120. package/build/loader/parsers/script.d.ts.map +1 -0
  121. package/{dist/types → build}/loader/parsers/tmx.d.ts +2 -1
  122. package/build/loader/parsers/tmx.d.ts.map +1 -0
  123. package/{dist/types → build}/loader/parsers/video.d.ts +2 -1
  124. package/build/loader/parsers/video.d.ts.map +1 -0
  125. package/build/math/color.d.ts +192 -0
  126. package/build/math/color.d.ts.map +1 -0
  127. package/build/math/math.d.ts +128 -0
  128. package/build/math/math.d.ts.map +1 -0
  129. package/build/math/matrix2d.d.ts +163 -0
  130. package/build/math/matrix2d.d.ts.map +1 -0
  131. package/build/math/matrix3d.d.ts +188 -0
  132. package/build/math/matrix3d.d.ts.map +1 -0
  133. package/build/math/observableVector2d.d.ts +286 -0
  134. package/build/math/observableVector2d.d.ts.map +1 -0
  135. package/build/math/observableVector2d_old.d.ts +76 -0
  136. package/build/math/observableVector2d_old.d.ts.map +1 -0
  137. package/build/math/observableVector3d.d.ts +283 -0
  138. package/build/math/observableVector3d.d.ts.map +1 -0
  139. package/build/math/observableVector3d_old.d.ts +81 -0
  140. package/build/math/observableVector3d_old.d.ts.map +1 -0
  141. package/build/math/vector2d.d.ts +253 -0
  142. package/build/math/vector2d.d.ts.map +1 -0
  143. package/build/math/vector3d.d.ts +242 -0
  144. package/build/math/vector3d.d.ts.map +1 -0
  145. package/{dist/types → build}/particles/emitter.d.ts +7 -10
  146. package/build/particles/emitter.d.ts.map +1 -0
  147. package/build/particles/particle.d.ts +47 -0
  148. package/build/particles/particle.d.ts.map +1 -0
  149. package/{dist/types → build}/particles/settings.d.ts +1 -0
  150. package/build/particles/settings.d.ts.map +1 -0
  151. package/{dist/types → build}/physics/body.d.ts +27 -27
  152. package/build/physics/body.d.ts.map +1 -0
  153. package/build/physics/bounds.d.ts +192 -0
  154. package/build/physics/bounds.d.ts.map +1 -0
  155. package/{dist/types → build}/physics/collision.d.ts +5 -5
  156. package/build/physics/collision.d.ts.map +1 -0
  157. package/{dist/types → build}/physics/detector.d.ts +8 -6
  158. package/build/physics/detector.d.ts.map +1 -0
  159. package/{dist/types → build}/physics/quadtree.d.ts +5 -19
  160. package/build/physics/quadtree.d.ts.map +1 -0
  161. package/{dist/types → build}/physics/response.d.ts +46 -5
  162. package/build/physics/response.d.ts.map +1 -0
  163. package/{dist/types → build}/physics/sat.d.ts +3 -2
  164. package/build/physics/sat.d.ts.map +1 -0
  165. package/{dist/types → build}/physics/world.d.ts +5 -4
  166. package/build/physics/world.d.ts.map +1 -0
  167. package/{dist/types → build}/plugin/plugin.d.ts +8 -19
  168. package/build/plugin/plugin.d.ts.map +1 -0
  169. package/build/polyfill/console.d.ts +2 -0
  170. package/build/polyfill/console.d.ts.map +1 -0
  171. package/build/polyfill/index.d.ts +6 -0
  172. package/build/polyfill/index.d.ts.map +1 -0
  173. package/build/polyfill/roundrect.d.ts +2 -0
  174. package/build/polyfill/roundrect.d.ts.map +1 -0
  175. package/build/pool.d.ts +39 -0
  176. package/build/pool.d.ts.map +1 -0
  177. package/{dist/types → build}/renderable/collectable.d.ts +2 -2
  178. package/build/renderable/collectable.d.ts.map +1 -0
  179. package/{dist/types → build}/renderable/colorlayer.d.ts +6 -10
  180. package/build/renderable/colorlayer.d.ts.map +1 -0
  181. package/{dist/types → build}/renderable/container.d.ts +14 -15
  182. package/build/renderable/container.d.ts.map +1 -0
  183. package/{dist/types → build}/renderable/draggable.d.ts +5 -13
  184. package/build/renderable/draggable.d.ts.map +1 -0
  185. package/{dist/types → build}/renderable/dragndrop.d.ts +7 -21
  186. package/build/renderable/dragndrop.d.ts.map +1 -0
  187. package/{dist/types → build}/renderable/entity/entity.d.ts +12 -13
  188. package/build/renderable/entity/entity.d.ts.map +1 -0
  189. package/{dist/types → build}/renderable/imagelayer.d.ts +17 -9
  190. package/build/renderable/imagelayer.d.ts.map +1 -0
  191. package/build/renderable/light2d.d.ts +73 -0
  192. package/build/renderable/light2d.d.ts.map +1 -0
  193. package/{dist/types → build}/renderable/nineslicesprite.d.ts +3 -4
  194. package/build/renderable/nineslicesprite.d.ts.map +1 -0
  195. package/{dist/types → build}/renderable/renderable.d.ts +57 -60
  196. package/build/renderable/renderable.d.ts.map +1 -0
  197. package/{dist/types → build}/renderable/sprite.d.ts +28 -14
  198. package/build/renderable/sprite.d.ts.map +1 -0
  199. package/{dist/types → build}/renderable/text/bitmaptext.d.ts +6 -7
  200. package/build/renderable/text/bitmaptext.d.ts.map +1 -0
  201. package/build/renderable/text/bitmaptextdata.d.ts +17 -0
  202. package/build/renderable/text/bitmaptextdata.d.ts.map +1 -0
  203. package/{dist/types → build}/renderable/text/glyph.d.ts +15 -3
  204. package/build/renderable/text/glyph.d.ts.map +1 -0
  205. package/{dist/types → build}/renderable/text/text.d.ts +7 -16
  206. package/build/renderable/text/text.d.ts.map +1 -0
  207. package/{dist/types → build}/renderable/text/textmetrics.d.ts +8 -9
  208. package/build/renderable/text/textmetrics.d.ts.map +1 -0
  209. package/{dist/types → build}/renderable/text/textstyle.d.ts +1 -0
  210. package/build/renderable/text/textstyle.d.ts.map +1 -0
  211. package/{dist/types → build}/renderable/trigger.d.ts +18 -7
  212. package/build/renderable/trigger.d.ts.map +1 -0
  213. package/{dist/types → build}/renderable/ui/uibaseelement.d.ts +7 -7
  214. package/build/renderable/ui/uibaseelement.d.ts.map +1 -0
  215. package/{dist/types → build}/renderable/ui/uispriteelement.d.ts +4 -6
  216. package/build/renderable/ui/uispriteelement.d.ts.map +1 -0
  217. package/{dist/types → build}/renderable/ui/uitextbutton.d.ts +17 -4
  218. package/build/renderable/ui/uitextbutton.d.ts.map +1 -0
  219. package/{dist/types → build}/state/stage.d.ts +3 -3
  220. package/build/state/stage.d.ts.map +1 -0
  221. package/{dist/types → build}/state/state.d.ts +10 -9
  222. package/build/state/state.d.ts.map +1 -0
  223. package/{dist/types → build}/system/device.d.ts +49 -80
  224. package/build/system/device.d.ts.map +1 -0
  225. package/build/system/dom.d.ts +2 -0
  226. package/build/system/dom.d.ts.map +1 -0
  227. package/{dist/types → build}/system/event.d.ts +124 -291
  228. package/build/system/event.d.ts.map +1 -0
  229. package/build/system/eventEmitter.d.ts +19 -0
  230. package/build/system/eventEmitter.d.ts.map +1 -0
  231. package/build/system/eventEmitter.spec.d.ts +2 -0
  232. package/build/system/eventEmitter.spec.d.ts.map +1 -0
  233. package/{dist/types/system/pooling.d.ts → build/system/legacy_pool.d.ts} +22 -7
  234. package/build/system/legacy_pool.d.ts.map +1 -0
  235. package/build/system/platform.d.ts +34 -0
  236. package/build/system/platform.d.ts.map +1 -0
  237. package/build/system/pool.d.ts +26 -0
  238. package/build/system/pool.d.ts.map +1 -0
  239. package/build/system/save.d.ts +3 -0
  240. package/build/system/save.d.ts.map +1 -0
  241. package/build/system/timer.d.ts +118 -0
  242. package/build/system/timer.d.ts.map +1 -0
  243. package/build/tweens/easing.d.ts +93 -0
  244. package/build/tweens/easing.d.ts.map +1 -0
  245. package/build/tweens/interpolation.d.ts +7 -0
  246. package/build/tweens/interpolation.d.ts.map +1 -0
  247. package/build/tweens/tween.d.ts +234 -0
  248. package/build/tweens/tween.d.ts.map +1 -0
  249. package/build/utils/agent.d.ts +16 -0
  250. package/build/utils/agent.d.ts.map +1 -0
  251. package/build/utils/array-multimap.d.ts +14 -0
  252. package/build/utils/array-multimap.d.ts.map +1 -0
  253. package/build/utils/array.d.ts +30 -0
  254. package/build/utils/array.d.ts.map +1 -0
  255. package/build/utils/file.d.ts +16 -0
  256. package/build/utils/file.d.ts.map +1 -0
  257. package/build/utils/function.d.ts +24 -0
  258. package/build/utils/function.d.ts.map +1 -0
  259. package/build/utils/semver.d.ts +2 -0
  260. package/build/utils/semver.d.ts.map +1 -0
  261. package/build/utils/string.d.ts +35 -0
  262. package/build/utils/string.d.ts.map +1 -0
  263. package/build/utils/types.d.ts +5 -0
  264. package/build/utils/types.d.ts.map +1 -0
  265. package/build/utils/utils.d.ts +49 -0
  266. package/build/utils/utils.d.ts.map +1 -0
  267. package/build/version.d.ts +5 -0
  268. package/build/version.d.ts.map +1 -0
  269. package/{dist/types → build}/video/canvas/canvas_renderer.d.ts +40 -32
  270. package/build/video/canvas/canvas_renderer.d.ts.map +1 -0
  271. package/{dist/types → build}/video/renderer.d.ts +36 -29
  272. package/build/video/renderer.d.ts.map +1 -0
  273. package/{dist/types → build}/video/rendertarget/canvasrendertarget.d.ts +8 -26
  274. package/build/video/rendertarget/canvasrendertarget.d.ts.map +1 -0
  275. package/{dist/types → build}/video/texture/atlas.d.ts +8 -8
  276. package/build/video/texture/atlas.d.ts.map +1 -0
  277. package/{dist/types → build}/video/texture/cache.d.ts +4 -3
  278. package/build/video/texture/cache.d.ts.map +1 -0
  279. package/{dist/types → build}/video/texture/parser/aseprite.d.ts +1 -0
  280. package/build/video/texture/parser/aseprite.d.ts.map +1 -0
  281. package/{dist/types → build}/video/texture/parser/spritesheet.d.ts +1 -0
  282. package/build/video/texture/parser/spritesheet.d.ts.map +1 -0
  283. package/{dist/types → build}/video/texture/parser/texturepacker.d.ts +1 -0
  284. package/build/video/texture/parser/texturepacker.d.ts.map +1 -0
  285. package/build/video/utils/autodetect.d.ts +8 -0
  286. package/build/video/utils/autodetect.d.ts.map +1 -0
  287. package/{dist/types → build}/video/video.d.ts +4 -3
  288. package/build/video/video.d.ts.map +1 -0
  289. package/{dist/types → build}/video/webgl/buffer/vertex.d.ts +5 -6
  290. package/build/video/webgl/buffer/vertex.d.ts.map +1 -0
  291. package/{dist/types → build}/video/webgl/compositors/compositor.d.ts +4 -4
  292. package/build/video/webgl/compositors/compositor.d.ts.map +1 -0
  293. package/{dist/types → build}/video/webgl/compositors/primitive_compositor.d.ts +4 -5
  294. package/build/video/webgl/compositors/primitive_compositor.d.ts.map +1 -0
  295. package/{dist/types → build}/video/webgl/compositors/quad_compositor.d.ts +4 -5
  296. package/build/video/webgl/compositors/quad_compositor.d.ts.map +1 -0
  297. package/{dist/types → build}/video/webgl/glshader.d.ts +2 -2
  298. package/build/video/webgl/glshader.d.ts.map +1 -0
  299. package/{dist/types → build}/video/webgl/utils/attributes.d.ts +1 -0
  300. package/build/video/webgl/utils/attributes.d.ts.map +1 -0
  301. package/{dist/types → build}/video/webgl/utils/precision.d.ts +1 -0
  302. package/build/video/webgl/utils/precision.d.ts.map +1 -0
  303. package/{dist/types → build}/video/webgl/utils/program.d.ts +1 -0
  304. package/build/video/webgl/utils/program.d.ts.map +1 -0
  305. package/{dist/types → build}/video/webgl/utils/string.d.ts +1 -0
  306. package/build/video/webgl/utils/string.d.ts.map +1 -0
  307. package/{dist/types → build}/video/webgl/utils/uniforms.d.ts +1 -0
  308. package/build/video/webgl/utils/uniforms.d.ts.map +1 -0
  309. package/{dist/types → build}/video/webgl/webgl_renderer.d.ts +37 -29
  310. package/build/video/webgl/webgl_renderer.d.ts.map +1 -0
  311. package/package.json +83 -104
  312. package/LICENSE.md +0 -21
  313. package/README.md +0 -223
  314. package/dist/melonjs.mjs/_virtual/_commonjsHelpers.js +0 -14
  315. package/dist/melonjs.mjs/_virtual/earcut.js +0 -10
  316. package/dist/melonjs.mjs/_virtual/howler.js +0 -10
  317. package/dist/melonjs.mjs/_virtual/index.js +0 -10
  318. package/dist/melonjs.mjs/_virtual/re.js +0 -10
  319. package/dist/melonjs.mjs/application/application.js +0 -443
  320. package/dist/melonjs.mjs/application/header.js +0 -40
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@@ -1,190 +0,0 @@
1
- /**
2
- * @classdesc
3
- * Object pooling - a technique that might speed up your game if used properly.<br>
4
- * If some of your classes will be instantiated and removed a lot at a time, it is a
5
- * good idea to add the class to this object pool. A separate pool for that class
6
- * will be created, which will reuse objects of the class. That way they won't be instantiated
7
- * each time you need a new one (slowing your game), but stored into that pool and taking one
8
- * already instantiated when you need it.<br><br>
9
- * This technique is also used by the engine to instantiate objects defined in the map,
10
- * which means, that on level loading the engine will try to instantiate every object
11
- * found in the map, based on the user defined name in each Object Properties<br>
12
- * <img src="images/object_properties.png"/><br>
13
- * @see {@link pool} the default global instance of ObjectPool
14
- */
15
- class ObjectPool {
16
-
17
- constructor() {
18
- this.objectClass = {};
19
- this.instance_counter = 0;
20
- }
21
-
22
- /**
23
- * register an object to the pool. <br>
24
- * Pooling must be set to true if more than one such objects will be created. <br>
25
- * (Note: for an object to be poolable, it must implements a `onResetEvent` method)
26
- * @param {string} className - as defined in the Name field of the Object Properties (in Tiled)
27
- * @param {object} classObj - corresponding Class to be instantiated
28
- * @param {boolean} [recycling=false] - enables object recycling for the specified class
29
- * @example
30
- * // implement CherryEntity
31
- * class Cherry extends Sprite {
32
- * onResetEvent() {
33
- * // reset object mutable properties
34
- * this.lifeBar = 100;
35
- * }
36
- * };
37
- * // add our users defined entities in the object pool and enable object recycling
38
- * me.pool.register("cherrysprite", Cherry, true);
39
- */
40
- register(className, classObj, recycling = false) {
41
- if (typeof (classObj) !== "undefined") {
42
- this.objectClass[className] = {
43
- "class" : classObj,
44
- "pool" : (recycling ? [] : undefined)
45
- };
46
- } else {
47
- throw new Error("Cannot register object '" + className + "', invalid class");
48
- }
49
- }
50
-
51
- /**
52
- * Pull a new instance of the requested object (if added into the object pool)
53
- * @param {string} name - as used in {@link pool.register}
54
- * @param {...*} [args] - arguments to be passed when instantiating/reinitializing the object
55
- * @returns {object} the instance of the requested object
56
- * @example
57
- * me.pool.register("bullet", BulletEntity, true);
58
- * me.pool.register("enemy", EnemyEntity, true);
59
- * // ...
60
- * // when we need to manually create a new bullet:
61
- * let bullet = me.pool.pull("bullet", x, y, direction);
62
- * // ...
63
- * // params aren't a fixed number
64
- * // when we need new enemy we can add more params, that the object construct requires:
65
- * let enemy = me.pool.pull("enemy", x, y, direction, speed, power, life);
66
- * // ...
67
- * // when we want to destroy existing object, the remove
68
- * // function will ensure the object can then be reallocated later
69
- * me.game.world.removeChild(enemy);
70
- * me.game.world.removeChild(bullet);
71
- */
72
- pull(name, ...args) {
73
- let className = this.objectClass[name];
74
- if (className) {
75
- let proto = className["class"],
76
- poolArray = className.pool,
77
- obj;
78
-
79
- if (poolArray && ((obj = poolArray.pop()))) {
80
- // poolable object must implement a `onResetEvent` method
81
- obj.onResetEvent.apply(obj, args);
82
- this.instance_counter--;
83
- } else {
84
- // create a new instance
85
- obj = new (proto.bind.apply(proto, [ proto, ...args ]))();
86
- if (poolArray) {
87
- obj.className = name;
88
- }
89
- }
90
- return obj;
91
- }
92
- throw new Error("Cannot instantiate object of type '" + name + "'");
93
- }
94
-
95
- /**
96
- * purge the object pool from any inactive object <br>
97
- * Object pooling must be enabled for this function to work<br>
98
- * note: this will trigger the garbage collector
99
- */
100
- purge() {
101
- for (let className in this.objectClass) {
102
- if (this.objectClass[className]) {
103
- this.objectClass[className].pool = [];
104
- }
105
- }
106
- this.instance_counter = 0;
107
- }
108
-
109
- /**
110
- * Push back an object instance into the object pool <br>
111
- * Object pooling for the object class must be enabled,
112
- * and object must have been instantiated using {@link pool#pull},
113
- * otherwise this function won't work
114
- * @throws will throw an error if the object cannot be recycled
115
- * @param {object} obj - instance to be recycled
116
- * @param {boolean} [throwOnError=true] - throw an exception if the object cannot be recycled
117
- * @returns {boolean} true if the object was successfully recycled in the object pool
118
- */
119
- push(obj, throwOnError = true) {
120
- if (!this.poolable(obj)) {
121
- if (throwOnError === true) {
122
- throw new Error("me.pool: object " + obj + " cannot be recycled");
123
- } else {
124
- return false;
125
- }
126
- }
127
-
128
- // store back the object instance for later recycling
129
- this.objectClass[obj.className].pool.push(obj);
130
- this.instance_counter++;
131
-
132
- return true;
133
- }
134
-
135
- /**
136
- * Check if an object with the provided name is registered
137
- * @param {string} name - of the registered object class
138
- * @returns {boolean} true if the classname is registered
139
- */
140
- exists(name) {
141
- return name in this.objectClass;
142
- }
143
-
144
- /**
145
- * Check if an object is poolable
146
- * (was properly registered with the recycling feature enable)
147
- * @see register
148
- * @param {object} obj - object to be checked
149
- * @returns {boolean} true if the object is poolable
150
- * @example
151
- * if (!me.pool.poolable(myCherryEntity)) {
152
- * // object was not properly registered
153
- * }
154
- */
155
- poolable(obj) {
156
- let className = obj.className;
157
- return (typeof className !== "undefined") &&
158
- (typeof obj.onResetEvent === "function") &&
159
- (className in this.objectClass) &&
160
- (typeof this.objectClass[className].pool !== "undefined");
161
-
162
- }
163
-
164
- /**
165
- * returns the amount of object instance currently in the pool
166
- * @returns {number} amount of object instance
167
- */
168
- getInstanceCount() {
169
- return this.instance_counter;
170
- }
171
- }
172
-
173
- let pool = new ObjectPool();
174
-
175
- /**
176
- * a default global ObjectPool instance
177
- * @namespace pool
178
- * @see ObjectPool
179
- * @example
180
- * // register our bullet object into the object pool
181
- * pool.register("bullet", BulletEntity, true);
182
- * // ...
183
- * // when we need to manually create a new bullet:
184
- * let bullet = pool.pull("bullet", x, y, direction, velocity);
185
- * // ...
186
- * // when we want to destroy existing object, the remove
187
- * // function will ensure the object can then be reallocated later
188
- * game.world.removeChild(bullet);
189
- */
190
- export default pool;
@@ -1,148 +0,0 @@
1
- import * as event from "./event.js";
2
-
3
- /**
4
- * allow to access and manage the device localStorage
5
- * @example
6
- * // Initialize "score" and "lives" with default values
7
- * // This loads the properties from localStorage if they exist, else it sets the given defaults
8
- * me.save.add({ score : 0, lives : 3 });
9
- *
10
- * // Print all
11
- * // On first load, this prints { score : 0, lives : 3 }
12
- * // On further reloads, it prints { score : 31337, lives : 3, complexObject : ... }
13
- * // Because the following changes will be saved to localStorage
14
- * console.log(JSON.stringify(me.save));
15
- *
16
- * // Save score
17
- * me.save.score = 31337;
18
- *
19
- * // Also supports complex objects thanks to the JSON backend
20
- * me.save.add({ complexObject : {} })
21
- * me.save.complexObject = { a : "b", c : [ 1, 2, 3, "d" ], e : { f : [{}] } };
22
- *
23
- * // WARNING: Do not set any child properties of complex objects directly!
24
- * // Changes made that way will not save. Always set the entire object value at once.
25
- * // If you cannot live with this limitation, there's a workaround:
26
- * me.save.complexObject.c.push("foo"); // Modify a child property
27
- * me.save.complexObject = me.save.complexObject; // Save the entire object!
28
- *
29
- * // Remove "lives" from localStorage
30
- * me.save.remove("lives");
31
- * @namespace save
32
- */
33
-
34
- // Variable to hold the object data
35
- let data = {};
36
-
37
- let hasLocalStorage = false;
38
-
39
- try {
40
- // true if localStorage is supported
41
- hasLocalStorage = typeof globalThis !== "undefined" && typeof globalThis.localStorage !== "undefined";
42
- } catch {
43
- // the above generates an exception when cookies are blocked
44
- hasLocalStorage = false;
45
- }
46
-
47
- /**
48
- * a function to check if the given key is a reserved word
49
- * @ignore
50
- */
51
- function isReserved(key) {
52
- return (key === "add" || key === "remove");
53
- }
54
-
55
-
56
- // Initialize me.save on Boot event
57
- event.once(event.BOOT, () => {
58
- // Load previous data if local Storage is supported
59
- if (hasLocalStorage === true) {
60
- let me_save_content = globalThis.localStorage.getItem("me.save");
61
-
62
- if (typeof me_save_content === "string" && me_save_content.length > 0) {
63
- let keys = JSON.parse(me_save_content) || [];
64
- keys.forEach((key) => {
65
- data[key] = JSON.parse(globalThis.localStorage.getItem("me.save." + key));
66
- });
67
- }
68
- }
69
- });
70
-
71
- let save = {
72
-
73
- /**
74
- * Add new keys to localStorage and set them to the given default values if they do not exist
75
- * @name add
76
- * @memberof save
77
- * @param {object} props - key and corresponding values
78
- * @example
79
- * // Initialize "score" and "lives" with default values
80
- * me.save.add({ score : 0, lives : 3 });
81
- * // get or set the value through me.save
82
- * me.save.score = 1000;
83
- */
84
- add(props) {
85
- let obj = save;
86
-
87
- Object.keys(props).forEach((key) => {
88
- if (isReserved(key)) {
89
- return;
90
- }
91
-
92
- (function (prop) {
93
- Object.defineProperty(obj, prop, {
94
- configurable : true,
95
- enumerable : true,
96
- /**
97
- * @ignore
98
- */
99
- get () {
100
- return data[prop];
101
- },
102
- /**
103
- * @ignore
104
- */
105
- set (value) {
106
- data[prop] = value;
107
- if (hasLocalStorage === true) {
108
- globalThis.localStorage.setItem("me.save." + prop, JSON.stringify(value));
109
- }
110
- }
111
- });
112
- })(key);
113
-
114
- // Set default value for key
115
- if (!(key in data)) {
116
- obj[key] = props[key];
117
- }
118
- });
119
-
120
- // Save keys
121
- if (hasLocalStorage === true) {
122
- globalThis.localStorage.setItem("me.save", JSON.stringify(Object.keys(data)));
123
- }
124
- },
125
-
126
- /**
127
- * Remove a key from localStorage
128
- * @name remove
129
- * @memberof save
130
- * @param {string} key - key to be removed
131
- * @example
132
- * // Remove the "score" key from localStorage
133
- * me.save.remove("score");
134
- */
135
- remove (key) {
136
- if (!isReserved(key)) {
137
- if (typeof data[key] !== "undefined") {
138
- delete data[key];
139
- if (hasLocalStorage === true) {
140
- globalThis.localStorage.removeItem("me.save." + key);
141
- globalThis.localStorage.setItem("me.save", JSON.stringify(Object.keys(data)));
142
- }
143
- }
144
- }
145
- }
146
- };
147
-
148
- export default save;
@@ -1,281 +0,0 @@
1
- import { defer } from "./../utils/function.js";
2
- import * as event from "./event.js";
3
- import state from "./../state/state.js";
4
- import { clamp } from "./../math/math.js";
5
-
6
- /**
7
- * @classdesc
8
- * a Timer class to manage timing related function (FPS, Game Tick, Time...)
9
- * @see {@link timer} the default global timer instance
10
- */
11
- class Timer {
12
-
13
- constructor() {
14
- /**
15
- * Last game tick value. <br>
16
- * Use this value to scale velocities during frame drops due to slow hardware or when setting an FPS limit.
17
- * This feature is disabled by default (Enable interpolation to use it).
18
- * @public
19
- * @see interpolation
20
- * @See maxfps
21
- * @type {number}
22
- * @name tick
23
- */
24
- this.tick = 1.0;
25
-
26
- /**
27
- * Last measured fps rate.<br>
28
- * This feature is disabled by default, unless the debugPanel is enabled/visible.
29
- * @public
30
- * @type {number}
31
- * @name fps
32
- */
33
- this.fps = 0;
34
-
35
- /**
36
- * Set the maximum target display frame per second
37
- * @public
38
- * @see tick
39
- * @type {number}
40
- * @default 60
41
- */
42
- this.maxfps = 60;
43
-
44
- /**
45
- * Enable/disable frame interpolation
46
- * @see tick
47
- * @type {boolean}
48
- * @default false
49
- */
50
- this.interpolation = false;
51
-
52
- //hold element to display fps
53
- this.framecount = 0;
54
- this.framedelta = 0;
55
-
56
- /* fps count stuff */
57
- this.last = 0;
58
- this.now = 0;
59
- this.delta = 0;
60
- // for timeout/interval update
61
- this.step = 0;
62
- this.minstep = 0;
63
-
64
- // list of defined timer function
65
- this.timers = [];
66
- this.timerId = 0;
67
-
68
- // Initialize timer on Boot event
69
- event.once(event.BOOT, () => {
70
- // reset variables to initial state
71
- this.reset();
72
- this.now = this.last = 0;
73
- // register to the game before update event
74
- event.on(event.GAME_BEFORE_UPDATE, (time) => this.update(time));
75
- });
76
-
77
- // reset timer
78
- event.on(event.STATE_RESUME, () => {
79
- this.reset();
80
- });
81
- event.on(event.STATE_RESTART, () => {
82
- this.reset();
83
- });
84
- event.on(event.STATE_CHANGE, () => {
85
- this.reset();
86
- });
87
- }
88
-
89
-
90
- /**
91
- * reset time (e.g. usefull in case of pause)
92
- * @ignore
93
- */
94
- reset() {
95
- // set to "now"
96
- this.last = this.now = globalThis.performance.now();
97
- this.delta = 0;
98
- // reset delta counting variables
99
- this.framedelta = 0;
100
- this.framecount = 0;
101
- this.step = Math.ceil(1000 / this.maxfps); // ROUND IT ?
102
- // define some step with some margin
103
- this.minstep = (1000 / this.maxfps) * 1.25; // IS IT NECESSARY?\
104
- }
105
-
106
- /**
107
- * Calls a function once after a specified delay. See me.timer.setInterval to repeativly call a function.
108
- * @param {Function} fn - the function you want to execute after delay milliseconds.
109
- * @param {number} delay - the number of milliseconds (thousandths of a second) that the function call should be delayed by.
110
- * @param {boolean} [pauseable=true] - respects the pause state of the engine.
111
- * @param {...*} args - optional parameters which are passed through to the function specified by fn once the timer expires.
112
- * @returns {number} a positive integer value which identifies the timer created by the call to setTimeout(), which can be used later with me.timer.clearTimeout().
113
- * @example
114
- * // set a timer to call "myFunction" after 1000ms
115
- * me.timer.setTimeout(myFunction, 1000);
116
- * // set a timer to call "myFunction" after 1000ms (respecting the pause state) and passing param1 and param2
117
- * me.timer.setTimeout(myFunction, 1000, true, param1, param2);
118
- */
119
- setTimeout(fn, delay, pauseable, ...args) {
120
- this.timers.push({
121
- fn : fn,
122
- delay : delay,
123
- elapsed : 0,
124
- repeat : false,
125
- timerId : ++this.timerId,
126
- pauseable : pauseable === true || true,
127
- args : args
128
- });
129
- return this.timerId;
130
- }
131
-
132
- /**
133
- * Calls a function continously at the specified interval. See setTimeout to call function a single time.
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- * @param {Function} fn - the function to execute
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- * @param {number} delay - the number of milliseconds (thousandths of a second) on how often to execute the function
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- * @param {boolean} [pauseable=true] - respects the pause state of the engine.
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- * @param {...*} args - optional parameters which are passed through to the function specified by fn once the timer expires.
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- * @returns {number} a numeric, non-zero value which identifies the timer created by the call to setInterval(), which can be used later with me.timer.clearInterval().
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- * @example
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- * // set a timer to call "myFunction" every 1000ms
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- * me.timer.setInterval(myFunction, 1000);
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- * // set a timer to call "myFunction" every 1000ms (respecting the pause state) and passing param1 and param2
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- * me.timer.setInterval(myFunction, 1000, true, param1, param2);
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- */
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- setInterval(fn, delay, pauseable, ...args) {
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- this.timers.push({
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- fn : fn,
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- delay : delay,
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- elapsed : 0,
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- repeat : true,
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- timerId : ++this.timerId,
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- pauseable : pauseable === true || true,
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- args : args
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- });
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- return this.timerId;
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- }
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-
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- /**
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- * Cancels a timeout previously established by calling setTimeout().
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- * @param {number} timeoutID - ID of the timeout to be cancelled
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- */
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- clearTimeout(timeoutID) {
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- if (timeoutID > 0) {
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- defer(this.clearTimer.bind(this), this, timeoutID);
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- }
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- }
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-
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- /**
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- * cancels the timed, repeating action which was previously established by a call to setInterval().
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- * @param {number} intervalID - ID of the interval to be cleared
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- */
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- clearInterval(intervalID) {
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- if (intervalID > 0) {
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- defer(this.clearTimer.bind(this), this, intervalID);
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- }
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- }
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-
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- /**
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- * Return the current timestamp in milliseconds <br>
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- * since the game has started or since linux epoch (based on browser support for High Resolution Timer)
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- * @returns {number}
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- */
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- getTime() {
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- return this.now;
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- }
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-
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- /**
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- * Return elapsed time in milliseconds since the last update
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- * @returns {number}
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- */
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- getDelta() {
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- return this.delta;
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- }
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-
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- /**
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- * compute the actual frame time and fps rate
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- * @ignore
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- */
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- countFPS() {
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- this.framecount++;
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- this.framedelta += this.delta;
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- if (this.framecount % 10 === 0) {
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- this.fps = clamp(Math.round((1000 * this.framecount) / this.framedelta), 0, this.maxfps);
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- this.framedelta = 0;
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- this.framecount = 0;
206
- }
207
- }
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-
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- /**
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- * update
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- * @ignore
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- */
213
- update(time) {
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- this.last = this.now;
215
- this.now = time;
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- this.delta = (this.now - this.last);
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-
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- // fix for negative timestamp returned by wechat or chrome on startup
219
- if (this.delta < 0) {
220
- this.delta = 0;
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- }
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-
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- // get the game tick
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- this.tick = (this.delta > this.minstep && this.interpolation) ? this.delta / this.step : 1;
225
-
226
- this.updateTimers();
227
- }
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-
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- /**
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- * clear Timers
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- * @ignore
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- */
233
- clearTimer(timerId) {
234
- for (let i = 0, len = this.timers.length; i < len; i++) {
235
- if (this.timers[i].timerId === timerId) {
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- this.timers.splice(i, 1);
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- break;
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- }
239
- }
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- }
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-
242
-
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- /**
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- * update timers
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- * @ignore
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- */
247
- updateTimers() {
248
- for (let i = 0, len = this.timers.length; i < len; i++) {
249
- let _timer = this.timers[i];
250
- if (!(_timer.pauseable && state.isPaused())) {
251
- _timer.elapsed += this.delta;
252
- }
253
- if (_timer.elapsed >= _timer.delay) {
254
- _timer.fn.apply(null, _timer.args);
255
- if (_timer.repeat === true) {
256
- _timer.elapsed -= _timer.delay;
257
- } else {
258
- this.clearTimeout(_timer.timerId);
259
- }
260
- }
261
- }
262
- }
263
- }
264
-
265
- const timer = new Timer();
266
-
267
- /**
268
- * the default global Timer instance
269
- * @namespace timer
270
- * @see Timer
271
- * @example
272
- * // set a timer to call "myFunction" after 1000ms
273
- * timer.setTimeout(myFunction, 1000);
274
- * // set a timer to call "myFunction" after 1000ms (respecting the pause state) and passing param1 and param2
275
- * timer.setTimeout(myFunction, 1000, true, param1, param2);
276
- * // set a timer to call "myFunction" every 1000ms
277
- * timer.setInterval(myFunction, 1000);
278
- * // set a timer to call "myFunction" every 1000ms (respecting the pause state) and passing param1 and param2
279
- * timer.setInterval(myFunction, 1000, true, param1, param2);
280
- */
281
- export default timer;