melonjs 18.1.0 → 18.2.0
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.
- package/build/application/application.d.ts +29 -37
- package/build/application/application.d.ts.map +1 -1
- package/build/application/header.d.ts +3 -7
- package/build/application/header.d.ts.map +1 -1
- package/build/application/resize.d.ts +3 -4
- package/build/application/resize.d.ts.map +1 -1
- package/build/audio/audio.d.ts +145 -125
- package/build/audio/audio.d.ts.map +1 -1
- package/build/camera/camera2d.d.ts +192 -102
- package/build/camera/camera2d.d.ts.map +1 -1
- package/build/geometries/roundrect.d.ts +82 -17
- package/build/geometries/roundrect.d.ts.map +1 -1
- package/build/index.d.ts +12 -12
- package/build/index.js +2266 -840
- package/build/index.js.map +4 -4
- package/build/input/gamepad.d.ts +110 -61
- package/build/input/gamepad.d.ts.map +1 -1
- package/build/input/input.d.ts +3 -7
- package/build/input/input.d.ts.map +1 -1
- package/build/input/pointer.d.ts +25 -51
- package/build/input/pointer.d.ts.map +1 -1
- package/build/input/pointerevent.d.ts +51 -79
- package/build/input/pointerevent.d.ts.map +1 -1
- package/build/level/tiled/TMXGroup.d.ts +5 -0
- package/build/level/tiled/TMXGroup.d.ts.map +1 -1
- package/build/level/tiled/TMXLayer.d.ts.map +1 -1
- package/build/level/tiled/TMXObject.d.ts +21 -16
- package/build/level/tiled/TMXObject.d.ts.map +1 -1
- package/build/level/tiled/TMXTile.d.ts +16 -5
- package/build/level/tiled/TMXTile.d.ts.map +1 -1
- package/build/level/tiled/TMXTileMap.d.ts +15 -3
- package/build/level/tiled/TMXTileMap.d.ts.map +1 -1
- package/build/level/tiled/TMXTileset.d.ts +136 -15
- package/build/level/tiled/TMXTileset.d.ts.map +1 -1
- package/build/level/tiled/TMXUtils.d.ts +31 -0
- package/build/level/tiled/TMXUtils.d.ts.map +1 -1
- package/build/level/tiled/constants.d.ts +1 -1
- package/build/level/tiled/constants.d.ts.map +1 -1
- package/build/level/tiled/renderer/TMXObliqueRenderer.d.ts +42 -0
- package/build/level/tiled/renderer/TMXObliqueRenderer.d.ts.map +1 -0
- package/build/level/tiled/renderer/autodetect.d.ts +2 -1
- package/build/level/tiled/renderer/autodetect.d.ts.map +1 -1
- package/build/particles/emitter.d.ts +38 -121
- package/build/particles/emitter.d.ts.map +1 -1
- package/build/particles/particle.d.ts +1 -4
- package/build/particles/particle.d.ts.map +1 -1
- package/build/physics/bounds.d.ts +1 -1
- package/build/physics/bounds.d.ts.map +1 -1
- package/build/physics/detector.d.ts.map +1 -1
- package/build/physics/world.d.ts +2 -2
- package/build/plugin/plugin.d.ts +36 -53
- package/build/plugin/plugin.d.ts.map +1 -1
- package/build/polyfill/ellipse.d.ts +2 -0
- package/build/polyfill/ellipse.d.ts.map +1 -0
- package/build/polyfill/index.d.ts +1 -0
- package/build/polyfill/index.d.ts.map +1 -1
- package/build/renderable/colorlayer.d.ts +2 -2
- package/build/renderable/container.d.ts +6 -6
- package/build/renderable/container.d.ts.map +1 -1
- package/build/renderable/imagelayer.d.ts.map +1 -1
- package/build/renderable/renderable.d.ts +11 -2
- package/build/renderable/renderable.d.ts.map +1 -1
- package/build/renderable/ui/uibaseelement.d.ts +46 -33
- package/build/renderable/ui/uibaseelement.d.ts.map +1 -1
- package/build/renderable/ui/uispriteelement.d.ts +53 -43
- package/build/renderable/ui/uispriteelement.d.ts.map +1 -1
- package/build/renderable/ui/uitextbutton.d.ts +68 -74
- package/build/renderable/ui/uitextbutton.d.ts.map +1 -1
- package/build/state/stage.d.ts +1 -1
- package/build/state/state.d.ts +93 -90
- package/build/state/state.d.ts.map +1 -1
- package/build/system/event.d.ts +2 -2
- package/build/system/event.d.ts.map +1 -1
- package/build/utils/decode.d.ts +1 -0
- package/build/utils/decode.d.ts.map +1 -1
- package/build/utils/function.d.ts +1 -1
- package/build/utils/function.d.ts.map +1 -1
- package/build/utils/utils.d.ts +1 -1
- package/build/utils/utils.d.ts.map +1 -1
- package/build/video/canvas/canvas_renderer.d.ts +40 -13
- package/build/video/canvas/canvas_renderer.d.ts.map +1 -1
- package/build/video/renderer.d.ts +12 -0
- package/build/video/renderer.d.ts.map +1 -1
- package/build/video/webgl/batchers/batcher.d.ts +43 -8
- package/build/video/webgl/batchers/batcher.d.ts.map +1 -1
- package/build/video/webgl/batchers/quad_batcher.d.ts +0 -2
- package/build/video/webgl/batchers/quad_batcher.d.ts.map +1 -1
- package/build/video/webgl/buffer/index.d.ts +33 -8
- package/build/video/webgl/buffer/index.d.ts.map +1 -1
- package/build/video/webgl/buffer/vertex.d.ts +9 -1
- package/build/video/webgl/buffer/vertex.d.ts.map +1 -1
- package/build/video/webgl/webgl_renderer.d.ts +22 -20
- package/build/video/webgl/webgl_renderer.d.ts.map +1 -1
- package/package.json +1 -1
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*/
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import type Camera2d from "./../camera/camera2d.ts";
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import World from "../physics/world.js";
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import type Renderer from "./../video/renderer.js";
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import type { ApplicationSettings } from "./settings.ts";
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/**
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* An Application represents a single melonJS game, and is responsible for updating (each frame) all the related object status and draw them.
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* @category Application
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* @see {@link game}
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*/
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export default class Application {
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/**
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* @param {number} width - The width of the canvas viewport
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* @param {number} height - The height of the canvas viewport
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* @param {ApplicationSettings} [options] - The optional parameters for the application and default renderer
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* @throws Will throw an exception if it fails to instantiate a renderer
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*/
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constructor(width: number, height: number, options?: ApplicationSettings);
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/**
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* the parent HTML element holding the main canvas of this application
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* @type {HTMLElement}
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*/
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parentElement: HTMLElement;
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/**
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* a reference to the active Canvas or WebGL renderer
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* @type {CanvasRenderer|WebGLRenderer}
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*/
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renderer:
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renderer: Renderer;
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/**
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* the active stage "default" camera
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* @type {Camera2d}
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*/
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viewport: Camera2d;
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/**
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* a reference to the game world, <br>
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* a world is a virtual environment containing all the game objects
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* @type {World}
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*/
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world: World;
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/**
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* when true, all objects will be added under the root world container.<br>
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* When false, a `me.Container` object will be created for each corresponding groups
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* @type {boolean}
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* @default true
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*/
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mergeGroup: boolean;
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* Use this value to implement frame prediction in drawing events,
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* for creating smooth motion while running game update logic at
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* a lower fps.
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* @type {DOMHighResTimeStamp}
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*/
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lastUpdate: DOMHighResTimeStamp;
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/**
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* true when this app instance has been initialized
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* @type {boolean}
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* @default false
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*/
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isInitialized: boolean;
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/**
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* the given settings used when creating this application
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* @type {ApplicationSettings}
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*/
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settings: ApplicationSettings
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settings: ApplicationSettings & {
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width: number;
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height: number;
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autoScale: boolean;
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zoomX: number;
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zoomY: number;
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scale: number | "auto";
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};
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/**
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* Specify whether to pause this app when losing focus
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* @type {boolean}
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* @default true
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* @example
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* // keep the default game instance running even when losing focus
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pauseOnBlur: boolean;
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/**
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* Specify whether to unpause this app when gaining back focus
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* @default true
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*/
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resumeOnFocus: boolean;
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/**
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* Specify whether to stop this app when losing focus
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* @default false
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stopOnBlur: boolean;
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updateDelta: number;
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lastUpdateStart: number | null;
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updateAverageDelta: number;
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/**
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* @param width - The width of the canvas viewport
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* @param height - The height of the canvas viewport
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* @param options - The optional parameters for the application and default renderer
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* @throws {Error} Will throw an exception if it fails to instantiate a renderer
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*/
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constructor(width: number, height: number, options?: Partial<ApplicationSettings> & {
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legacy?: boolean;
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});
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/**
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* init the game instance (create a physic world, update starting time, etc..)
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* @param
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* @param width - The width of the canvas viewport
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init(width: number, height: number, options?: ApplicationSettings): void;
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init(width: number, height: number, options?: Partial<ApplicationSettings>): void;
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/**
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* reset the game Object manager
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* destroy all current objects
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*/
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reset(): void;
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set sortOn(value: string);
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* Specify the property to be used when sorting renderables for this application game world.
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* Accepted values : "x", "y", "z", "depth"
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* @see {@link World.sortOn}
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*/
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get sortOn(): string;
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set sortOn(value: string);
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/**
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* Fired when a level is fully loaded and all renderable instantiated. <br>
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* Additionally the level id will also be passed to the called function.
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updateFrameRate(): void;
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/**
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* Returns the parent HTML Element holding the main canvas of this application
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* @returns the parent HTML element
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getParentElement(): HTMLElement;
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/**
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repaint(): void;
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/**
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* update all objects related to this game active scene/stage
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* @param time - current timestamp as provided by the RAF callback
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update(time: number): void;
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/**
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*/
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draw(): void;
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}
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import CanvasRenderer from "../video/canvas/canvas_renderer.js";
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import type WebGLRenderer from "./../video/webgl/webgl_renderer.js";
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import type Camera2d from "./../camera/camera2d.js";
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import World from "../physics/world.js";
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//# sourceMappingURL=application.d.ts.map
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{"version":3,"file":"application.d.ts","sourceRoot":"","sources":["../../src/application/application.
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{"version":3,"file":"application.d.ts","sourceRoot":"","sources":["../../src/application/application.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,QAAQ,MAAM,yBAAyB,CAAC;AAEpD,OAAO,KAAK,MAAM,qBAAqB,CAAC;AAyBxC,OAAO,KAAK,QAAQ,MAAM,wBAAwB,CAAC;AAMnD,OAAO,KAAK,EAAE,mBAAmB,EAAE,MAAM,eAAe,CAAC;AAEzD;;;;GAIG;AACH,MAAM,CAAC,OAAO,OAAO,WAAW;IAC/B;;OAEG;IACH,aAAa,EAAG,WAAW,CAAC;IAE5B;;OAEG;IACH,QAAQ,EAAG,QAAQ,CAAC;IAEpB;;OAEG;IACH,QAAQ,EAAG,QAAQ,CAAC;IAEpB;;;OAGG;IACH,KAAK,EAAG,KAAK,CAAC;IAEd;;;;OAIG;IACH,UAAU,EAAE,OAAO,CAAC;IAEpB;;;;;OAKG;IACH,UAAU,EAAE,mBAAmB,CAAC;IAEhC;;;OAGG;IACH,aAAa,EAAE,OAAO,CAAC;IAEvB;;OAEG;IACH,QAAQ,EAAG,mBAAmB,GAAG;QAChC,KAAK,EAAE,MAAM,CAAC;QACd,MAAM,EAAE,MAAM,CAAC;QACf,SAAS,EAAE,OAAO,CAAC;QACnB,KAAK,EAAE,MAAM,CAAC;QACd,KAAK,EAAE,MAAM,CAAC;QACd,KAAK,EAAE,MAAM,GAAG,MAAM,CAAC;KACvB,CAAC;IAEF;;;;;;OAMG;IACH,WAAW,EAAE,OAAO,CAAC;IAErB;;;OAGG;IACH,aAAa,EAAE,OAAO,CAAC;IAEvB;;;OAGG;IACH,UAAU,EAAE,OAAO,CAAC;IAGpB,OAAO,EAAE,OAAO,CAAC;IAGjB,aAAa,EAAE,OAAO,CAAC;IAGvB,YAAY,EAAE,MAAM,CAAC;IACrB,SAAS,EAAE,MAAM,CAAC;IAGlB,WAAW,EAAE,MAAM,CAAC;IACpB,cAAc,EAAE,MAAM,CAAC;IACvB,sBAAsB,EAAE,MAAM,CAAC;IAG/B,QAAQ,EAAE,MAAM,CAAC;IACjB,WAAW,EAAE,MAAM,CAAC;IACpB,eAAe,EAAE,MAAM,GAAG,IAAI,CAAC;IAC/B,kBAAkB,EAAE,MAAM,CAAC;IAE3B;;;;;OAKG;gBAEF,KAAK,EAAE,MAAM,EACb,MAAM,EAAE,MAAM,EACd,OAAO,GAAE,OAAO,CAAC,mBAAmB,CAAC,GAAG;QAAE,MAAM,CAAC,EAAE,OAAO,CAAA;KAAO;IA2BlE;;;;;OAKG;IACH,IAAI,CACH,KAAK,EAAE,MAAM,EACb,MAAM,EAAE,MAAM,EACd,OAAO,CAAC,EAAE,OAAO,CAAC,mBAAmB,CAAC,GACpC,IAAI;IA4JP;;;OAGG;IACH,KAAK,IAAI,IAAI;IAgBb;;;;OAIG;IACH,IAAI,MAAM,IAAI,MAAM,CAEnB;IACD,IAAI,MAAM,CAAC,KAAK,EAAE,MAAM,EAEvB;IAED;;;;;;OAMG;IACH,aAAa,IAAI,IAAI;IAErB;;;;OAIG;IACH,eAAe,IAAI,IAAI;IAevB;;;OAGG;IACH,gBAAgB,IAAI,WAAW;IAI/B;;OAEG;IACH,OAAO,IAAI,IAAI;IAIf;;;OAGG;IACH,MAAM,CAAC,IAAI,EAAE,MAAM,GAAG,IAAI;IA+C1B;;OAEG;IACH,IAAI,IAAI,IAAI;CAqBZ"}
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{"version":3,"file":"header.d.ts","sourceRoot":"","sources":["../../src/application/header.ts"],"names":[],"mappings":"AACA,OAAO,KAAK,WAAW,MAAM,kBAAkB,CAAC;AAEhD;;;GAGG;AACH,wBAAgB,aAAa,CAAC,GAAG,EAAE,WAAW,GAAG,IAAI,CA8BpD"}
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export declare function onresize(game: Application): void;
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8
7
|
//# sourceMappingURL=resize.d.ts.map
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@@ -1 +1 @@
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|
1
|
-
{"version":3,"file":"resize.d.ts","sourceRoot":"","sources":["../../src/application/resize.
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1
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+
{"version":3,"file":"resize.d.ts","sourceRoot":"","sources":["../../src/application/resize.ts"],"names":[],"mappings":"AACA,OAAO,KAAK,WAAW,MAAM,kBAAkB,CAAC;AAkChD;;;GAGG;AACH,wBAAgB,QAAQ,CAAC,IAAI,EAAE,WAAW,GAAG,IAAI,CA4EhD"}
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