melonjs 18.1.0 → 18.2.0

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Files changed (94) hide show
  1. package/build/application/application.d.ts +29 -37
  2. package/build/application/application.d.ts.map +1 -1
  3. package/build/application/header.d.ts +3 -7
  4. package/build/application/header.d.ts.map +1 -1
  5. package/build/application/resize.d.ts +3 -4
  6. package/build/application/resize.d.ts.map +1 -1
  7. package/build/audio/audio.d.ts +145 -125
  8. package/build/audio/audio.d.ts.map +1 -1
  9. package/build/camera/camera2d.d.ts +192 -102
  10. package/build/camera/camera2d.d.ts.map +1 -1
  11. package/build/geometries/roundrect.d.ts +82 -17
  12. package/build/geometries/roundrect.d.ts.map +1 -1
  13. package/build/index.d.ts +12 -12
  14. package/build/index.js +2266 -840
  15. package/build/index.js.map +4 -4
  16. package/build/input/gamepad.d.ts +110 -61
  17. package/build/input/gamepad.d.ts.map +1 -1
  18. package/build/input/input.d.ts +3 -7
  19. package/build/input/input.d.ts.map +1 -1
  20. package/build/input/pointer.d.ts +25 -51
  21. package/build/input/pointer.d.ts.map +1 -1
  22. package/build/input/pointerevent.d.ts +51 -79
  23. package/build/input/pointerevent.d.ts.map +1 -1
  24. package/build/level/tiled/TMXGroup.d.ts +5 -0
  25. package/build/level/tiled/TMXGroup.d.ts.map +1 -1
  26. package/build/level/tiled/TMXLayer.d.ts.map +1 -1
  27. package/build/level/tiled/TMXObject.d.ts +21 -16
  28. package/build/level/tiled/TMXObject.d.ts.map +1 -1
  29. package/build/level/tiled/TMXTile.d.ts +16 -5
  30. package/build/level/tiled/TMXTile.d.ts.map +1 -1
  31. package/build/level/tiled/TMXTileMap.d.ts +15 -3
  32. package/build/level/tiled/TMXTileMap.d.ts.map +1 -1
  33. package/build/level/tiled/TMXTileset.d.ts +136 -15
  34. package/build/level/tiled/TMXTileset.d.ts.map +1 -1
  35. package/build/level/tiled/TMXUtils.d.ts +31 -0
  36. package/build/level/tiled/TMXUtils.d.ts.map +1 -1
  37. package/build/level/tiled/constants.d.ts +1 -1
  38. package/build/level/tiled/constants.d.ts.map +1 -1
  39. package/build/level/tiled/renderer/TMXObliqueRenderer.d.ts +42 -0
  40. package/build/level/tiled/renderer/TMXObliqueRenderer.d.ts.map +1 -0
  41. package/build/level/tiled/renderer/autodetect.d.ts +2 -1
  42. package/build/level/tiled/renderer/autodetect.d.ts.map +1 -1
  43. package/build/particles/emitter.d.ts +38 -121
  44. package/build/particles/emitter.d.ts.map +1 -1
  45. package/build/particles/particle.d.ts +1 -4
  46. package/build/particles/particle.d.ts.map +1 -1
  47. package/build/physics/bounds.d.ts +1 -1
  48. package/build/physics/bounds.d.ts.map +1 -1
  49. package/build/physics/detector.d.ts.map +1 -1
  50. package/build/physics/world.d.ts +2 -2
  51. package/build/plugin/plugin.d.ts +36 -53
  52. package/build/plugin/plugin.d.ts.map +1 -1
  53. package/build/polyfill/ellipse.d.ts +2 -0
  54. package/build/polyfill/ellipse.d.ts.map +1 -0
  55. package/build/polyfill/index.d.ts +1 -0
  56. package/build/polyfill/index.d.ts.map +1 -1
  57. package/build/renderable/colorlayer.d.ts +2 -2
  58. package/build/renderable/container.d.ts +6 -6
  59. package/build/renderable/container.d.ts.map +1 -1
  60. package/build/renderable/imagelayer.d.ts.map +1 -1
  61. package/build/renderable/renderable.d.ts +11 -2
  62. package/build/renderable/renderable.d.ts.map +1 -1
  63. package/build/renderable/ui/uibaseelement.d.ts +46 -33
  64. package/build/renderable/ui/uibaseelement.d.ts.map +1 -1
  65. package/build/renderable/ui/uispriteelement.d.ts +53 -43
  66. package/build/renderable/ui/uispriteelement.d.ts.map +1 -1
  67. package/build/renderable/ui/uitextbutton.d.ts +68 -74
  68. package/build/renderable/ui/uitextbutton.d.ts.map +1 -1
  69. package/build/state/stage.d.ts +1 -1
  70. package/build/state/state.d.ts +93 -90
  71. package/build/state/state.d.ts.map +1 -1
  72. package/build/system/event.d.ts +2 -2
  73. package/build/system/event.d.ts.map +1 -1
  74. package/build/utils/decode.d.ts +1 -0
  75. package/build/utils/decode.d.ts.map +1 -1
  76. package/build/utils/function.d.ts +1 -1
  77. package/build/utils/function.d.ts.map +1 -1
  78. package/build/utils/utils.d.ts +1 -1
  79. package/build/utils/utils.d.ts.map +1 -1
  80. package/build/video/canvas/canvas_renderer.d.ts +40 -13
  81. package/build/video/canvas/canvas_renderer.d.ts.map +1 -1
  82. package/build/video/renderer.d.ts +12 -0
  83. package/build/video/renderer.d.ts.map +1 -1
  84. package/build/video/webgl/batchers/batcher.d.ts +43 -8
  85. package/build/video/webgl/batchers/batcher.d.ts.map +1 -1
  86. package/build/video/webgl/batchers/quad_batcher.d.ts +0 -2
  87. package/build/video/webgl/batchers/quad_batcher.d.ts.map +1 -1
  88. package/build/video/webgl/buffer/index.d.ts +33 -8
  89. package/build/video/webgl/buffer/index.d.ts.map +1 -1
  90. package/build/video/webgl/buffer/vertex.d.ts +9 -1
  91. package/build/video/webgl/buffer/vertex.d.ts.map +1 -1
  92. package/build/video/webgl/webgl_renderer.d.ts +22 -20
  93. package/build/video/webgl/webgl_renderer.d.ts.map +1 -1
  94. package/package.json +1 -1
@@ -1,23 +1,48 @@
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  /**
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- * a static Index Buffer object for quad rendering.
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- * Pre-computes the repeating [0,1,2, 2,1,3] pattern once
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- * and uploads it to the GPU as a STATIC_DRAW buffer.
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+ * A WebGL Index Buffer object.
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+ * Can be used for static patterns (e.g. quad indices) or dynamic indexed drawing.
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  * @ignore
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  */
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  export default class IndexBuffer {
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  /**
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- * @param {WebGL2RenderingContext} gl - the WebGL context
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- * @param {number} maxQuads - maximum number of quads this buffer can index
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+ * @param {WebGLRenderingContext|WebGL2RenderingContext} gl - the WebGL context
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+ * @param {number} maxIndices - maximum number of indices this buffer can hold
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  * @param {boolean} [useUint32=false] - use Uint32 indices (WebGL2) instead of Uint16 (WebGL1)
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+ * @param {boolean} [dynamic=false] - if true, use STREAM_DRAW for frequent updates; if false, use STATIC_DRAW
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  */
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- constructor(gl: WebGL2RenderingContext, maxQuads: number, useUint32?: boolean);
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- gl: WebGL2RenderingContext;
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+ constructor(gl: WebGLRenderingContext | WebGL2RenderingContext, maxIndices: number, useUint32?: boolean, dynamic?: boolean);
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+ gl: WebGLRenderingContext | WebGL2RenderingContext;
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+ dynamic: boolean;
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  type: 5123 | 5125;
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  data: Uint16Array<ArrayBuffer> | Uint32Array<ArrayBuffer>;
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+ /**
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+ * the current number of indices in the buffer
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+ * @type {number}
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+ */
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+ length: number;
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  buffer: WebGLBuffer;
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+ /**
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+ * Fill the buffer with a repeating quad index pattern [0,1,2, 2,1,3, 4,5,6, ...]
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+ * and upload as a static buffer.
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+ * @param {number} maxQuads - number of quads to generate indices for
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+ */
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+ fillQuadPattern(maxQuads: number): void;
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+ /**
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+ * Reset the index count (for dynamic buffers)
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+ */
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+ clear(): void;
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+ /**
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+ * Add indices to the buffer, rebased by the given vertex offset
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+ * @param {number[]} indices - source indices to add
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+ * @param {number} vertexOffset - value to add to each index (vertex count at time of insertion)
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+ */
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+ add(indices: number[], vertexOffset: number): void;
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+ /**
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+ * Upload the current index data to the GPU (for dynamic buffers)
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+ */
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+ upload(): void;
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  /**
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  * bind this index buffer
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- * @ignore
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  */
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  bind(): void;
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  }
@@ -1 +1 @@
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- {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../../../src/video/webgl/buffer/index.js"],"names":[],"mappings":"AAAA;;;;;GAKG;AAEH;IACC;;;;OAIG;IACH,gBAJW,sBAAsB,YACtB,MAAM,cACN,OAAO,EA0BjB;IAvBA,2BAAY;IAGX,kBAA2B;IAC3B,0DAAyC;IAgB1C,oBAA+B;IAKhC;;;OAGG;IACH,aAEC;CACD"}
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+ {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../../../src/video/webgl/buffer/index.js"],"names":[],"mappings":"AAAA;;;;GAIG;AAEH;IACC;;;;;OAKG;IACH,gBALW,qBAAqB,GAAC,sBAAsB,cAC5C,MAAM,cACN,OAAO,YACP,OAAO,EAqBjB;IAlBA,mDAAY;IACZ,iBAAsB;IAGrB,kBAA2B;IAC3B,0DAAuC;IAMxC;;;OAGG;IACH,QAFU,MAAM,CAED;IAEf,oBAA+B;IAGhC;;;;OAIG;IACH,0BAFW,MAAM,QAkBhB;IAED;;OAEG;IACH,cAEC;IAED;;;;OAIG;IACH,aAHW,MAAM,EAAE,gBACR,MAAM,QAOhB;IAED;;OAEG;IACH,eAOC;IAED;;OAEG;IACH,aAEC;CACD"}
@@ -22,10 +22,18 @@ export default class VertexArrayBuffer {
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  */
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  isFull(vertex: any): boolean;
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  /**
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- * push a new vertex to the buffer
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+ * push a new vertex to the buffer (quad format: x, y, u, v, tint)
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  * @ignore
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  */
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  push(x: any, y: any, u: any, v: any, tint: any): this;
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+ /**
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+ * push a new vertex with all-float data to the buffer
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+ * @param {ArrayLike<number>} data - float values for one vertex
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+ * @param {number} srcOffset - start index in the source data
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+ * @param {number} count - number of floats to copy (should equal vertexSize)
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+ * @ignore
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+ */
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+ pushFloats(data: ArrayLike<number>, srcOffset: number, count: number): this;
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  /**
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  * return a reference to the data in Float32 format
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  * @ignore
@@ -1 +1 @@
1
- {"version":3,"file":"vertex.d.ts","sourceRoot":"","sources":["../../../../src/video/webgl/buffer/vertex.js"],"names":[],"mappings":"AAAA;;;;GAIG;AAEH;IACC,6CAeC;IAbA,gBAA4B;IAE5B,eAA0B;IAE1B,oBAAoB;IAGpB,oBAEC;IAED,qCAA8C;IAC9C,oCAA6C;IAG9C;;;OAGG;IACH,cAEC;IAED;;;OAGG;IACH,6BAEC;IAED;;;OAGG;IACH,sDAYC;IAED;;;OAGG;IACH,2DAMC;IAED;;;OAGG;IACH,yDAMC;CACD"}
1
+ {"version":3,"file":"vertex.d.ts","sourceRoot":"","sources":["../../../../src/video/webgl/buffer/vertex.js"],"names":[],"mappings":"AAAA;;;;GAIG;AAEH;IACC,6CAeC;IAbA,gBAA4B;IAE5B,eAA0B;IAE1B,oBAAoB;IAGpB,oBAEC;IAED,qCAA8C;IAC9C,oCAA6C;IAG9C;;;OAGG;IACH,cAEC;IAED;;;OAGG;IACH,6BAEC;IAED;;;OAGG;IACH,sDAYC;IAED;;;;;;OAMG;IACH,iBALW,SAAS,CAAC,MAAM,CAAC,aACjB,MAAM,SACN,MAAM,QAahB;IAED;;;OAGG;IACH,2DAMC;IAED;;;OAGG;IACH,yDAMC;CACD"}
@@ -10,13 +10,6 @@ export default class WebGLRenderer extends Renderer {
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  * @readonly
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  */
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  readonly GPUVendor: string;
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- /**
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- * The renderer string of the underlying graphics driver.
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- * @type {string}
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- * @default undefined
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- * @readonly
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- */
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- readonly GPURenderer: string;
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  /**
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  * The WebGL context
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  * @name gl
@@ -235,21 +228,30 @@ export default class WebGLRenderer extends Renderer {
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  */
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  getContext(): WebGLRenderingContext;
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  /**
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- * set a blend mode for the given context. <br>
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- * Supported blend mode between Canvas and WebGL renderer : <br>
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- * - "normal" : this is the default mode and draws new content on top of the existing content <br>
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- * <img src="../images/normal-blendmode.png" width="510"/> <br>
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- * - "multiply" : the pixels of the top layer are multiplied with the corresponding pixel of the bottom layer. A darker picture is the result. <br>
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- * <img src="../images/multiply-blendmode.png" width="510"/> <br>
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- * - "additive or lighter" : where both content overlap the color is determined by adding color values. <br>
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- * <img src="../images/lighter-blendmode.png" width="510"/> <br>
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- * - "screen" : The pixels are inverted, multiplied, and inverted again. A lighter picture is the result (opposite of multiply) <br>
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- * <img src="../images/screen-blendmode.png" width="510"/> <br>
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+ * set the current blend mode for this renderer. <br>
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+ * All renderers support: <br>
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+ * - "normal" : draws new content on top of the existing content <br>
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+ * <img src="../images/normal-blendmode.png" width="180"/> <br>
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+ * - "add", "additive", or "lighter" : color values are added together <br>
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+ * <img src="../images/add-blendmode.png" width="180"/> <br>
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+ * - "multiply" : pixels are multiplied, resulting in a darker picture <br>
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+ * <img src="../images/multiply-blendmode.png" width="180"/> <br>
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+ * - "screen" : pixels are inverted, multiplied, and inverted again (opposite of multiply) <br>
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+ * <img src="../images/screen-blendmode.png" width="180"/> <br>
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+ * WebGL2 additionally supports: <br>
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+ * - "darken" : retains the darkest pixels of both layers <br>
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+ * <img src="../images/darken-blendmode.png" width="180"/> <br>
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+ * - "lighten" : retains the lightest pixels of both layers <br>
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+ * <img src="../images/lighten-blendmode.png" width="180"/> <br>
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+ * Other CSS blend modes ("overlay", "color-dodge", "color-burn", "hard-light", "soft-light",
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+ * "difference", "exclusion") may be supported by the Canvas renderer (browser-dependent)
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+ * and will always fall back to "normal" in WebGL. <br>
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  * @see https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/globalCompositeOperation
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- * @param {string} [mode="normal"] - blend mode : "normal", "multiply", "lighter", "additive", "screen"
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- * @param {WebGLRenderingContext} [gl] - a WebGL context
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+ * @param {string} [mode="normal"] - blend mode
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+ * @param {boolean} [premultipliedAlpha=true] - whether textures use premultiplied alpha (affects source blend factor)
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+ * @returns {string} the blend mode actually applied (may differ if the requested mode is unsupported)
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  */
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- setBlendMode(mode?: string, gl?: WebGLRenderingContext): void;
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+ setBlendMode(mode?: string, premultipliedAlpha?: boolean): string;
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  /**
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  * restores the most recently saved renderer state by popping the top entry in the drawing state stack
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  * @example
@@ -1 +1 @@
1
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1
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package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "melonjs",
3
- "version": "18.1.0",
3
+ "version": "18.2.0",
4
4
  "description": "melonJS Game Engine",
5
5
  "homepage": "http://www.melonjs.org/",
6
6
  "type": "module",