melonjs 18.2.2 → 19.0.0

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Files changed (200) hide show
  1. package/README.md +33 -27
  2. package/build/application/application.d.ts +85 -13
  3. package/build/application/application.d.ts.map +1 -1
  4. package/build/application/defaultApplicationSettings.d.ts +1 -1
  5. package/build/application/header.d.ts.map +1 -1
  6. package/build/application/settings.d.ts +20 -7
  7. package/build/application/settings.d.ts.map +1 -1
  8. package/build/camera/camera2d.d.ts +10 -11
  9. package/build/camera/camera2d.d.ts.map +1 -1
  10. package/build/geometries/earcut.d.ts.map +1 -1
  11. package/build/geometries/path2d.d.ts.map +1 -1
  12. package/build/geometries/rectangle.d.ts.map +1 -1
  13. package/build/index.d.ts +99 -92
  14. package/build/index.d.ts.map +1 -1
  15. package/build/index.js +16586 -13472
  16. package/build/index.js.map +4 -4
  17. package/build/input/gamepad.d.ts.map +1 -1
  18. package/build/input/keyboard.d.ts.map +1 -1
  19. package/build/input/pointer.d.ts.map +1 -1
  20. package/build/input/pointerevent.d.ts +6 -0
  21. package/build/input/pointerevent.d.ts.map +1 -1
  22. package/build/level/level.d.ts +5 -5
  23. package/build/level/level.d.ts.map +1 -1
  24. package/build/level/tiled/TMXGroup.d.ts +1 -1
  25. package/build/level/tiled/TMXLayer.d.ts +4 -4
  26. package/build/level/tiled/TMXLayer.d.ts.map +1 -1
  27. package/build/level/tiled/TMXObject.d.ts +1 -1
  28. package/build/level/tiled/TMXObjectFactory.d.ts +98 -0
  29. package/build/level/tiled/TMXObjectFactory.d.ts.map +1 -0
  30. package/build/level/tiled/TMXTile.d.ts.map +1 -1
  31. package/build/level/tiled/TMXTileMap.d.ts +7 -3
  32. package/build/level/tiled/TMXTileMap.d.ts.map +1 -1
  33. package/build/level/tiled/TMXTileset.d.ts.map +1 -1
  34. package/build/level/tiled/TMXUtils.d.ts +22 -0
  35. package/build/level/tiled/TMXUtils.d.ts.map +1 -1
  36. package/build/level/tiled/factories/shape.d.ts +9 -0
  37. package/build/level/tiled/factories/shape.d.ts.map +1 -0
  38. package/build/level/tiled/factories/text.d.ts +8 -0
  39. package/build/level/tiled/factories/text.d.ts.map +1 -0
  40. package/build/level/tiled/factories/tile.d.ts +8 -0
  41. package/build/level/tiled/factories/tile.d.ts.map +1 -0
  42. package/build/level/tiled/renderer/TMXHexagonalRenderer.d.ts +1 -1
  43. package/build/level/tiled/renderer/TMXIsometricRenderer.d.ts +1 -1
  44. package/build/loader/cache.d.ts +2 -0
  45. package/build/loader/cache.d.ts.map +1 -1
  46. package/build/loader/loader.d.ts +60 -0
  47. package/build/loader/loader.d.ts.map +1 -1
  48. package/build/loader/loadingscreen.d.ts +2 -2
  49. package/build/loader/loadingscreen.d.ts.map +1 -1
  50. package/build/loader/parsers/fetchdata.d.ts.map +1 -1
  51. package/build/loader/parsers/fontface.d.ts +2 -2
  52. package/build/loader/parsers/mtl.d.ts +11 -0
  53. package/build/loader/parsers/mtl.d.ts.map +1 -0
  54. package/build/loader/parsers/obj.d.ts +11 -0
  55. package/build/loader/parsers/obj.d.ts.map +1 -0
  56. package/build/loader/parsers/tmx.d.ts +0 -1
  57. package/build/loader/parsers/tmx.d.ts.map +1 -1
  58. package/build/loader/parsers/video.d.ts.map +1 -1
  59. package/build/math/color.d.ts.map +1 -1
  60. package/build/math/math.d.ts +12 -0
  61. package/build/math/math.d.ts.map +1 -1
  62. package/build/math/matrix2d.d.ts +2 -2
  63. package/build/math/matrix2d.d.ts.map +1 -1
  64. package/build/math/matrix3d.d.ts +19 -4
  65. package/build/math/matrix3d.d.ts.map +1 -1
  66. package/build/math/observableVector2d.d.ts +1 -1
  67. package/build/math/observableVector2d.d.ts.map +1 -1
  68. package/build/math/observableVector3d.d.ts +1 -1
  69. package/build/math/observableVector3d.d.ts.map +1 -1
  70. package/build/math/vertex.d.ts +42 -0
  71. package/build/math/vertex.d.ts.map +1 -0
  72. package/build/particles/emitter.d.ts +2 -2
  73. package/build/particles/particle.d.ts.map +1 -1
  74. package/build/physics/bounds.d.ts +4 -3
  75. package/build/physics/bounds.d.ts.map +1 -1
  76. package/build/physics/collision.d.ts +1 -1
  77. package/build/physics/detector.d.ts +1 -1
  78. package/build/physics/quadtree.d.ts.map +1 -1
  79. package/build/physics/world.d.ts +3 -3
  80. package/build/physics/world.d.ts.map +1 -1
  81. package/build/plugin/plugin.d.ts +3 -3
  82. package/build/renderable/container.d.ts +32 -8
  83. package/build/renderable/container.d.ts.map +1 -1
  84. package/build/renderable/draggable.d.ts.map +1 -1
  85. package/build/renderable/dragndrop.d.ts.map +1 -1
  86. package/build/renderable/entity/entity.d.ts +7 -0
  87. package/build/renderable/entity/entity.d.ts.map +1 -1
  88. package/build/renderable/imagelayer.d.ts +1 -4
  89. package/build/renderable/imagelayer.d.ts.map +1 -1
  90. package/build/renderable/mesh.d.ts +147 -0
  91. package/build/renderable/mesh.d.ts.map +1 -0
  92. package/build/renderable/renderable.d.ts +59 -33
  93. package/build/renderable/renderable.d.ts.map +1 -1
  94. package/build/renderable/sprite.d.ts +2 -2
  95. package/build/renderable/sprite.d.ts.map +1 -1
  96. package/build/renderable/text/bitmaptext.d.ts +2 -11
  97. package/build/renderable/text/bitmaptext.d.ts.map +1 -1
  98. package/build/renderable/text/bitmaptextdata.d.ts +2 -0
  99. package/build/renderable/text/bitmaptextdata.d.ts.map +1 -1
  100. package/build/renderable/text/glyph.d.ts +1 -1
  101. package/build/renderable/text/glyph.d.ts.map +1 -1
  102. package/build/renderable/text/text.d.ts +2 -7
  103. package/build/renderable/text/text.d.ts.map +1 -1
  104. package/build/renderable/text/textmetrics.d.ts +2 -0
  105. package/build/renderable/text/textmetrics.d.ts.map +1 -1
  106. package/build/renderable/trail.d.ts +120 -0
  107. package/build/renderable/trail.d.ts.map +1 -0
  108. package/build/renderable/ui/uibaseelement.d.ts +0 -1
  109. package/build/renderable/ui/uibaseelement.d.ts.map +1 -1
  110. package/build/renderable/ui/uitextbutton.d.ts +2 -6
  111. package/build/renderable/ui/uitextbutton.d.ts.map +1 -1
  112. package/build/state/stage.d.ts +39 -55
  113. package/build/state/stage.d.ts.map +1 -1
  114. package/build/state/state.d.ts +15 -29
  115. package/build/state/state.d.ts.map +1 -1
  116. package/build/system/bootstrap.d.ts +13 -0
  117. package/build/system/bootstrap.d.ts.map +1 -0
  118. package/build/system/device.d.ts +5 -4
  119. package/build/system/device.d.ts.map +1 -1
  120. package/build/system/event.d.ts +26 -6
  121. package/build/system/event.d.ts.map +1 -1
  122. package/build/system/eventEmitter.d.ts +4 -4
  123. package/build/system/eventEmitter.d.ts.map +1 -1
  124. package/build/system/legacy_pool.d.ts +32 -4
  125. package/build/system/legacy_pool.d.ts.map +1 -1
  126. package/build/system/platform.d.ts.map +1 -1
  127. package/build/system/timer.d.ts.map +1 -1
  128. package/build/tweens/easing.d.ts +23 -34
  129. package/build/tweens/easing.d.ts.map +1 -1
  130. package/build/tweens/interpolation.d.ts +32 -0
  131. package/build/tweens/interpolation.d.ts.map +1 -1
  132. package/build/tweens/tween.d.ts +80 -42
  133. package/build/tweens/tween.d.ts.map +1 -1
  134. package/build/utils/function.d.ts +1 -1
  135. package/build/utils/function.d.ts.map +1 -1
  136. package/build/video/canvas/canvas_renderer.d.ts +34 -10
  137. package/build/video/canvas/canvas_renderer.d.ts.map +1 -1
  138. package/build/video/gradient.d.ts +116 -0
  139. package/build/video/gradient.d.ts.map +1 -0
  140. package/build/video/renderer.d.ts +60 -6
  141. package/build/video/renderer.d.ts.map +1 -1
  142. package/build/video/renderstate.d.ts +22 -4
  143. package/build/video/renderstate.d.ts.map +1 -1
  144. package/build/video/rendertarget/canvasrendertarget.d.ts +3 -1
  145. package/build/video/rendertarget/canvasrendertarget.d.ts.map +1 -1
  146. package/build/video/texture/atlas.d.ts.map +1 -1
  147. package/build/video/texture/cache.d.ts +2 -1
  148. package/build/video/texture/cache.d.ts.map +1 -1
  149. package/build/video/utils/dash.d.ts +15 -0
  150. package/build/video/utils/dash.d.ts.map +1 -0
  151. package/build/video/utils/tessellation.d.ts +29 -0
  152. package/build/video/utils/tessellation.d.ts.map +1 -0
  153. package/build/video/video.d.ts +16 -2
  154. package/build/video/video.d.ts.map +1 -1
  155. package/build/video/webgl/batchers/material_batcher.d.ts +65 -0
  156. package/build/video/webgl/batchers/material_batcher.d.ts.map +1 -0
  157. package/build/video/webgl/batchers/mesh_batcher.d.ts +20 -0
  158. package/build/video/webgl/batchers/mesh_batcher.d.ts.map +1 -0
  159. package/build/video/webgl/batchers/quad_batcher.d.ts +2 -45
  160. package/build/video/webgl/batchers/quad_batcher.d.ts.map +1 -1
  161. package/build/video/webgl/buffer/index.d.ts +5 -0
  162. package/build/video/webgl/buffer/index.d.ts.map +1 -1
  163. package/build/video/webgl/buffer/vertex.d.ts +5 -0
  164. package/build/video/webgl/buffer/vertex.d.ts.map +1 -1
  165. package/build/video/webgl/effects/blur.d.ts +36 -0
  166. package/build/video/webgl/effects/blur.d.ts.map +1 -0
  167. package/build/video/webgl/effects/chromaticAberration.d.ts +39 -0
  168. package/build/video/webgl/effects/chromaticAberration.d.ts.map +1 -0
  169. package/build/video/webgl/effects/desaturate.d.ts +32 -0
  170. package/build/video/webgl/effects/desaturate.d.ts.map +1 -0
  171. package/build/video/webgl/effects/dissolve.d.ts +42 -0
  172. package/build/video/webgl/effects/dissolve.d.ts.map +1 -0
  173. package/build/video/webgl/effects/dropShadow.d.ts +47 -0
  174. package/build/video/webgl/effects/dropShadow.d.ts.map +1 -0
  175. package/build/video/webgl/effects/flash.d.ts +46 -0
  176. package/build/video/webgl/effects/flash.d.ts.map +1 -0
  177. package/build/video/webgl/effects/glow.d.ts +48 -0
  178. package/build/video/webgl/effects/glow.d.ts.map +1 -0
  179. package/build/video/webgl/effects/hologram.d.ts +37 -0
  180. package/build/video/webgl/effects/hologram.d.ts.map +1 -0
  181. package/build/video/webgl/effects/invert.d.ts +29 -0
  182. package/build/video/webgl/effects/invert.d.ts.map +1 -0
  183. package/build/video/webgl/effects/outline.d.ts +49 -0
  184. package/build/video/webgl/effects/outline.d.ts.map +1 -0
  185. package/build/video/webgl/effects/pixelate.d.ts +38 -0
  186. package/build/video/webgl/effects/pixelate.d.ts.map +1 -0
  187. package/build/video/webgl/effects/scanline.d.ts +47 -0
  188. package/build/video/webgl/effects/scanline.d.ts.map +1 -0
  189. package/build/video/webgl/effects/sepia.d.ts +28 -0
  190. package/build/video/webgl/effects/sepia.d.ts.map +1 -0
  191. package/build/video/webgl/effects/tintPulse.d.ts +43 -0
  192. package/build/video/webgl/effects/tintPulse.d.ts.map +1 -0
  193. package/build/video/webgl/effects/wave.d.ts +43 -0
  194. package/build/video/webgl/effects/wave.d.ts.map +1 -0
  195. package/build/video/webgl/utils/program.d.ts.map +1 -1
  196. package/build/video/webgl/webgl_renderer.d.ts +40 -15
  197. package/build/video/webgl/webgl_renderer.d.ts.map +1 -1
  198. package/package.json +10 -10
  199. package/build/system/eventEmitter.spec.d.ts +0 -2
  200. package/build/system/eventEmitter.spec.d.ts.map +0 -1
package/README.md CHANGED
@@ -26,7 +26,7 @@ Why melonJS
26
26
 
27
27
  melonJS is designed so you can **focus on making games, not on graphics plumbing**.
28
28
 
29
- - **Canvas2D-inspired rendering API** — If you've used the HTML5 Canvas, you already know melonJS. The rendering API (`save`, `restore`, `translate`, `rotate`, `setColor`, `fillRect`, ...) follows the same familiar patterns — no render graphs, no shader pipelines, no instruction sets to learn.
29
+ - **[Canvas2D-inspired rendering API](https://github.com/melonjs/melonJS/wiki/Rendering-API)** — If you've used the HTML5 Canvas, you already know melonJS. The rendering API (`save`, `restore`, `translate`, `rotate`, `setColor`, `fillRect`, ...) follows the same familiar patterns — no render graphs, no shader pipelines, no instruction sets to learn.
30
30
 
31
31
  - **True renderer abstraction** — Write your game once, run it on WebGL or Canvas2D with zero code changes. The engine handles all GPU complexity behind a unified API, with automatic fallback when WebGL is not available. Designed to support future backends (WebGPU) without touching game code.
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32
 
@@ -54,6 +54,9 @@ Graphics
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  - Built-in effects such as tinting, masking and 2D lighting
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  - Standard spritesheet, single and multiple Packed Textures support
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  - Compressed texture support (DDS, KTX, KTX2, PVR, PKM) with automatic format detection and fallback
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+ - 3D mesh rendering with OBJ/MTL model loading, perspective projection and hardware depth testing
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+ - Built-in shader effects (Flash, Outline, Glow, Dissolve, CRT, Hologram, etc.) and custom shader support via `ShaderEffect` for per-sprite fragment effects (WebGL)
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+ - Trail renderable for fading, tapering ribbons behind moving objects (speed lines, sword slashes, magic trails)
57
60
  - System & Bitmap Text
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  - Video sprite playback
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62
 
@@ -154,6 +157,10 @@ Examples
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  * [Hello World](https://melonjs.github.io/melonJS/examples/#/hello-world) ([source](https://github.com/melonjs/melonJS/tree/master/packages/examples/src/examples/helloWorld))
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158
  * [Whac-A-Mole](https://melonjs.github.io/melonJS/examples/#/whac-a-mole) ([source](https://github.com/melonjs/melonJS/tree/master/packages/examples/src/examples/whac-a-mole))
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159
  * [Compressed Textures](https://melonjs.github.io/melonJS/examples/#/compressed-textures) ([source](https://github.com/melonjs/melonJS/tree/master/packages/examples/src/examples/compressedTextures))
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+ * [3D Mesh](https://melonjs.github.io/melonJS/examples/#/mesh-3d) ([source](https://github.com/melonjs/melonJS/tree/master/packages/examples/src/examples/mesh3d))
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+ * [3D Mesh Material](https://melonjs.github.io/melonJS/examples/#/mesh-3d-material) ([source](https://github.com/melonjs/melonJS/tree/master/packages/examples/src/examples/mesh3dMaterial))
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+ * [Trail](https://melonjs.github.io/melonJS/examples/#/trail) ([source](https://github.com/melonjs/melonJS/tree/master/packages/examples/src/examples/trail))
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+ * [Shader Effects](https://melonjs.github.io/melonJS/examples/#/shader-effects) ([source](https://github.com/melonjs/melonJS/tree/master/packages/examples/src/examples/shaderEffects))
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  * [Spine](https://melonjs.github.io/melonJS/examples/#/spine) ([source](https://github.com/melonjs/melonJS/tree/master/packages/examples/src/examples/spine))
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165
 
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  Browse all examples [here](https://melonjs.github.io/melonJS/examples/)
@@ -163,30 +170,29 @@ Browse all examples [here](https://melonjs.github.io/melonJS/examples/)
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  ### Basic Hello World Example
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171
 
165
172
  ```JavaScript
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- import * as me from "https://cdn.jsdelivr.net/npm/melonjs/+esm";
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-
168
- me.device.onReady(function () {
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- // initialize the display canvas once the device/browser is ready
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- if (!me.video.init(1218, 562, {parent : "screen", scale : "auto"})) {
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- alert("Your browser does not support HTML5 canvas.");
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- return;
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- }
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-
175
- // set a gray background color
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- me.game.world.backgroundColor.parseCSS("#202020");
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-
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- // add a font text display object
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- me.game.world.addChild(new me.Text(609, 281, {
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- font: "Arial",
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- size: 160,
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- fillStyle: "#FFFFFF",
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- textBaseline : "middle",
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- textAlign : "center",
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- text : "Hello World !"
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- }));
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+ import { Application, Text } from "https://cdn.jsdelivr.net/npm/melonjs/+esm";
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+
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+ // create a new melonJS application
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+ const app = new Application(1218, 562, {
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+ parent: "screen",
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+ scale: "auto",
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+ backgroundColor: "#202020",
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  });
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+
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+ // set a gray background color
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+ app.world.backgroundColor.parseCSS("#202020");
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+
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+ // add a font text display object
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+ app.world.addChild(new Text(609, 281, {
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+ font: "Arial",
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+ size: 160,
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+ fillStyle: "#FFFFFF",
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+ textBaseline: "middle",
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+ textAlign: "center",
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+ text: "Hello World !",
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+ }));
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  ```
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- > Simple hello world using melonJS 2
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+ > Simple hello world using melonJS
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  Documentation
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  -------------------------------------------------------------------------------
@@ -213,17 +219,17 @@ Install via [npm](https://www.npmjs.com/package/melonjs) :
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  npm install melonjs
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- Then import it in your project :
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+ Then import what you need in your project :
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  ```JavaScript
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- import * as me from 'melonjs';
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+ import { Application, Sprite, loader } from 'melonjs';
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  ```
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  Or use it directly via [jsDelivr](https://www.jsdelivr.com/package/npm/melonjs) CDN :
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  ```html
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- <!-- load the ES6 module bundle of melonJS v18.x -->
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- <script type="module" src="https://cdn.jsdelivr.net/npm/melonjs@18/+esm"></script>
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+ <!-- load the ES6 module bundle of melonJS v19.x -->
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+ <script type="module" src="https://cdn.jsdelivr.net/npm/melonjs@19/+esm"></script>
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  <!-- omit the version completely to get the latest one -->
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  <!-- you should NOT use this in production -->
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  <script type="module" src="https://cdn.jsdelivr.net/npm/melonjs/+esm"></script>
@@ -1,11 +1,34 @@
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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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+ import type { ApplicationSettings, ResolvedApplicationSettings } 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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+ * The Application class is the main entry point for creating a melonJS game.
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+ * It initializes the renderer, creates the game world and viewport, registers DOM event
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+ * listeners (resize, orientation, scroll), and starts the game loop.
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+ *
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+ * The Application instance provides access to the core game systems:
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+ * - {@link Application#renderer renderer} — the active Canvas or WebGL renderer
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+ * - {@link Application#world world} — the root container for all game objects
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+ * - {@link Application#viewport viewport} — the default camera / viewport
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+ *
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+ * The app instance is automatically passed to {@link Stage#onResetEvent} and
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+ * {@link Stage#onDestroyEvent}, and is accessible from any renderable via
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+ * {@link Renderable#parentApp parentApp}.
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  * @category Application
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- * @see {@link game}
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+ * @example
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+ * // create a new melonJS Application
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+ * const app = new Application(800, 600, {
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+ * parent: "screen",
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+ * scaleMethod: "flex-width",
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+ * renderer: 2, // AUTO
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+ * });
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+ *
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+ * // add objects to the world
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+ * app.world.addChild(new Sprite(0, 0, { image: "player" }));
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+ *
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+ * // access the viewport
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+ * app.viewport.follow(player, app.viewport.AXIS.BOTH);
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  */
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  export default class Application {
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  /**
@@ -46,20 +69,13 @@ export default class Application {
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  /**
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  * the given settings used when creating this application
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  */
49
- 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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+ settings: ResolvedApplicationSettings;
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  /**
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  * Specify whether to pause this app when losing focus
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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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- * me.game.pauseOnBlur = false;
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+ * app.pauseOnBlur = false;
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  */
64
80
  pauseOnBlur: boolean;
65
81
  /**
@@ -80,14 +96,26 @@ export default class Application {
80
96
  accumulatorMax: number;
81
97
  accumulatorUpdateDelta: number;
82
98
  stepSize: number;
99
+ private _onResize?;
100
+ private _onOrientationChange?;
101
+ private _onScroll?;
83
102
  updateDelta: number;
84
103
  lastUpdateStart: number | null;
85
104
  updateAverageDelta: number;
86
105
  /**
106
+ * Create and initialize a new melonJS Application.
107
+ * This is the recommended way to start a melonJS game.
87
108
  * @param width - The width of the canvas viewport
88
109
  * @param height - The height of the canvas viewport
89
110
  * @param options - The optional parameters for the application and default renderer
90
111
  * @throws {Error} Will throw an exception if it fails to instantiate a renderer
112
+ * @example
113
+ * const app = new Application(1024, 768, {
114
+ * parent: "game-container",
115
+ * scale: "auto",
116
+ * scaleMethod: "fit",
117
+ * renderer: 2, // AUTO
118
+ * });
91
119
  */
92
120
  constructor(width: number, height: number, options?: Partial<ApplicationSettings> & {
93
121
  legacy?: boolean;
@@ -116,7 +144,7 @@ export default class Application {
116
144
  * Additionally the level id will also be passed to the called function.
117
145
  * @example
118
146
  * // call myFunction () everytime a level is loaded
119
- * me.game.onLevelLoaded = this.myFunction.bind(this);
147
+ * app.onLevelLoaded = this.myFunction.bind(this);
120
148
  */
121
149
  onLevelLoaded(): void;
122
150
  /**
@@ -130,10 +158,42 @@ export default class Application {
130
158
  * @returns the parent HTML element
131
159
  */
132
160
  getParentElement(): HTMLElement;
161
+ /**
162
+ * The HTML canvas element associated with this application's renderer.
163
+ * @example
164
+ * // access the canvas DOM element
165
+ * const canvas = app.canvas;
166
+ */
167
+ get canvas(): HTMLCanvasElement;
168
+ /**
169
+ * Trigger a manual resize of the application canvas to fit the parent element.
170
+ * This is automatically called on window resize/orientation change, but can
171
+ * be called manually if the parent element size changes programmatically.
172
+ * @example
173
+ * // force a resize after changing the parent element dimensions
174
+ * app.resize();
175
+ */
176
+ resize(): void;
177
+ /**
178
+ * Destroy this application instance and release all associated resources.
179
+ * Removes the canvas from the DOM, destroys the world, and unregisters
180
+ * all event listeners.
181
+ * @param removeCanvas - if true, the canvas element is removed from the DOM (default: true)
182
+ * @example
183
+ * // clean up when done
184
+ * app.destroy();
185
+ */
186
+ destroy(removeCanvas?: boolean): void;
133
187
  /**
134
188
  * force the redraw (not update) of all objects
135
189
  */
136
190
  repaint(): void;
191
+ /** @ignore */
192
+ _tick(time: number): void;
193
+ /** @ignore */
194
+ _onBlur(): void;
195
+ /** @ignore */
196
+ _onFocus(): void;
137
197
  /**
138
198
  * update all objects related to this game active scene/stage
139
199
  * @param time - current timestamp as provided by the RAF callback
@@ -144,4 +204,16 @@ export default class Application {
144
204
  */
145
205
  draw(): void;
146
206
  }
207
+ /**
208
+ * The default game application instance.
209
+ * Set via {@link setDefaultGame} during engine initialization.
210
+ * When using {@link Application} directly, prefer using the app instance
211
+ * (e.g. from {@link Stage#onResetEvent} or {@link Renderable#parentApp}).
212
+ */
213
+ export declare let game: Application;
214
+ /**
215
+ * Set the default game application instance.
216
+ * @ignore
217
+ */
218
+ export declare function setDefaultGame(app: Application): void;
147
219
  //# sourceMappingURL=application.d.ts.map
@@ -1 +1 @@
1
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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;AA8BxC,OAAO,KAAK,QAAQ,MAAM,wBAAwB,CAAC;AAMnD,OAAO,KAAK,EACX,mBAAmB,EACnB,2BAA2B,EAC3B,MAAM,eAAe,CAAC;AAEvB;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2BG;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,2BAA2B,CAAC;IAEvC;;;;;;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;IAGjB,OAAO,CAAC,SAAS,CAAC,CAAqB;IACvC,OAAO,CAAC,oBAAoB,CAAC,CAAqB;IAClD,OAAO,CAAC,SAAS,CAAC,CAAqB;IACvC,WAAW,EAAE,MAAM,CAAC;IACpB,eAAe,EAAE,MAAM,GAAG,IAAI,CAAC;IAC/B,kBAAkB,EAAE,MAAM,CAAC;IAE3B;;;;;;;;;;;;;;OAcG;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;IAyLP;;;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;;;;;OAKG;IACH,IAAI,MAAM,IAAI,iBAAiB,CAE9B;IAED;;;;;;;OAOG;IACH,MAAM,IAAI,IAAI;IAId;;;;;;;;OAQG;IACH,OAAO,CAAC,YAAY,GAAE,OAAc,GAAG,IAAI;IAyC3C;;OAEG;IACH,OAAO,IAAI,IAAI;IAIf,cAAc;IACd,KAAK,CAAC,IAAI,EAAE,MAAM,GAAG,IAAI;IAKzB,cAAc;IACd,OAAO,IAAI,IAAI;IASf,cAAc;IACd,QAAQ,IAAI,IAAI;IAShB;;;OAGG;IACH,MAAM,CAAC,IAAI,EAAE,MAAM,GAAG,IAAI;IA+C1B;;OAEG;IACH,IAAI,IAAI,IAAI;CAqBZ;AAED;;;;;GAKG;AACH,eAAO,IAAI,IAAI,EAAE,WAAW,CAAC;AAE7B;;;GAGG;AACH,wBAAgB,cAAc,CAAC,GAAG,EAAE,WAAW,QAE9C"}
@@ -3,7 +3,6 @@ export declare const defaultApplicationSettings: {
3
3
  scale: number;
4
4
  scaleMethod: "manual";
5
5
  preferWebGL1: false;
6
- depthTest: "sorting";
7
6
  powerPreference: "default";
8
7
  transparent: false;
9
8
  antiAlias: false;
@@ -14,5 +13,6 @@ export declare const defaultApplicationSettings: {
14
13
  subPixel: false;
15
14
  verbose: false;
16
15
  legacy: false;
16
+ backgroundColor: string;
17
17
  };
18
18
  //# sourceMappingURL=defaultApplicationSettings.d.ts.map
@@ -1 +1 @@
1
- {"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"}
1
+ {"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,CA0BpD"}
@@ -9,7 +9,6 @@ import { ScaleMethod } from "./scaleMethods";
9
9
  type BlendMode = "normal" | "multiply" | "lighter" | "additive" | "screen";
10
10
  type PhysicsType = "builtin" | "none";
11
11
  type PowerPreference = "default" | "low-power";
12
- type DepthTest = "sorting" | "z-buffer";
13
12
  export type ApplicationSettings = {
14
13
  /**
15
14
  * renderer to use (CANVAS, WEBGL, AUTO), or a custom renderer class
@@ -35,11 +34,6 @@ export type ApplicationSettings = {
35
34
  * @default false
36
35
  */
37
36
  preferWebGL1: boolean;
38
- /**
39
- * ~Experimental~ the default method to sort object on the z axis in WebGL
40
- * @default sorting
41
- */
42
- depthTest: DepthTest;
43
37
  /**
44
38
  * a hint to the user agent indicating what configuration of GPU is suitable for the WebGL context. To be noted that Safari and Chrome (since version 80) both default to "low-power" to save battery life and improve the user experience on these dual-GPU machines.
45
39
  * @default default
@@ -70,6 +64,13 @@ export type ApplicationSettings = {
70
64
  subPixel: boolean;
71
65
  verbose: boolean;
72
66
  legacy: boolean;
67
+ /**
68
+ * the CSS background color of the parent element that holds the canvas.
69
+ * Applied during initialization to prevent a white flash before the first render.
70
+ * Set to `"transparent"` to disable, or any valid CSS color value.
71
+ * @default "#000000"
72
+ */
73
+ backgroundColor: string;
73
74
  /**
74
75
  * a custom batcher class (WebGL only)
75
76
  * @deprecated since 18.1.0 — use `batcher` instead
@@ -80,11 +81,23 @@ export type ApplicationSettings = {
80
81
  */
81
82
  batcher?: (new (renderer: any) => Batcher) | undefined;
82
83
  } & ({
83
- parent: HTMLElement;
84
+ parent: string | HTMLElement;
84
85
  canvas?: never;
85
86
  } | {
86
87
  parent?: never;
87
88
  canvas: HTMLCanvasElement;
88
89
  });
90
+ /**
91
+ * Resolved application settings after init() has processed the input.
92
+ * Includes computed properties not present in the user-facing settings.
93
+ */
94
+ export type ResolvedApplicationSettings = ApplicationSettings & {
95
+ width: number;
96
+ height: number;
97
+ autoScale: boolean;
98
+ zoomX: number;
99
+ zoomY: number;
100
+ scale: number;
101
+ };
89
102
  export {};
90
103
  //# sourceMappingURL=settings.d.ts.map
@@ -1 +1 @@
1
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1
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@@ -1,6 +1,5 @@
1
1
  import { Rect } from "./../geometries/rectangle.ts";
2
2
  import type { Color } from "../math/color.ts";
3
- import { Matrix2d } from "../math/matrix2d.ts";
4
3
  import { Matrix3d } from "../math/matrix3d.ts";
5
4
  import { Vector2d } from "../math/vector2d.ts";
6
5
  import { Vector3d } from "../math/vector3d.ts";
@@ -37,7 +36,7 @@ interface FadeState {
37
36
  * // create a minimap camera in the top-right corner showing the full level
38
37
  * const minimap = new Camera2d(0, 0, 180, 100);
39
38
  * minimap.name = "minimap";
40
- * minimap.screenX = game.viewport.width - 190;
39
+ * minimap.screenX = app.viewport.width - 190;
41
40
  * minimap.screenY = 10;
42
41
  * minimap.autoResize = false;
43
42
  * minimap.setBounds(0, 0, levelWidth, levelHeight);
@@ -126,7 +125,7 @@ export default class Camera2d extends Renderable {
126
125
  * the invert camera transform used to unproject points
127
126
  * @ignore
128
127
  */
129
- invCurrentTransform: Matrix2d;
128
+ invCurrentTransform: Matrix3d;
130
129
  /** offset for shake effect */
131
130
  offset: Vector2d;
132
131
  /** target to follow */
@@ -230,11 +229,11 @@ export default class Camera2d extends Renderable {
230
229
  * set the camera to follow the specified renderable. <br>
231
230
  * (this will put the camera center around the given target)
232
231
  * @param target - renderable or position vector to follow
233
- * @param [axis=me.game.viewport.AXIS.BOTH] - Which axis to follow (see {@link Camera2d.AXIS})
232
+ * @param [axis=app.viewport.AXIS.BOTH] - Which axis to follow (see {@link Camera2d.AXIS})
234
233
  * @param [damping=1] - default damping value
235
234
  * @example
236
235
  * // set the camera to follow this renderable on both axis, and enable damping
237
- * me.game.viewport.follow(this, me.game.viewport.AXIS.BOTH, 0.1);
236
+ * app.viewport.follow(this, app.viewport.AXIS.BOTH, 0.1);
238
237
  */
239
238
  follow(target: Renderable | Vector2d | Vector3d, axis?: number, damping?: number): void;
240
239
  /**
@@ -248,7 +247,7 @@ export default class Camera2d extends Renderable {
248
247
  * @param y - vertical offset
249
248
  * @example
250
249
  * // Move the camera up by four pixels
251
- * me.game.viewport.move(0, -4);
250
+ * app.viewport.move(0, -4);
252
251
  */
253
252
  move(x: number, y: number): void;
254
253
  /**
@@ -267,12 +266,12 @@ export default class Camera2d extends Renderable {
267
266
  * @param intensity - maximum offset that the screen can be moved
268
267
  * while shaking
269
268
  * @param duration - expressed in milliseconds
270
- * @param [axis=me.game.viewport.AXIS.BOTH] - specify on which axis to apply the shake effect (see {@link Camera2d.AXIS})
269
+ * @param [axis=app.viewport.AXIS.BOTH] - specify on which axis to apply the shake effect (see {@link Camera2d.AXIS})
271
270
  * @param [onComplete] - callback once shaking effect is over
272
271
  * @param [force] - if true this will override the current effect
273
272
  * @example
274
273
  * // shake it baby !
275
- * me.game.viewport.shake(10, 500, me.game.viewport.AXIS.BOTH);
274
+ * app.viewport.shake(10, 500, app.viewport.AXIS.BOTH);
276
275
  */
277
276
  shake(intensity: number, duration: number, axis?: number, onComplete?: () => void, force?: boolean): void;
278
277
  /**
@@ -283,10 +282,10 @@ export default class Camera2d extends Renderable {
283
282
  * @param [onComplete] - callback once effect is over
284
283
  * @example
285
284
  * // fade the camera to white upon dying, reload the level, and then fade out back
286
- * me.game.viewport.fadeIn("#fff", 150, function() {
285
+ * app.viewport.fadeIn("#fff", 150, function() {
287
286
  * me.audio.play("die", false);
288
287
  * me.level.reload();
289
- * me.game.viewport.fadeOut("#fff", 150);
288
+ * app.viewport.fadeOut("#fff", 150);
290
289
  * });
291
290
  */
292
291
  fadeOut(color: Color | string, duration?: number, onComplete?: () => void): void;
@@ -298,7 +297,7 @@ export default class Camera2d extends Renderable {
298
297
  * @param [onComplete] - callback once effect is over
299
298
  * @example
300
299
  * // flash the camera to white for 75ms
301
- * me.game.viewport.fadeIn("#FFFFFF", 75);
300
+ * app.viewport.fadeIn("#FFFFFF", 75);
302
301
  */
303
302
  fadeIn(color: Color | string, duration?: number, onComplete?: () => void): void;
304
303
  /**
@@ -1 +1 @@
1
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@@ -1 +1 @@
1
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@@ -1 +1 @@
1
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@@ -1 +1 @@
1
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