melonjs 18.2.2 → 19.0.0
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.
- package/README.md +33 -27
- package/build/application/application.d.ts +85 -13
- package/build/application/application.d.ts.map +1 -1
- package/build/application/defaultApplicationSettings.d.ts +1 -1
- package/build/application/header.d.ts.map +1 -1
- package/build/application/settings.d.ts +20 -7
- package/build/application/settings.d.ts.map +1 -1
- package/build/camera/camera2d.d.ts +10 -11
- package/build/camera/camera2d.d.ts.map +1 -1
- package/build/geometries/earcut.d.ts.map +1 -1
- package/build/geometries/path2d.d.ts.map +1 -1
- package/build/geometries/rectangle.d.ts.map +1 -1
- package/build/index.d.ts +99 -92
- package/build/index.d.ts.map +1 -1
- package/build/index.js +16586 -13472
- package/build/index.js.map +4 -4
- package/build/input/gamepad.d.ts.map +1 -1
- package/build/input/keyboard.d.ts.map +1 -1
- package/build/input/pointer.d.ts.map +1 -1
- package/build/input/pointerevent.d.ts +6 -0
- package/build/input/pointerevent.d.ts.map +1 -1
- package/build/level/level.d.ts +5 -5
- package/build/level/level.d.ts.map +1 -1
- package/build/level/tiled/TMXGroup.d.ts +1 -1
- package/build/level/tiled/TMXLayer.d.ts +4 -4
- package/build/level/tiled/TMXLayer.d.ts.map +1 -1
- package/build/level/tiled/TMXObject.d.ts +1 -1
- package/build/level/tiled/TMXObjectFactory.d.ts +98 -0
- package/build/level/tiled/TMXObjectFactory.d.ts.map +1 -0
- package/build/level/tiled/TMXTile.d.ts.map +1 -1
- package/build/level/tiled/TMXTileMap.d.ts +7 -3
- package/build/level/tiled/TMXTileMap.d.ts.map +1 -1
- package/build/level/tiled/TMXTileset.d.ts.map +1 -1
- package/build/level/tiled/TMXUtils.d.ts +22 -0
- package/build/level/tiled/TMXUtils.d.ts.map +1 -1
- package/build/level/tiled/factories/shape.d.ts +9 -0
- package/build/level/tiled/factories/shape.d.ts.map +1 -0
- package/build/level/tiled/factories/text.d.ts +8 -0
- package/build/level/tiled/factories/text.d.ts.map +1 -0
- package/build/level/tiled/factories/tile.d.ts +8 -0
- package/build/level/tiled/factories/tile.d.ts.map +1 -0
- package/build/level/tiled/renderer/TMXHexagonalRenderer.d.ts +1 -1
- package/build/level/tiled/renderer/TMXIsometricRenderer.d.ts +1 -1
- package/build/loader/cache.d.ts +2 -0
- package/build/loader/cache.d.ts.map +1 -1
- package/build/loader/loader.d.ts +60 -0
- package/build/loader/loader.d.ts.map +1 -1
- package/build/loader/loadingscreen.d.ts +2 -2
- package/build/loader/loadingscreen.d.ts.map +1 -1
- package/build/loader/parsers/fetchdata.d.ts.map +1 -1
- package/build/loader/parsers/fontface.d.ts +2 -2
- package/build/loader/parsers/mtl.d.ts +11 -0
- package/build/loader/parsers/mtl.d.ts.map +1 -0
- package/build/loader/parsers/obj.d.ts +11 -0
- package/build/loader/parsers/obj.d.ts.map +1 -0
- package/build/loader/parsers/tmx.d.ts +0 -1
- package/build/loader/parsers/tmx.d.ts.map +1 -1
- package/build/loader/parsers/video.d.ts.map +1 -1
- package/build/math/color.d.ts.map +1 -1
- package/build/math/math.d.ts +12 -0
- package/build/math/math.d.ts.map +1 -1
- package/build/math/matrix2d.d.ts +2 -2
- package/build/math/matrix2d.d.ts.map +1 -1
- package/build/math/matrix3d.d.ts +19 -4
- package/build/math/matrix3d.d.ts.map +1 -1
- package/build/math/observableVector2d.d.ts +1 -1
- package/build/math/observableVector2d.d.ts.map +1 -1
- package/build/math/observableVector3d.d.ts +1 -1
- package/build/math/observableVector3d.d.ts.map +1 -1
- package/build/math/vertex.d.ts +42 -0
- package/build/math/vertex.d.ts.map +1 -0
- package/build/particles/emitter.d.ts +2 -2
- package/build/particles/particle.d.ts.map +1 -1
- package/build/physics/bounds.d.ts +4 -3
- package/build/physics/bounds.d.ts.map +1 -1
- package/build/physics/collision.d.ts +1 -1
- package/build/physics/detector.d.ts +1 -1
- package/build/physics/quadtree.d.ts.map +1 -1
- package/build/physics/world.d.ts +3 -3
- package/build/physics/world.d.ts.map +1 -1
- package/build/plugin/plugin.d.ts +3 -3
- package/build/renderable/container.d.ts +32 -8
- package/build/renderable/container.d.ts.map +1 -1
- package/build/renderable/draggable.d.ts.map +1 -1
- package/build/renderable/dragndrop.d.ts.map +1 -1
- package/build/renderable/entity/entity.d.ts +7 -0
- package/build/renderable/entity/entity.d.ts.map +1 -1
- package/build/renderable/imagelayer.d.ts +1 -4
- package/build/renderable/imagelayer.d.ts.map +1 -1
- package/build/renderable/mesh.d.ts +147 -0
- package/build/renderable/mesh.d.ts.map +1 -0
- package/build/renderable/renderable.d.ts +59 -33
- package/build/renderable/renderable.d.ts.map +1 -1
- package/build/renderable/sprite.d.ts +2 -2
- package/build/renderable/sprite.d.ts.map +1 -1
- package/build/renderable/text/bitmaptext.d.ts +2 -11
- package/build/renderable/text/bitmaptext.d.ts.map +1 -1
- package/build/renderable/text/bitmaptextdata.d.ts +2 -0
- package/build/renderable/text/bitmaptextdata.d.ts.map +1 -1
- package/build/renderable/text/glyph.d.ts +1 -1
- package/build/renderable/text/glyph.d.ts.map +1 -1
- package/build/renderable/text/text.d.ts +2 -7
- package/build/renderable/text/text.d.ts.map +1 -1
- package/build/renderable/text/textmetrics.d.ts +2 -0
- package/build/renderable/text/textmetrics.d.ts.map +1 -1
- package/build/renderable/trail.d.ts +120 -0
- package/build/renderable/trail.d.ts.map +1 -0
- package/build/renderable/ui/uibaseelement.d.ts +0 -1
- package/build/renderable/ui/uibaseelement.d.ts.map +1 -1
- package/build/renderable/ui/uitextbutton.d.ts +2 -6
- package/build/renderable/ui/uitextbutton.d.ts.map +1 -1
- package/build/state/stage.d.ts +39 -55
- package/build/state/stage.d.ts.map +1 -1
- package/build/state/state.d.ts +15 -29
- package/build/state/state.d.ts.map +1 -1
- package/build/system/bootstrap.d.ts +13 -0
- package/build/system/bootstrap.d.ts.map +1 -0
- package/build/system/device.d.ts +5 -4
- package/build/system/device.d.ts.map +1 -1
- package/build/system/event.d.ts +26 -6
- package/build/system/event.d.ts.map +1 -1
- package/build/system/eventEmitter.d.ts +4 -4
- package/build/system/eventEmitter.d.ts.map +1 -1
- package/build/system/legacy_pool.d.ts +32 -4
- package/build/system/legacy_pool.d.ts.map +1 -1
- package/build/system/platform.d.ts.map +1 -1
- package/build/system/timer.d.ts.map +1 -1
- package/build/tweens/easing.d.ts +23 -34
- package/build/tweens/easing.d.ts.map +1 -1
- package/build/tweens/interpolation.d.ts +32 -0
- package/build/tweens/interpolation.d.ts.map +1 -1
- package/build/tweens/tween.d.ts +80 -42
- package/build/tweens/tween.d.ts.map +1 -1
- package/build/utils/function.d.ts +1 -1
- package/build/utils/function.d.ts.map +1 -1
- package/build/video/canvas/canvas_renderer.d.ts +34 -10
- package/build/video/canvas/canvas_renderer.d.ts.map +1 -1
- package/build/video/gradient.d.ts +116 -0
- package/build/video/gradient.d.ts.map +1 -0
- package/build/video/renderer.d.ts +60 -6
- package/build/video/renderer.d.ts.map +1 -1
- package/build/video/renderstate.d.ts +22 -4
- package/build/video/renderstate.d.ts.map +1 -1
- package/build/video/rendertarget/canvasrendertarget.d.ts +3 -1
- package/build/video/rendertarget/canvasrendertarget.d.ts.map +1 -1
- package/build/video/texture/atlas.d.ts.map +1 -1
- package/build/video/texture/cache.d.ts +2 -1
- package/build/video/texture/cache.d.ts.map +1 -1
- package/build/video/utils/dash.d.ts +15 -0
- package/build/video/utils/dash.d.ts.map +1 -0
- package/build/video/utils/tessellation.d.ts +29 -0
- package/build/video/utils/tessellation.d.ts.map +1 -0
- package/build/video/video.d.ts +16 -2
- package/build/video/video.d.ts.map +1 -1
- package/build/video/webgl/batchers/material_batcher.d.ts +65 -0
- package/build/video/webgl/batchers/material_batcher.d.ts.map +1 -0
- package/build/video/webgl/batchers/mesh_batcher.d.ts +20 -0
- package/build/video/webgl/batchers/mesh_batcher.d.ts.map +1 -0
- package/build/video/webgl/batchers/quad_batcher.d.ts +2 -45
- package/build/video/webgl/batchers/quad_batcher.d.ts.map +1 -1
- package/build/video/webgl/buffer/index.d.ts +5 -0
- package/build/video/webgl/buffer/index.d.ts.map +1 -1
- package/build/video/webgl/buffer/vertex.d.ts +5 -0
- package/build/video/webgl/buffer/vertex.d.ts.map +1 -1
- package/build/video/webgl/effects/blur.d.ts +36 -0
- package/build/video/webgl/effects/blur.d.ts.map +1 -0
- package/build/video/webgl/effects/chromaticAberration.d.ts +39 -0
- package/build/video/webgl/effects/chromaticAberration.d.ts.map +1 -0
- package/build/video/webgl/effects/desaturate.d.ts +32 -0
- package/build/video/webgl/effects/desaturate.d.ts.map +1 -0
- package/build/video/webgl/effects/dissolve.d.ts +42 -0
- package/build/video/webgl/effects/dissolve.d.ts.map +1 -0
- package/build/video/webgl/effects/dropShadow.d.ts +47 -0
- package/build/video/webgl/effects/dropShadow.d.ts.map +1 -0
- package/build/video/webgl/effects/flash.d.ts +46 -0
- package/build/video/webgl/effects/flash.d.ts.map +1 -0
- package/build/video/webgl/effects/glow.d.ts +48 -0
- package/build/video/webgl/effects/glow.d.ts.map +1 -0
- package/build/video/webgl/effects/hologram.d.ts +37 -0
- package/build/video/webgl/effects/hologram.d.ts.map +1 -0
- package/build/video/webgl/effects/invert.d.ts +29 -0
- package/build/video/webgl/effects/invert.d.ts.map +1 -0
- package/build/video/webgl/effects/outline.d.ts +49 -0
- package/build/video/webgl/effects/outline.d.ts.map +1 -0
- package/build/video/webgl/effects/pixelate.d.ts +38 -0
- package/build/video/webgl/effects/pixelate.d.ts.map +1 -0
- package/build/video/webgl/effects/scanline.d.ts +47 -0
- package/build/video/webgl/effects/scanline.d.ts.map +1 -0
- package/build/video/webgl/effects/sepia.d.ts +28 -0
- package/build/video/webgl/effects/sepia.d.ts.map +1 -0
- package/build/video/webgl/effects/tintPulse.d.ts +43 -0
- package/build/video/webgl/effects/tintPulse.d.ts.map +1 -0
- package/build/video/webgl/effects/wave.d.ts +43 -0
- package/build/video/webgl/effects/wave.d.ts.map +1 -0
- package/build/video/webgl/utils/program.d.ts.map +1 -1
- package/build/video/webgl/webgl_renderer.d.ts +40 -15
- package/build/video/webgl/webgl_renderer.d.ts.map +1 -1
- package/package.json +10 -10
- package/build/system/eventEmitter.spec.d.ts +0 -2
- package/build/system/eventEmitter.spec.d.ts.map +0 -1
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/**
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* A shader effect that desaturates (grayscales) the sprite.
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* The `intensity` uniform controls how much color is removed
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* (0.0 = full color, 1.0 = fully grayscale).
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* Commonly used for disabled states, death effects, or petrification.
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* @category Effects
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* @see {@link Renderable.shader} for usage
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* @example
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* // full grayscale
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* mySprite.shader = new DesaturateEffect(renderer);
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* @example
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* // partial desaturation (50%)
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* mySprite.shader = new DesaturateEffect(renderer, { intensity: 0.5 });
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*/
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export default class DesaturateEffect extends ShaderEffect {
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/**
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* @param {import("../webgl_renderer.js").default} renderer - the current renderer instance
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* @param {object} [options] - effect options
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* @param {number} [options.intensity=1.0] - desaturation intensity (0.0 = full color, 1.0 = grayscale)
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*/
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constructor(renderer: import("../webgl_renderer.js").default, options?: {
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intensity?: number | undefined;
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});
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intensity: number;
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/**
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* set the desaturation intensity
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* @param {number} value - desaturation intensity (0.0 = full color, 1.0 = grayscale)
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*/
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setIntensity(value: number): void;
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}
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import ShaderEffect from "../shadereffect.js";
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//# sourceMappingURL=desaturate.d.ts.map
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{"version":3,"file":"desaturate.d.ts","sourceRoot":"","sources":["../../../../src/video/webgl/effects/desaturate.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;GAaG;AACH;IACC;;;;OAIG;IACH,sBAJW,OAAO,sBAAsB,EAAE,OAAO,YAE9C;QAAyB,SAAS;KACpC,EAgBA;IAHA,kBACgE;IAIjE;;;OAGG;IACH,oBAFW,MAAM,QAKhB;CACD;yBA/CwB,oBAAoB"}
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/**
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* A shader effect that dissolves the sprite using a noise-based threshold.
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* Pixels are discarded based on a pseudo-random noise pattern as the
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* Commonly used for death, spawn, or teleport effects.
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* @category Effects
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* @example
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*
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*/
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export default class DissolveEffect extends ShaderEffect {
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/**
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* @param {import("../webgl_renderer.js").default} renderer - the current renderer instance
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* @param {object} [options] - effect options
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* @param {number} [options.progress=0.0] - dissolve progress (0.0 = visible, 1.0 = dissolved)
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* @param {number[]} [options.edgeColor=[1.0, 0.5, 0.0]] - color of the dissolve edge
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* @param {number} [options.edgeWidth=0.1] - width of the colored edge (0.0–1.0)
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*/
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constructor(renderer: import("../webgl_renderer.js").default, options?: {
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progress?: number | undefined;
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edgeColor?: number[] | undefined;
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edgeWidth?: number | undefined;
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});
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progress: number;
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*/
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setProgress(value: number): void;
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* set the edge color
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*/
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setEdgeColor(color: number[]): void;
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}
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import ShaderEffect from "../shadereffect.js";
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//# sourceMappingURL=dissolve.d.ts.map
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{"version":3,"file":"dissolve.d.ts","sourceRoot":"","sources":["../../../../src/video/webgl/effects/dissolve.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;GAcG;AACH;IACC;;;;;;OAMG;IACH,sBANW,OAAO,sBAAsB,EAAE,OAAO,YAE9C;QAAyB,QAAQ;QACN,SAAS;QACX,SAAS;KACpC,EA0DA;IAPA,iBAAuC;IASxC;;;OAGG;IACH,mBAFW,MAAM,QAKhB;IAED;;;OAGG;IACH,oBAFW,MAAM,EAAE,QAIlB;CACD;yBApGwB,oBAAoB"}
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/**
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* A shader effect that adds a drop shadow beneath the sprite.
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* offsetX: 3.0,
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* offsetY: 3.0,
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* opacity: 0.5,
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* });
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*/
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export default class DropShadowEffect extends ShaderEffect {
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* @param {import("../webgl_renderer.js").default} renderer - the current renderer instance
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* @param {number} [options.offsetX=2.0] - shadow x offset in texels
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* @param {number} [options.offsetY=2.0] - shadow y offset in texels
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* @param {number[]} [options.color=[0.0, 0.0, 0.0]] - shadow color as [r, g, b] (0.0–1.0)
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* @param {number} [options.opacity=0.5] - shadow opacity (0.0–1.0)
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* @param {number[]} [options.textureSize=[256, 256]] - texture dimensions [width, height]
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*/
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constructor(renderer: import("../webgl_renderer.js").default, options?: {
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offsetX?: number | undefined;
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offsetY?: number | undefined;
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color?: number[] | undefined;
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opacity?: number | undefined;
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textureSize?: number[] | undefined;
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});
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* set the shadow offset
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*/
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setOffset(x: number, y: number): void;
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/**
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* set the texture size
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* @param {number} width - texture width in pixels
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* @param {number} height - texture height in pixels
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*/
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setTextureSize(width: number, height: number): void;
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}
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import ShaderEffect from "../shadereffect.js";
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{"version":3,"file":"dropShadow.d.ts","sourceRoot":"","sources":["../../../../src/video/webgl/effects/dropShadow.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;GAcG;AACH;IACC;;;;;;;;OAQG;IACH,sBARW,OAAO,sBAAsB,EAAE,OAAO,YAE9C;QAAyB,OAAO;QACP,OAAO;QACL,KAAK;QACP,OAAO;QACL,WAAW;KACxC,EAmCA;IAED;;;;OAIG;IACH,aAHW,MAAM,KACN,MAAM,QAIhB;IAED;;;;OAIG;IACH,sBAHW,MAAM,UACN,MAAM,QAIhB;CACD;yBAhFwB,oBAAoB"}
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/**
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* A shader effect that flashes the sprite with a solid color.
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* Commonly used for hit feedback — flash white when the player takes damage.
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* The `intensity` uniform controls how much of the flash color is mixed in
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* (0.0 = original sprite, 1.0 = fully colored).
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* @category Effects
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* @see {@link Renderable.shader} for usage
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* @example
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* // create a white flash effect
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* const flash = new FlashEffect(renderer);
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* mySprite.shader = flash;
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*
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* // trigger the flash (e.g. on hit)
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* flash.setIntensity(1.0);
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*
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* // fade it out over time (e.g. in update loop)
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* flash.setIntensity(flash.intensity - dt / 200);
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* @example
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* // red flash
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* const flash = new FlashEffect(renderer, { color: [1.0, 0.0, 0.0] });
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*/
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export default class FlashEffect extends ShaderEffect {
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/**
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* @param {import("../webgl_renderer.js").default} renderer - the current renderer instance
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* @param {object} [options] - effect options
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* @param {number[]} [options.color=[1.0, 1.0, 1.0]] - flash color as [r, g, b] (0.0–1.0)
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* @param {number} [options.intensity=0.0] - initial flash intensity (0.0–1.0)
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*/
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constructor(renderer: import("../webgl_renderer.js").default, options?: {
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color?: number[] | undefined;
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intensity?: number | undefined;
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});
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intensity: number;
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/**
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* set the flash intensity
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* @param {number} value - flash intensity (0.0 = no flash, 1.0 = fully colored)
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*/
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setIntensity(value: number): void;
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/**
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* set the flash color
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* @param {number[]} color - flash color as [r, g, b] (0.0–1.0)
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*/
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setColor(color: number[]): void;
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}
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+
import ShaderEffect from "../shadereffect.js";
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//# sourceMappingURL=flash.d.ts.map
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{"version":3,"file":"flash.d.ts","sourceRoot":"","sources":["../../../../src/video/webgl/effects/flash.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;;;;;GAoBG;AACH;IACC;;;;;OAKG;IACH,sBALW,OAAO,sBAAsB,EAAE,OAAO,YAE9C;QAA2B,KAAK;QACP,SAAS;KACpC,EAkBA;IAJA,kBAAyC;IAM1C;;;OAGG;IACH,oBAFW,MAAM,QAKhB;IAED;;;OAGG;IACH,gBAFW,MAAM,EAAE,QAIlB;CACD;yBAjEwB,oBAAoB"}
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/**
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* A shader effect that adds a colored glow around the sprite.
|
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* Similar to OutlineEffect but with a soft, blurred edge instead of a hard line.
|
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|
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* Commonly used for power-ups, magic items, or selection highlights.
|
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* @category Effects
|
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* @see {@link Renderable.shader} for usage
|
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+
* @example
|
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|
+
* // blue glow for a magic item
|
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|
+
* mySprite.shader = new GlowEffect(renderer, {
|
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+
* color: [0.2, 0.5, 1.0],
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* intensity: 1.5,
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* });
|
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*/
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export default class GlowEffect extends ShaderEffect {
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/**
|
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* @param {import("../webgl_renderer.js").default} renderer - the current renderer instance
|
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* @param {object} [options] - effect options
|
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* @param {number[]} [options.color=[1.0, 1.0, 1.0]] - glow color as [r, g, b] (0.0–1.0)
|
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* @param {number} [options.width=3.0] - glow spread in pixels
|
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+
* @param {number} [options.intensity=1.0] - glow brightness multiplier
|
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* @param {number[]} [options.textureSize=[256, 256]] - texture dimensions [width, height]
|
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+
*/
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constructor(renderer: import("../webgl_renderer.js").default, options?: {
|
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color?: number[] | undefined;
|
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width?: number | undefined;
|
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intensity?: number | undefined;
|
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textureSize?: number[] | undefined;
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+
});
|
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+
intensity: number;
|
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|
+
/**
|
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+
* set the glow color
|
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|
+
* @param {number[]} color - glow color as [r, g, b] (0.0–1.0)
|
|
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|
+
*/
|
|
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|
+
setColor(color: number[]): void;
|
|
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|
+
/**
|
|
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|
+
* set the glow intensity
|
|
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|
+
* @param {number} value - glow brightness multiplier
|
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|
+
*/
|
|
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|
+
setIntensity(value: number): void;
|
|
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|
+
/**
|
|
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|
+
* set the texture size
|
|
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|
+
* @param {number} width - texture width in pixels
|
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+
* @param {number} height - texture height in pixels
|
|
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|
+
*/
|
|
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|
+
setTextureSize(width: number, height: number): void;
|
|
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|
+
}
|
|
47
|
+
import ShaderEffect from "../shadereffect.js";
|
|
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|
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//# sourceMappingURL=glow.d.ts.map
|
|
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|
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|
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{"version":3,"file":"glow.d.ts","sourceRoot":"","sources":["../../../../src/video/webgl/effects/glow.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;GAYG;AACH;IACC;;;;;;;OAOG;IACH,sBAPW,OAAO,sBAAsB,EAAE,OAAO,YAE9C;QAA2B,KAAK;QACP,KAAK;QACL,SAAS;QACP,WAAW;KACxC,EAsCA;IANA,kBAAyC;IAQ1C;;;OAGG;IACH,gBAFW,MAAM,EAAE,QAIlB;IAED;;;OAGG;IACH,oBAFW,MAAM,QAKhB;IAED;;;;OAIG;IACH,sBAHW,MAAM,UACN,MAAM,QAIhB;CACD;yBAxFwB,oBAAoB"}
|
|
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|
|
|
1
|
+
/**
|
|
2
|
+
* A shader effect that simulates a holographic projection with
|
|
3
|
+
* horizontal scan lines, color shift, and flickering.
|
|
4
|
+
* Commonly used for sci-fi UI, ghost/spirit characters, or tech displays.
|
|
5
|
+
* The `time` uniform should be updated each frame for animation.
|
|
6
|
+
* @category Effects
|
|
7
|
+
* @see {@link Renderable.shader} for usage
|
|
8
|
+
* @example
|
|
9
|
+
* const holo = new HologramEffect(renderer);
|
|
10
|
+
* mySprite.shader = holo;
|
|
11
|
+
* // update each frame
|
|
12
|
+
* holo.setTime(performance.now() / 1000);
|
|
13
|
+
*/
|
|
14
|
+
export default class HologramEffect extends ShaderEffect {
|
|
15
|
+
/**
|
|
16
|
+
* @param {import("../webgl_renderer.js").default} renderer - the current renderer instance
|
|
17
|
+
* @param {object} [options] - effect options
|
|
18
|
+
* @param {number[]} [options.color=[0.1, 0.7, 1.0]] - hologram tint color [r, g, b]
|
|
19
|
+
* @param {number} [options.intensity=0.5] - effect intensity (0.0–1.0)
|
|
20
|
+
*/
|
|
21
|
+
constructor(renderer: import("../webgl_renderer.js").default, options?: {
|
|
22
|
+
color?: number[] | undefined;
|
|
23
|
+
intensity?: number | undefined;
|
|
24
|
+
});
|
|
25
|
+
/**
|
|
26
|
+
* set the current time (call each frame for animation)
|
|
27
|
+
* @param {number} time - time in seconds
|
|
28
|
+
*/
|
|
29
|
+
setTime(time: number): void;
|
|
30
|
+
/**
|
|
31
|
+
* set the hologram tint color
|
|
32
|
+
* @param {number[]} color - color as [r, g, b] (0.0–1.0)
|
|
33
|
+
*/
|
|
34
|
+
setColor(color: number[]): void;
|
|
35
|
+
}
|
|
36
|
+
import ShaderEffect from "../shadereffect.js";
|
|
37
|
+
//# sourceMappingURL=hologram.d.ts.map
|
|
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|
|
|
1
|
+
{"version":3,"file":"hologram.d.ts","sourceRoot":"","sources":["../../../../src/video/webgl/effects/hologram.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;GAYG;AACH;IACC;;;;;OAKG;IACH,sBALW,OAAO,sBAAsB,EAAE,OAAO,YAE9C;QAA2B,KAAK;QACP,SAAS;KACpC,EAyBA;IAED;;;OAGG;IACH,cAFW,MAAM,QAIhB;IAED;;;OAGG;IACH,gBAFW,MAAM,EAAE,QAIlB;CACD;yBA/DwB,oBAAoB"}
|
|
@@ -0,0 +1,29 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* A shader effect that inverts the colors of the sprite.
|
|
3
|
+
* Commonly used for damage feedback, negative image, or X-ray effects.
|
|
4
|
+
* @category Effects
|
|
5
|
+
* @see {@link Renderable.shader} for usage
|
|
6
|
+
* @example
|
|
7
|
+
* mySprite.shader = new InvertEffect(renderer);
|
|
8
|
+
* @example
|
|
9
|
+
* // partial inversion
|
|
10
|
+
* mySprite.shader = new InvertEffect(renderer, { intensity: 0.5 });
|
|
11
|
+
*/
|
|
12
|
+
export default class InvertEffect extends ShaderEffect {
|
|
13
|
+
/**
|
|
14
|
+
* @param {import("../webgl_renderer.js").default} renderer - the current renderer instance
|
|
15
|
+
* @param {object} [options] - effect options
|
|
16
|
+
* @param {number} [options.intensity=1.0] - inversion intensity (0.0 = original, 1.0 = fully inverted)
|
|
17
|
+
*/
|
|
18
|
+
constructor(renderer: import("../webgl_renderer.js").default, options?: {
|
|
19
|
+
intensity?: number | undefined;
|
|
20
|
+
});
|
|
21
|
+
intensity: number;
|
|
22
|
+
/**
|
|
23
|
+
* set the inversion intensity
|
|
24
|
+
* @param {number} value - inversion intensity (0.0 = original, 1.0 = fully inverted)
|
|
25
|
+
*/
|
|
26
|
+
setIntensity(value: number): void;
|
|
27
|
+
}
|
|
28
|
+
import ShaderEffect from "../shadereffect.js";
|
|
29
|
+
//# sourceMappingURL=invert.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"invert.d.ts","sourceRoot":"","sources":["../../../../src/video/webgl/effects/invert.js"],"names":[],"mappings":"AAEA;;;;;;;;;;GAUG;AACH;IACC;;;;OAIG;IACH,sBAJW,OAAO,sBAAsB,EAAE,OAAO,YAE9C;QAAyB,SAAS;KACpC,EAgBA;IAHA,kBACgE;IAIjE;;;OAGG;IACH,oBAFW,MAAM,QAKhB;CACD;yBA5CwB,oBAAoB"}
|
|
@@ -0,0 +1,49 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* A shader effect that draws a colored outline around the sprite.
|
|
3
|
+
* Works by sampling neighboring pixels — if any neighbor is opaque but the
|
|
4
|
+
* current pixel is transparent, it draws the outline color.
|
|
5
|
+
* Commonly used for selection highlights, hover states, or collectible glow.
|
|
6
|
+
* @category Effects
|
|
7
|
+
* @see {@link Renderable.shader} for usage
|
|
8
|
+
* @example
|
|
9
|
+
* // yellow outline for selection
|
|
10
|
+
* mySprite.shader = new OutlineEffect(renderer, {
|
|
11
|
+
* color: [1.0, 1.0, 0.0],
|
|
12
|
+
* width: 2.0,
|
|
13
|
+
* });
|
|
14
|
+
* @example
|
|
15
|
+
* // remove the effect
|
|
16
|
+
* mySprite.shader = undefined;
|
|
17
|
+
*/
|
|
18
|
+
export default class OutlineEffect extends ShaderEffect {
|
|
19
|
+
/**
|
|
20
|
+
* @param {import("../webgl_renderer.js").default} renderer - the current renderer instance
|
|
21
|
+
* @param {object} [options] - effect options
|
|
22
|
+
* @param {number[]} [options.color=[1.0, 1.0, 1.0]] - outline color as [r, g, b] (0.0–1.0)
|
|
23
|
+
* @param {number} [options.width=1.0] - outline width in pixels
|
|
24
|
+
* @param {number[]} [options.textureSize] - texture dimensions [width, height] (defaults to renderer size)
|
|
25
|
+
*/
|
|
26
|
+
constructor(renderer: import("../webgl_renderer.js").default, options?: {
|
|
27
|
+
color?: number[] | undefined;
|
|
28
|
+
width?: number | undefined;
|
|
29
|
+
textureSize?: number[] | undefined;
|
|
30
|
+
});
|
|
31
|
+
/**
|
|
32
|
+
* set the outline color
|
|
33
|
+
* @param {number[]} color - outline color as [r, g, b] (0.0–1.0)
|
|
34
|
+
*/
|
|
35
|
+
setColor(color: number[]): void;
|
|
36
|
+
/**
|
|
37
|
+
* set the outline width
|
|
38
|
+
* @param {number} width - outline width in pixels
|
|
39
|
+
*/
|
|
40
|
+
setWidth(width: number): void;
|
|
41
|
+
/**
|
|
42
|
+
* set the texture size for accurate outline width calculation
|
|
43
|
+
* @param {number} width - texture width in pixels
|
|
44
|
+
* @param {number} height - texture height in pixels
|
|
45
|
+
*/
|
|
46
|
+
setTextureSize(width: number, height: number): void;
|
|
47
|
+
}
|
|
48
|
+
import ShaderEffect from "../shadereffect.js";
|
|
49
|
+
//# sourceMappingURL=outline.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"outline.d.ts","sourceRoot":"","sources":["../../../../src/video/webgl/effects/outline.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;GAgBG;AACH;IACC;;;;;;OAMG;IACH,sBANW,OAAO,sBAAsB,EAAE,OAAO,YAE9C;QAA2B,KAAK;QACP,KAAK;QACH,WAAW;KACxC,EAsCA;IAED;;;OAGG;IACH,gBAFW,MAAM,EAAE,QAIlB;IAED;;;OAGG;IACH,gBAFW,MAAM,QAIhB;IAED;;;;OAIG;IACH,sBAHW,MAAM,UACN,MAAM,QAIhB;CACD;yBA1FwB,oBAAoB"}
|
|
@@ -0,0 +1,38 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* A shader effect that pixelates the sprite by snapping UV coordinates
|
|
3
|
+
* to a grid. Commonly used for teleport effects, transitions, or retro styling.
|
|
4
|
+
* @category Effects
|
|
5
|
+
* @see {@link Renderable.shader} for usage
|
|
6
|
+
* @example
|
|
7
|
+
* // moderate pixelation
|
|
8
|
+
* mySprite.shader = new PixelateEffect(renderer, { size: 8.0 });
|
|
9
|
+
* @example
|
|
10
|
+
* // animate the pixelation (e.g. for teleport)
|
|
11
|
+
* pixelate.setSize(pixelate.size + dt / 50);
|
|
12
|
+
*/
|
|
13
|
+
export default class PixelateEffect extends ShaderEffect {
|
|
14
|
+
/**
|
|
15
|
+
* @param {import("../webgl_renderer.js").default} renderer - the current renderer instance
|
|
16
|
+
* @param {object} [options] - effect options
|
|
17
|
+
* @param {number} [options.size=4.0] - pixel size in texels (higher = more pixelated)
|
|
18
|
+
* @param {number[]} [options.textureSize=[256, 256]] - texture dimensions [width, height]
|
|
19
|
+
*/
|
|
20
|
+
constructor(renderer: import("../webgl_renderer.js").default, options?: {
|
|
21
|
+
size?: number | undefined;
|
|
22
|
+
textureSize?: number[] | undefined;
|
|
23
|
+
});
|
|
24
|
+
size: number;
|
|
25
|
+
/**
|
|
26
|
+
* set the pixel size
|
|
27
|
+
* @param {number} size - pixel size in texels
|
|
28
|
+
*/
|
|
29
|
+
setSize(size: number): void;
|
|
30
|
+
/**
|
|
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* set the texture size
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* @param {number} width - texture width in pixels
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* @param {number} height - texture height in pixels
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*/
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setTextureSize(width: number, height: number): void;
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}
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import ShaderEffect from "../shadereffect.js";
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//# sourceMappingURL=pixelate.d.ts.map
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{"version":3,"file":"pixelate.d.ts","sourceRoot":"","sources":["../../../../src/video/webgl/effects/pixelate.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;GAWG;AACH;IACC;;;;;OAKG;IACH,sBALW,OAAO,sBAAsB,EAAE,OAAO,YAE9C;QAAyB,IAAI;QACF,WAAW;KACxC,EAoBA;IALA,aAA+B;IAOhC;;;OAGG;IACH,cAFW,MAAM,QAKhB;IAED;;;;OAIG;IACH,sBAHW,MAAM,UACN,MAAM,QAIhB;CACD;yBA3DwB,oBAAoB"}
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1
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/**
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* A shader effect that overlays horizontal scanlines on the sprite.
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* Can optionally add barrel distortion and vignette for a full CRT monitor look.
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* @category Effects
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* @see {@link Renderable.shader} for usage
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* @example
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* // simple scanlines
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* mySprite.shader = new ScanlineEffect(renderer, { opacity: 0.3 });
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* @example
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* // full CRT look with curvature and vignette
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* mySprite.shader = new ScanlineEffect(renderer, {
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* opacity: 0.3,
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* curvature: 0.02,
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* vignetteStrength: 0.3,
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* });
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*/
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export default class ScanlineEffect extends ShaderEffect {
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/**
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* @param {import("../webgl_renderer.js").default} renderer - the current renderer instance
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* @param {object} [options] - effect options
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* @param {number} [options.opacity=0.25] - scanline darkness (0.0 = invisible, 1.0 = fully black lines)
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* @param {number} [options.curvature=0.0] - barrel distortion strength (0.0 = flat, 0.02 = subtle CRT curve)
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* @param {number} [options.vignetteStrength=0.0] - edge darkening strength (0.0 = none, 0.3 = subtle)
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+
*/
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+
constructor(renderer: import("../webgl_renderer.js").default, options?: {
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+
opacity?: number | undefined;
|
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27
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+
curvature?: number | undefined;
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+
vignetteStrength?: number | undefined;
|
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+
});
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+
/**
|
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+
* set the scanline opacity
|
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* @param {number} opacity - scanline darkness (0.0–1.0)
|
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+
*/
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+
setOpacity(opacity: number): void;
|
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+
/**
|
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* set the barrel curvature strength
|
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+
* @param {number} curvature - distortion amount (0.0 = flat)
|
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+
*/
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39
|
+
setCurvature(curvature: number): void;
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40
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+
/**
|
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41
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+
* set the vignette strength
|
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|
+
* @param {number} strength - edge darkening (0.0 = none)
|
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+
*/
|
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44
|
+
setVignetteStrength(strength: number): void;
|
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+
}
|
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+
import ShaderEffect from "../shadereffect.js";
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//# sourceMappingURL=scanline.d.ts.map
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1
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{"version":3,"file":"scanline.d.ts","sourceRoot":"","sources":["../../../../src/video/webgl/effects/scanline.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;GAeG;AACH;IACC;;;;;;OAMG;IACH,sBANW,OAAO,sBAAsB,EAAE,OAAO,YAE9C;QAAyB,OAAO;QACP,SAAS;QACT,gBAAgB;KAC3C,EAyCA;IAED;;;OAGG;IACH,oBAFW,MAAM,QAIhB;IAED;;;OAGG;IACH,wBAFW,MAAM,QAIhB;IAED;;;OAGG;IACH,8BAFW,MAAM,QAIhB;CACD;yBA3FwB,oBAAoB"}
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1
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+
/**
|
|
2
|
+
* A shader effect that applies a warm sepia (vintage photo) tone to the sprite.
|
|
3
|
+
* @category Effects
|
|
4
|
+
* @see {@link Renderable.shader} for usage
|
|
5
|
+
* @example
|
|
6
|
+
* mySprite.shader = new SepiaEffect(renderer);
|
|
7
|
+
* @example
|
|
8
|
+
* // partial sepia
|
|
9
|
+
* mySprite.shader = new SepiaEffect(renderer, { intensity: 0.5 });
|
|
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|
+
*/
|
|
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|
+
export default class SepiaEffect extends ShaderEffect {
|
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12
|
+
/**
|
|
13
|
+
* @param {import("../webgl_renderer.js").default} renderer - the current renderer instance
|
|
14
|
+
* @param {object} [options] - effect options
|
|
15
|
+
* @param {number} [options.intensity=1.0] - sepia intensity (0.0 = original, 1.0 = full sepia)
|
|
16
|
+
*/
|
|
17
|
+
constructor(renderer: import("../webgl_renderer.js").default, options?: {
|
|
18
|
+
intensity?: number | undefined;
|
|
19
|
+
});
|
|
20
|
+
intensity: number;
|
|
21
|
+
/**
|
|
22
|
+
* set the sepia intensity
|
|
23
|
+
* @param {number} value - sepia intensity (0.0 = original, 1.0 = full sepia)
|
|
24
|
+
*/
|
|
25
|
+
setIntensity(value: number): void;
|
|
26
|
+
}
|
|
27
|
+
import ShaderEffect from "../shadereffect.js";
|
|
28
|
+
//# sourceMappingURL=sepia.d.ts.map
|
|
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|
|
|
1
|
+
{"version":3,"file":"sepia.d.ts","sourceRoot":"","sources":["../../../../src/video/webgl/effects/sepia.js"],"names":[],"mappings":"AAEA;;;;;;;;;GASG;AACH;IACC;;;;OAIG;IACH,sBAJW,OAAO,sBAAsB,EAAE,OAAO,YAE9C;QAAyB,SAAS;KACpC,EAmBA;IAHA,kBACgE;IAIjE;;;OAGG;IACH,oBAFW,MAAM,QAKhB;CACD;yBA9CwB,oBAAoB"}
|
|
@@ -0,0 +1,43 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* A shader effect that pulses a color overlay on the sprite.
|
|
3
|
+
* Commonly used for status effects — poison green, freeze blue, fire red.
|
|
4
|
+
* The `time` uniform should be updated each frame for the pulse animation.
|
|
5
|
+
* @category Effects
|
|
6
|
+
* @see {@link Renderable.shader} for usage
|
|
7
|
+
* @example
|
|
8
|
+
* // poison pulse
|
|
9
|
+
* const poison = new TintPulseEffect(renderer, {
|
|
10
|
+
* color: [0.0, 1.0, 0.0],
|
|
11
|
+
* speed: 3.0,
|
|
12
|
+
* });
|
|
13
|
+
* mySprite.shader = poison;
|
|
14
|
+
*
|
|
15
|
+
* // update each frame
|
|
16
|
+
* poison.setTime(timer.getTime() / 1000);
|
|
17
|
+
*/
|
|
18
|
+
export default class TintPulseEffect extends ShaderEffect {
|
|
19
|
+
/**
|
|
20
|
+
* @param {import("../webgl_renderer.js").default} renderer - the current renderer instance
|
|
21
|
+
* @param {object} [options] - effect options
|
|
22
|
+
* @param {number[]} [options.color=[1.0, 0.0, 0.0]] - pulse color as [r, g, b] (0.0–1.0)
|
|
23
|
+
* @param {number} [options.speed=2.0] - pulse speed (oscillations per second)
|
|
24
|
+
* @param {number} [options.intensity=0.3] - maximum tint strength (0.0–1.0)
|
|
25
|
+
*/
|
|
26
|
+
constructor(renderer: import("../webgl_renderer.js").default, options?: {
|
|
27
|
+
color?: number[] | undefined;
|
|
28
|
+
speed?: number | undefined;
|
|
29
|
+
intensity?: number | undefined;
|
|
30
|
+
});
|
|
31
|
+
/**
|
|
32
|
+
* set the current time (call each frame for animation)
|
|
33
|
+
* @param {number} time - time in seconds
|
|
34
|
+
*/
|
|
35
|
+
setTime(time: number): void;
|
|
36
|
+
/**
|
|
37
|
+
* set the pulse color
|
|
38
|
+
* @param {number[]} color - pulse color as [r, g, b] (0.0–1.0)
|
|
39
|
+
*/
|
|
40
|
+
setColor(color: number[]): void;
|
|
41
|
+
}
|
|
42
|
+
import ShaderEffect from "../shadereffect.js";
|
|
43
|
+
//# sourceMappingURL=tintPulse.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"tintPulse.d.ts","sourceRoot":"","sources":["../../../../src/video/webgl/effects/tintPulse.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;GAgBG;AACH;IACC;;;;;;OAMG;IACH,sBANW,OAAO,sBAAsB,EAAE,OAAO,YAE9C;QAA2B,KAAK;QACP,KAAK;QACL,SAAS;KACpC,EAqBA;IAED;;;OAGG;IACH,cAFW,MAAM,QAIhB;IAED;;;OAGG;IACH,gBAFW,MAAM,EAAE,QAIlB;CACD;yBAhEwB,oBAAoB"}
|
|
@@ -0,0 +1,43 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* A shader effect that applies a sine wave distortion to the sprite.
|
|
3
|
+
* Commonly used for underwater, heat haze, or dream sequence effects.
|
|
4
|
+
* The `time` uniform should be updated each frame for animation.
|
|
5
|
+
* @category Effects
|
|
6
|
+
* @see {@link Renderable.shader} for usage
|
|
7
|
+
* @example
|
|
8
|
+
* const wave = new WaveEffect(renderer, { amplitude: 0.01, frequency: 10.0 });
|
|
9
|
+
* mySprite.shader = wave;
|
|
10
|
+
* // update each frame
|
|
11
|
+
* wave.setTime(performance.now() / 1000);
|
|
12
|
+
*/
|
|
13
|
+
export default class WaveEffect extends ShaderEffect {
|
|
14
|
+
/**
|
|
15
|
+
* @param {import("../webgl_renderer.js").default} renderer - the current renderer instance
|
|
16
|
+
* @param {object} [options] - effect options
|
|
17
|
+
* @param {number} [options.amplitude=0.01] - wave displacement strength (in UV space, 0.01 = subtle)
|
|
18
|
+
* @param {number} [options.frequency=10.0] - number of waves across the sprite
|
|
19
|
+
* @param {number} [options.speed=2.0] - wave animation speed
|
|
20
|
+
*/
|
|
21
|
+
constructor(renderer: import("../webgl_renderer.js").default, options?: {
|
|
22
|
+
amplitude?: number | undefined;
|
|
23
|
+
frequency?: number | undefined;
|
|
24
|
+
speed?: number | undefined;
|
|
25
|
+
});
|
|
26
|
+
/**
|
|
27
|
+
* set the current time (call each frame for animation)
|
|
28
|
+
* @param {number} time - time in seconds
|
|
29
|
+
*/
|
|
30
|
+
setTime(time: number): void;
|
|
31
|
+
/**
|
|
32
|
+
* set the wave amplitude
|
|
33
|
+
* @param {number} amplitude - displacement strength in UV space
|
|
34
|
+
*/
|
|
35
|
+
setAmplitude(amplitude: number): void;
|
|
36
|
+
/**
|
|
37
|
+
* set the wave frequency
|
|
38
|
+
* @param {number} frequency - number of waves
|
|
39
|
+
*/
|
|
40
|
+
setFrequency(frequency: number): void;
|
|
41
|
+
}
|
|
42
|
+
import ShaderEffect from "../shadereffect.js";
|
|
43
|
+
//# sourceMappingURL=wave.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"wave.d.ts","sourceRoot":"","sources":["../../../../src/video/webgl/effects/wave.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;GAWG;AACH;IACC;;;;;;OAMG;IACH,sBANW,OAAO,sBAAsB,EAAE,OAAO,YAE9C;QAAyB,SAAS;QACT,SAAS;QACT,KAAK;KAChC,EAqBA;IAED;;;OAGG;IACH,cAFW,MAAM,QAIhB;IAED;;;OAGG;IACH,wBAFW,MAAM,QAIhB;IAED;;;OAGG;IACH,wBAFW,MAAM,QAIhB;CACD;yBAnEwB,oBAAoB"}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"program.d.ts","sourceRoot":"","sources":["../../../../src/video/webgl/utils/program.js"],"names":[],"mappings":"AAeA;;;GAGG;AACH,
|
|
1
|
+
{"version":3,"file":"program.d.ts","sourceRoot":"","sources":["../../../../src/video/webgl/utils/program.js"],"names":[],"mappings":"AAeA;;;GAGG;AACH,0FA2CC"}
|