melonjs 19.3.0 → 19.4.0

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Files changed (47) hide show
  1. package/README.md +1 -0
  2. package/build/application/application.d.ts.map +1 -1
  3. package/build/application/defaultApplicationSettings.d.ts +1 -0
  4. package/build/application/defaultApplicationSettings.d.ts.map +1 -1
  5. package/build/application/settings.d.ts +12 -0
  6. package/build/application/settings.d.ts.map +1 -1
  7. package/build/index.js +1063 -121
  8. package/build/index.js.map +4 -4
  9. package/build/input/pointerevent.d.ts.map +1 -1
  10. package/build/level/tiled/TMXLayer.d.ts +72 -5
  11. package/build/level/tiled/TMXLayer.d.ts.map +1 -1
  12. package/build/level/tiled/TMXTile.d.ts +19 -1
  13. package/build/level/tiled/TMXTile.d.ts.map +1 -1
  14. package/build/level/tiled/TMXTileMap.d.ts.map +1 -1
  15. package/build/level/tiled/TMXTileset.d.ts +15 -0
  16. package/build/level/tiled/TMXTileset.d.ts.map +1 -1
  17. package/build/level/tiled/renderer/TMXHexagonalRenderer.d.ts +7 -1
  18. package/build/level/tiled/renderer/TMXHexagonalRenderer.d.ts.map +1 -1
  19. package/build/level/tiled/renderer/TMXIsometricRenderer.d.ts +7 -1
  20. package/build/level/tiled/renderer/TMXIsometricRenderer.d.ts.map +1 -1
  21. package/build/level/tiled/renderer/TMXObliqueRenderer.d.ts.map +1 -1
  22. package/build/level/tiled/renderer/TMXOrthogonalRenderer.d.ts +7 -1
  23. package/build/level/tiled/renderer/TMXOrthogonalRenderer.d.ts.map +1 -1
  24. package/build/physics/sat.d.ts.map +1 -1
  25. package/build/physics/world.d.ts +16 -0
  26. package/build/physics/world.d.ts.map +1 -1
  27. package/build/renderable/imagelayer.d.ts.map +1 -1
  28. package/build/utils/function.d.ts +1 -1
  29. package/build/utils/function.d.ts.map +1 -1
  30. package/build/video/renderer.d.ts +15 -1
  31. package/build/video/renderer.d.ts.map +1 -1
  32. package/build/video/texture/cache.d.ts.map +1 -1
  33. package/build/video/texture/resource.d.ts +113 -0
  34. package/build/video/texture/resource.d.ts.map +1 -0
  35. package/build/video/webgl/batchers/material_batcher.d.ts +8 -1
  36. package/build/video/webgl/batchers/material_batcher.d.ts.map +1 -1
  37. package/build/video/webgl/renderers/tmxlayer/orthogonal.d.ts +108 -0
  38. package/build/video/webgl/renderers/tmxlayer/orthogonal.d.ts.map +1 -0
  39. package/build/video/webgl/utils/attributes.d.ts +7 -0
  40. package/build/video/webgl/utils/attributes.d.ts.map +1 -1
  41. package/build/video/webgl/utils/precision.d.ts +1 -1
  42. package/build/video/webgl/utils/precision.d.ts.map +1 -1
  43. package/build/video/webgl/utils/uniforms.d.ts +13 -0
  44. package/build/video/webgl/utils/uniforms.d.ts.map +1 -1
  45. package/build/video/webgl/webgl_renderer.d.ts +19 -0
  46. package/build/video/webgl/webgl_renderer.d.ts.map +1 -1
  47. package/package.json +1 -1
@@ -0,0 +1,108 @@
1
+ /**
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+ * GPU-accelerated renderer for orthogonal TMX tile layers (WebGL2). Draws
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+ * the visible region of a layer as one screen-aligned quad per tileset
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+ * referenced by the layer — the fragment shader samples a per-layer GID
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+ * index texture and the tileset atlas, eliminating the per-tile draw
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+ * loop. The visible rect, GID range, tile size, opacity, and tint are
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+ * pushed as uniforms; the index texture is uploaded once at activation
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+ * and re-uploaded only when `layer.dataVersion` changes (mutations from
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+ * `setTile`/`clearTile`).
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+ *
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+ * The per-layer index texture is a `BufferTextureResource` flowing
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+ * through the standard `TextureCache` / batcher path — same lane as
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+ * every other texture in the engine. Dynamic unit allocation, correct
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+ * `boundTextures` bookkeeping, and per-resource premultiplied-alpha /
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+ * filter all come for free; nothing here pokes `gl.bindTexture` or
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+ * `gl.activeTexture` directly.
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+ *
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+ * Cache lifecycle: one `BufferTextureResource` per `TMXLayer`. Tile
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+ * layers don't come and go individually — they only churn on game reset
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+ * — so the cache is freed in bulk via `reset()`, called from
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+ * `WebGLRenderer.reset()` (which the `GAME_RESET` event already
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+ * triggers).
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+ *
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+ * @ignore
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+ */
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+ export default class OrthogonalTMXLayerGPURenderer {
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+ /**
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+ * @param {WebGLRenderer} renderer - the WebGL renderer instance
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+ */
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+ constructor(renderer: WebGLRenderer);
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+ renderer: WebGLRenderer;
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+ gl: WebGLRenderingContext;
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+ shader: GLShader;
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+ resources: Map<any, any>;
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+ animLookups: Map<any, any>;
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+ _v2: Float32Array<ArrayBuffer>;
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+ _v4: Float32Array<ArrayBuffer>;
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+ /**
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+ * Free every cached per-layer index texture and empty the local
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+ * resource map. Called from `WebGLRenderer.reset()` (which
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+ * `GAME_RESET` triggers) so each level transition starts clean.
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+ * @ignore
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+ */
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+ reset(): void;
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+ /**
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+ * Write a `vec2` uniform without allocating a fresh Float32Array per
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+ * call. Both components flow into the shared `_v2` scratch buffer,
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+ * which `setUniform` reads synchronously and forwards to
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+ * `gl.uniform2fv` — so reusing the buffer across calls is safe.
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+ * @param {string} name
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+ * @param {number} x
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+ * @param {number} y
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+ * @private
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+ */
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+ private _setV2;
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+ /**
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+ * `vec4` counterpart to {@link _setV2}.
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+ * @param {string} name
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+ * @param {number} x
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+ * @param {number} y
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+ * @param {number} z
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+ * @param {number} w
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+ * @private
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+ */
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+ private _setV4;
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+ /**
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+ * Get-or-create the per-tileset animation-lookup entry. Returns
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+ * `undefined` for tilesets that have no animated tiles (the shader's
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+ * `uAnimEnabled` uniform is then set to 0 and the lookup texture is
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+ * not bound).
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+ *
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+ * The entry holds a `tileCount × 1` RGBA8 `BufferTextureResource`
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+ * where texel `localId` encodes the CURRENT frame's local id as
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+ * `R = lo byte, G = hi byte` (same encoding as the GID index
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+ * texture). Each call walks `tileset.animations` and rewrites
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+ * dirty texels — `tileset.update(dt)` (driven by the layer) advances
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+ * `anim.cur.tileid` independently of this renderer.
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+ *
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+ * @param {object} tileset
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+ * @param {number} tileCount - tiles in the tileset's atlas grid
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+ * (`atlasCols * atlasRows`)
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+ * @returns {{resource: BufferTextureResource, data: Uint8Array,
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+ * tileCount: number, dirty: boolean}|undefined}
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+ */
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+ _getOrUpdateAnimLookup(tileset: object, tileCount: number): {
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+ resource: BufferTextureResource;
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+ data: Uint8Array;
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+ tileCount: number;
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+ dirty: boolean;
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+ } | undefined;
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+ /**
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+ * Get-or-create the per-layer index `BufferTextureResource`.
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+ * @param {TMXLayer} layer
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+ * @returns {BufferTextureResource}
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+ */
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+ _getResource(layer: TMXLayer): BufferTextureResource;
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+ /**
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+ * Draw an orthogonal TMX layer through the shader path.
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+ * @param {TMXLayer} layer
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+ * @param {object} rect - the visible viewport rect (world coords)
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+ */
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+ draw(layer: TMXLayer, rect: object): void;
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+ }
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+ import type { default as WebGLRenderer } from "../../webgl_renderer.js";
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+ import GLShader from "../../glshader.js";
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+ import { BufferTextureResource } from "../../../texture/resource.js";
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+ import type { default as TMXLayer } from "../../../../level/tiled/TMXLayer.js";
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+ //# sourceMappingURL=orthogonal.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"orthogonal.d.ts","sourceRoot":"","sources":["../../../../../src/video/webgl/renderers/tmxlayer/orthogonal.js"],"names":[],"mappings":"AAeA;;;;;;;;;;;;;;;;;;;;;;;;GAwBG;AACH;IACC;;OAEG;IACH,sBAFW,aAAa,EAkCvB;IA/BA,wBAAwB;IACxB,0BAAqB;IAUrB,iBAKC;IAMD,yBAA0B;IAI1B,2BAA4B;IAG5B,+BAA8B;IAC9B,+BAA8B;IAG/B;;;;;OAKG;IACH,cAyBC;IAED;;;;;;;;;OASG;IACH,eAIC;IAED;;;;;;;;OAQG;IACH,eAMC;IAED;;;;;;;;;;;;;;;;;;OAkBG;IACH,gCANW,MAAM,aACN,MAAM,GAEJ;QAAC,QAAQ,EAAE,qBAAqB,CAAC;QAAC,IAAI,EAAE,UAAU,CAAC;QAC3D,SAAS,EAAE,MAAM,CAAC;QAAC,KAAK,EAAE,OAAO,CAAA;KAAC,GAAC,SAAS,CA+ChD;IAED;;;;OAIG;IACH,oBAHW,QAAQ,GACN,qBAAqB,CA6BjC;IAED;;;;OAIG;IACH,YAHW,QAAQ,QACR,MAAM,QA0JhB;CACD;8CA1Y4C,yBAAyB;qBAPjD,mBAAmB;sCADF,8BAA8B;yCAO5B,qCAAqC"}
@@ -1,4 +1,11 @@
1
1
  /**
2
+ * Pick out every vertex attribute name from a shader source, regardless of
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+ * GLSL version. GLSL 1.00 marks attributes with the `attribute` storage
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+ * qualifier; GLSL ES 3.00 reuses `in` at file scope for the same purpose
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+ * (and `in` inside function parameter lists, which we exclude by requiring
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+ * the qualifier to start at the beginning of a line). Skipping the 3.00
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+ * form leaves the shader with no bound vertex data and the rasterizer
8
+ * silently degenerates every triangle.
2
9
  * @ignore
3
10
  */
4
11
  export function extractAttributes(gl: any, shader: any): {};
@@ -1 +1 @@
1
- {"version":3,"file":"attributes.d.ts","sourceRoot":"","sources":["../../../../src/video/webgl/utils/attributes.js"],"names":[],"mappings":"AAAA;;GAEG;AACH,4DAYC"}
1
+ {"version":3,"file":"attributes.d.ts","sourceRoot":"","sources":["../../../../src/video/webgl/utils/attributes.js"],"names":[],"mappings":"AAAA;;;;;;;;;GASG;AACH,4DAmBC"}
@@ -1,5 +1,5 @@
1
1
  /**
2
- * set precision for the fiven shader source
2
+ * set precision for the given shader source
3
3
  * won't do anything if the precision is already specified
4
4
  * @ignore
5
5
  */
@@ -1 +1 @@
1
- {"version":3,"file":"precision.d.ts","sourceRoot":"","sources":["../../../../src/video/webgl/utils/precision.js"],"names":[],"mappings":"AAAA;;;;GAIG;AACH,4DAKC;AAED;;;;;;GAMG;AACH,0CAJW,qBAAqB,kBACrB,OAAO,GACL,MAAM,CAoBlB"}
1
+ {"version":3,"file":"precision.d.ts","sourceRoot":"","sources":["../../../../src/video/webgl/utils/precision.js"],"names":[],"mappings":"AAAA;;;;GAIG;AACH,4DA+BC;AAED;;;;;;GAMG;AACH,0CAJW,qBAAqB,kBACrB,OAAO,GACL,MAAM,CAoBlB"}
@@ -1,4 +1,17 @@
1
1
  /**
2
+ * Build the `uniforms` proxy object for a compiled shader program.
3
+ *
4
+ * Each detected uniform gets a defineProperty getter (returns its
5
+ * `WebGLUniformLocation`) and a setter that pushes the value to GL. The
6
+ * setter caches the last value it sent and skips the underlying
7
+ * `gl.uniform*` call when the incoming value matches — uniform writes are
8
+ * cheap individually, but a typical per-frame draw pass sets a dozen of
9
+ * them per shader, and most are layer-lifetime constants (`uMapSize`,
10
+ * `uCellSize`, `uOpacity`, projection matrix on idle frames, etc.).
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+ *
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+ * Cache scope is per-shader: each `GLShader` calls `extractUniforms` once
13
+ * and gets its own closure-captured `cache` map, so caches don't leak
14
+ * across programs.
2
15
  * @ignore
3
16
  */
4
17
  export function extractUniforms(gl: any, shader: any): {};
@@ -1 +1 @@
1
- {"version":3,"file":"uniforms.d.ts","sourceRoot":"","sources":["../../../../src/video/webgl/utils/uniforms.js"],"names":[],"mappings":"AAuBA;;GAEG;AACH,0DAuDC"}
1
+ {"version":3,"file":"uniforms.d.ts","sourceRoot":"","sources":["../../../../src/video/webgl/utils/uniforms.js"],"names":[],"mappings":"AA0FA;;;;;;;;;;;;;;;GAeG;AACH,0DAmEC"}
@@ -94,6 +94,24 @@ export default class WebGLRenderer extends Renderer {
94
94
  get WebGLVersion(): number;
95
95
  _lightShader: RadialGradientEffect | undefined;
96
96
  _lightAtlas: TextureAtlas | undefined;
97
+ _orthogonalTMXGPURenderer: OrthogonalTMXLayerGPURenderer | null | undefined;
98
+ /**
99
+ * Draw a TMX tile layer through whichever path the layer's `renderMode`
100
+ * resolves to. WebGL2-eligible layers (`renderMode === "shader"`) take
101
+ * the procedural shader path — one quad per tileset, GID lookup in a
102
+ * per-layer data texture. All other layers fall through to the base
103
+ * `Renderer.drawTileLayer` (preRender blit or per-tile loop).
104
+ * @param {object} layer - the TMXLayer to draw
105
+ * @param {object} rect - the visible region in world coords
106
+ */
107
+ drawTileLayer(layer: object, rect: object): void;
108
+ /**
109
+ * Lazy-init the orientation-specific GPU tilemap renderer.
110
+ * @param {string} orientation
111
+ * @returns {object|undefined}
112
+ * @ignore
113
+ */
114
+ _getTMXGPURendererFor(orientation: string): object | undefined;
97
115
  /**
98
116
  * add a new batcher to this renderer
99
117
  * @param {Batcher} batcher - a batcher instance
@@ -532,6 +550,7 @@ import type { Batcher } from "./batchers/batcher.js";
532
550
  import TextureCache from "./../texture/cache.js";
533
551
  import RadialGradientEffect from "./effects/radialGradient.js";
534
552
  import { TextureAtlas } from "./../texture/atlas.js";
553
+ import OrthogonalTMXLayerGPURenderer from "./renderers/tmxlayer/orthogonal.js";
535
554
  import { Color } from "./../../math/color.ts";
536
555
  import type { Rect } from "./../../geometries/rectangle.ts";
537
556
  import type { RoundRect } from "./../../geometries/roundrect.ts";
@@ -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": "19.3.0",
3
+ "version": "19.4.0",
4
4
  "description": "melonJS Game Engine",
5
5
  "homepage": "http://www.melonjs.org/",
6
6
  "type": "module",