melonjs 19.4.0 → 19.5.0
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 +18 -2
- package/build/application/application.d.ts.map +1 -1
- package/build/application/settings.d.ts +25 -2
- package/build/application/settings.d.ts.map +1 -1
- package/build/audio/audio.d.ts +77 -253
- package/build/audio/audio.d.ts.map +1 -1
- package/build/audio/backend.d.ts +121 -0
- package/build/audio/backend.d.ts.map +1 -0
- package/build/audio/playback.d.ts +157 -0
- package/build/audio/playback.d.ts.map +1 -0
- package/build/audio/procedural.d.ts +105 -0
- package/build/audio/procedural.d.ts.map +1 -0
- package/build/audio/types.d.ts +205 -0
- package/build/audio/types.d.ts.map +1 -0
- package/build/index.d.ts +6 -3
- package/build/index.d.ts.map +1 -1
- package/build/index.js +2273 -379
- package/build/index.js.map +4 -4
- package/build/level/tiled/TMXTileMap.d.ts.map +1 -1
- package/build/level/tiled/TMXTileset.d.ts +12 -0
- package/build/level/tiled/TMXTileset.d.ts.map +1 -1
- package/build/level/tiled/factories/shape.d.ts +1 -1
- package/build/level/tiled/factories/shape.d.ts.map +1 -1
- package/build/level/tiled/factories/tile.d.ts.map +1 -1
- package/build/loader/loader.d.ts +2 -2
- package/build/loader/loader.d.ts.map +1 -1
- package/build/loader/parsers/aseprite.d.ts +37 -0
- package/build/loader/parsers/aseprite.d.ts.map +1 -0
- package/build/physics/adapter.d.ts +560 -0
- package/build/physics/adapter.d.ts.map +1 -0
- package/build/physics/bounds.d.ts +18 -5
- package/build/physics/bounds.d.ts.map +1 -1
- package/build/physics/builtin/body.d.ts +605 -0
- package/build/physics/builtin/body.d.ts.map +1 -0
- package/build/physics/builtin/builtin-adapter.d.ts +91 -0
- package/build/physics/builtin/builtin-adapter.d.ts.map +1 -0
- package/build/physics/builtin/detector.d.ts +167 -0
- package/build/physics/builtin/detector.d.ts.map +1 -0
- package/build/physics/builtin/quadtree.d.ts +112 -0
- package/build/physics/builtin/quadtree.d.ts.map +1 -0
- package/build/physics/builtin/raycast.d.ts +4 -0
- package/build/physics/builtin/raycast.d.ts.map +1 -0
- package/build/physics/{sat.d.ts → builtin/sat.d.ts} +7 -7
- package/build/physics/builtin/sat.d.ts.map +1 -0
- package/build/physics/world.d.ts +61 -26
- package/build/physics/world.d.ts.map +1 -1
- package/build/renderable/collectable.d.ts +7 -1
- package/build/renderable/collectable.d.ts.map +1 -1
- package/build/renderable/container.d.ts +0 -13
- package/build/renderable/container.d.ts.map +1 -1
- package/build/renderable/renderable.d.ts +78 -17
- package/build/renderable/renderable.d.ts.map +1 -1
- package/build/renderable/trigger.d.ts +14 -1
- package/build/renderable/trigger.d.ts.map +1 -1
- package/build/renderable/ui/uispriteelement.d.ts.map +1 -1
- package/build/system/timer.d.ts +0 -5
- package/build/system/timer.d.ts.map +1 -1
- package/build/video/canvas/canvas_renderer.d.ts +0 -130
- package/build/video/canvas/canvas_renderer.d.ts.map +1 -1
- package/build/video/renderer.d.ts +111 -0
- package/build/video/renderer.d.ts.map +1 -1
- package/build/video/rendertarget/canvasrendertarget.d.ts.map +1 -1
- package/build/video/webgl/batchers/material_batcher.d.ts.map +1 -1
- package/build/video/webgl/effects/shine.d.ts +87 -0
- package/build/video/webgl/effects/shine.d.ts.map +1 -0
- package/build/video/webgl/webgl_renderer.d.ts +0 -106
- package/build/video/webgl/webgl_renderer.d.ts.map +1 -1
- package/package.json +1 -1
- package/build/physics/body.d.ts +0 -351
- package/build/physics/body.d.ts.map +0 -1
- package/build/physics/detector.d.ts +0 -72
- package/build/physics/detector.d.ts.map +0 -1
- package/build/physics/quadtree.d.ts +0 -69
- package/build/physics/quadtree.d.ts.map +0 -1
- package/build/physics/sat.d.ts.map +0 -1
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/**
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* A shader effect that sweeps a bright highlight band across the sprite —
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* the classic "shine" pass commonly used for coins, gems, polished metal,
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* and hover-highlighted UI elements. Similar to pixi-filters' ShineFilter.
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*
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* Set `bands` > 1 to tile the sweep into N parallel glints (useful for the
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* "etched grooves" look of a coin's rim). An optional subtle brightness
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* pulse can be layered on top via `pulseDepth` — set to 0 to disable.
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*
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* The `time` uniform must be updated each frame for the animation.
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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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* // single diagonal sweep — classic "button shine"
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* const shine = new ShineEffect(renderer, {
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* color: [1.0, 0.95, 0.7],
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* speed: 0.5,
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* width: 0.18,
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* angle: 0.5,
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* });
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*
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* // gold coin with ~14 parallel glints and a subtle brightness pulse
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* const coinShine = new ShineEffect(renderer, {
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* color: [1.0, 0.95, 0.7],
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* bands: 14.5,
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* width: 0.15,
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* intensity: 0.4,
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* speed: 0.8,
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* pulseDepth: 0.08,
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* });
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*
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* mySprite.addPostEffect(coinShine);
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*
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* // update each frame
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* coinShine.setTime(timer.getTime() / 1000);
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*/
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export default class ShineEffect 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]] - shine color as [r, g, b] (0.0–1.0)
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* @param {number} [options.speed=0.5] - sweeps per second
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* @param {number} [options.width=0.15] - glint half-width as a fraction of one tile (0.0–1.0)
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* @param {number} [options.intensity=0.5] - maximum highlight strength
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* @param {number} [options.angle=0.5] - sweep direction in radians (0 = horizontal L→R, π/2 = vertical T→B)
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* @param {number} [options.bands=1.0] - number of parallel glints (1 = single shine; ~14.5 mimics a coin's etched-rim look)
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* @param {number} [options.pulseDepth=0.0] - subtle base-brightness pulse amplitude (0 disables the pulse)
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* @param {number} [options.pulseSpeed=3.0] - pulse oscillation rate (radians/second)
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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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speed?: number | undefined;
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width?: number | undefined;
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intensity?: number | undefined;
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angle?: number | undefined;
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bands?: number | undefined;
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pulseDepth?: number | undefined;
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pulseSpeed?: number | undefined;
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});
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/**
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* set the current time (call each frame for animation)
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* @param {number} time - time in seconds
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*/
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setTime(time: number): void;
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/**
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* set the shine color
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* @param {number[]} color - shine 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 sweep speed
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* @param {number} value - sweeps per second
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*/
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setSpeed(value: number): void;
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/**
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* set the highlight intensity
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* @param {number} value - maximum highlight strength
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*/
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setIntensity(value: number): void;
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/**
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* set the number of parallel glints
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* @param {number} value - 1 for a single shine, >1 for tiled stripes
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*/
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setBands(value: number): void;
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}
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import ShaderEffect from "../shadereffect.js";
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//# sourceMappingURL=shine.d.ts.map
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{"version":3,"file":"shine.d.ts","sourceRoot":"","sources":["../../../../src/video/webgl/effects/shine.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAmCG;AACH;IACC;;;;;;;;;;;OAWG;IACH,sBAXW,OAAO,sBAAsB,EAAE,OAAO,YAE9C;QAA2B,KAAK;QACP,KAAK;QACL,KAAK;QACL,SAAS;QACT,KAAK;QACL,KAAK;QACL,UAAU;QACV,UAAU;KACrC,EAuDA;IAED;;;OAGG;IACH,cAFW,MAAM,QAIhB;IAED;;;OAGG;IACH,gBAFW,MAAM,EAAE,QAIlB;IAED;;;OAGG;IACH,gBAFW,MAAM,QAIhB;IAED;;;OAGG;IACH,oBAFW,MAAM,QAIhB;IAED;;;OAGG;IACH,gBAFW,MAAM,QAIhB;CACD;yBAlJwB,oBAAoB"}
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* @ignore
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_savedEffectProjection: Matrix3d;
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/**
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* sets or returns the thickness of lines for shape drawing
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* @type {number}
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* @default 1
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*/
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lineWidth: number;
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/**
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* sets or returns the shape used to join two line segments where they meet.
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* Out of the three possible values for this property: "round", "bevel", and "miter", only "round" is supported for now in WebGL
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*/
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setBlendMode(mode?: string, premultipliedAlpha?: boolean): string;
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currentPremultipliedAlpha: any;
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/**
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* restores the most recently saved renderer state by popping the top entry in the drawing state stack
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* @example
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* // Save the current state
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* renderer.save();
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*
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* // apply a transform and draw a rect
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* renderer.tranform(matrix);
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* renderer.fillRect(10, 10, 100, 100);
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*
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*/
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restore(): void;
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* saves the entire state of the renderer by pushing the current state onto a stack.
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* @example
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*
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* renderer.tranform(matrix);
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*
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*/
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save(): void;
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* adds a rotation to the transformation matrix.
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* @example
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* // Rotated rectangle
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* renderer.rotate((45 * Math.PI) / 180);
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* renderer.setColor("red");
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rotate(angle: number): void;
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* adds a scaling transformation to the renderer units horizontally and/or vertically
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* @param {number} x - Scaling factor in the horizontal direction. A negative value flips pixels across the vertical axis. A value of 1 results in no horizontal scaling.
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*/
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scale(x: number, y: number): void;
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*/
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*/
|
|
522
|
-
translate(x: number, y: number): void;
|
|
523
417
|
/**
|
|
524
418
|
* clip the given region from the original canvas. Once a region is clipped,
|
|
525
419
|
* all future drawing will be limited to the clipped region.
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"webgl_renderer.d.ts","sourceRoot":"","sources":["../../../src/video/webgl/webgl_renderer.js"],"names":[],"mappings":"AAsDA;;;GAGG;AACH;IAQE;;;;;OAKG;IACH,oBAJU,MAAM,CAIU;IAU1B;;;;OAIG;IACH,IAFU,qBAAqB,CAEI;IAYnC;;;;OAIG;IACH,wBAHU,QAAQ,CAG0B;
|
|
1
|
+
{"version":3,"file":"webgl_renderer.d.ts","sourceRoot":"","sources":["../../../src/video/webgl/webgl_renderer.js"],"names":[],"mappings":"AAsDA;;;GAGG;AACH;IAQE;;;;;OAKG;IACH,oBAJU,MAAM,CAIU;IAU1B;;;;OAIG;IACH,IAFU,qBAAqB,CAEI;IAYnC;;;;OAIG;IACH,wBAHU,QAAQ,CAG0B;IAS5C;;;;;OAKG;IACH,UAHU,MAAM,CAGO;IAEvB;;;OAGG;IACH,cAFU,WAAW,CAEqB;IAE1C;;;;OAIG;IACH,sBAHU,MAAM,CAGwD;IAExE;;;;OAIG;IACH,iBAHU,MAAM,CAMf;IAED;;;OAGG;IACH;;;QAEE;IAIF,kBAA6B;IAG7B,kBAAoB;IAGpB,sBAA4B;IAE5B;;;;OAIG;IACH,kBAFU,QAAQ,CAEuC;IAEzD;;;OAGG;IACH,gBAFU,OAAO,CAEc;IAE/B;;;OAGG;IACH,gBAFU,YAAY,CAES;IAE/B;;;OAGG;IACH,4BAAyB;IAuBzB,wBAA2B;IAkB3B,oBAAqD;IAyCtD;;;;OAIG;IACH,oBAHU,MAAM,CAKf;IAuHC,+CAA6B;IAY7B,sCAA4B;IAW5B,4EAA0C;IAI5C;;;;;;;;OAQG;IACH,qBAHW,MAAM,QACN,MAAM,QAWhB;IAED;;;;;OAKG;IACH,mCAJW,MAAM,GACJ,MAAM,GAAC,SAAS,CA4B5B;IAED;;;;;OAKG;IACH,oBAJW,OAAO,SACP,MAAM,aACN,OAAO,QAYjB;IAED;;;;;OAKG;IACH,kBAJW,MAAM,WACN,QAAQ,GACN,OAAO,CA+CnB;IAED;;OAEG;IACH,uBAEC;IAED;;;;;;;;;;;OAWG;IACH,qBAVW,gBAAgB,GAAC,eAAe,GAAC,gBAAgB,GAAC,iBAAiB,GAAC,WAAW,GAAC,eAAe,GAAC,UAAU,UAC1G,MAAM,GACJ,YAAY,CA0CxB;IAiCC,oFAAwD;IA6E1D;;;;;;;;;OASG;IACH,kBAHa,YAAY,CAqBxB;IAyDD,cAAc;IACd,qCAsFC;IAuJD;;;;OAIG;IACH,mBAHW,KAAK,GAAC,MAAM,WACZ,OAAO,QAuBjB;IAED;;;;;;OAMG;IACH,aALW,MAAM,KACN,MAAM,SACN,MAAM,UACN,MAAM,QAOhB;IAED;;;;;;;;;;;;;;;;;;OAkBG;IACH,iBAjBW,gBAAgB,GAAC,eAAe,GAAC,gBAAgB,GAAC,iBAAiB,GAAC,WAAW,GAAC,eAAe,GAAC,UAAU,GAAC,eAAe,MAC1H,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,QAwFhB;IAED;;;;;;;;OAQG;IACH,qBAPW,YAAY,KACZ,MAAM,KACN,MAAM,SACN,MAAM,UACN,MAAM,QAkBhB;IA2DD;;;;;;;;;;;;;;;OAeG;IACH,kBAEC;IAED;;;;OAIG;IACH,UAHW,MAAM,KACN,MAAM,QAIhB;IAED;;OAEG;IACH,6BAEC;IAED;;;;;;;OAOG;IACH,sBALW,MAAM,OACN,MAAM,KACN,MAAM,KACN,MAAM,QAIhB;IAED;;;;;;;;;OASG;IACH,oBAPW,MAAM,QACN,MAAM,QACN,MAAM,QACN,MAAM,KACN,MAAM,KACN,MAAM,QAIhB;IAED;;;;;;;;OAQG;IACH,UANW,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,UACN,MAAM,QAIhB;IAED;;;;;;OAMG;IACH,QALW,MAAM,KACN,MAAM,SACN,MAAM,UACN,MAAM,QAIhB;IAED;;;;;;;OAOG;IACH,aANW,MAAM,KACN,MAAM,SACN,MAAM,UACN,MAAM,oBAKhB;IAED;;;;OAIG;IACH,eAHW,IAAI,GAAC,SAAS,GAAC,OAAO,GAAC,IAAI,GAAC,OAAO,GAAC,MAAM,SAC1C,OAAO,QA2BjB;IAED;;;OAGG;IACH,aAFW,IAAI,GAAC,SAAS,GAAC,OAAO,GAAC,IAAI,GAAC,OAAO,GAAC,MAAM,QAIpD;IAED;;OAEG;IACH,kBAEC;IAED;;;;OAIG;IACH,cAFa,qBAAqB,CAIjC;IAED;;;;;;;;;;;;;;;;;;;;;;;OAuBG;IACH,oBAJW,MAAM,uBACN,OAAO,GACL,MAAM,CAgElB;IArDC,+BAAmD;IAwMrD;;;OAGG;IACH,kBAFa,MAAM,CAIlB;IAoBD;;;;;;;;;OASG;IACH,aARW,MAAM,KACN,MAAM,UACN,MAAM,SACN,MAAM,OACN,MAAM,kBACN,OAAO,SACP,OAAO,QAWjB;IAED;;;;;;;;OAQG;IACH,WAPW,MAAM,KACN,MAAM,UACN,MAAM,SACN,MAAM,OACN,MAAM,kBACN,OAAO,QAqCjB;IA2ED;;;;;;OAMG;IACH,iBALW,MAAM,UACN,MAAM,QACN,MAAM,QACN,MAAM,QAIhB;IAED;;;;OAIG;IACH,oBAHW,OAAO,SACP,OAAO,QAkDjB;IAED;;;OAGG;IACH,kBAFW,OAAO,QAuDjB;IAuED;;;;;;;;OAQG;IACH,mBAPW,MAAM,KACN,MAAM,SACN,MAAM,UACN,MAAM,UACN,MAAM,SACN,OAAO,QAWjB;IAED;;;;;;;OAOG;IACH,iBANW,MAAM,KACN,MAAM,SACN,MAAM,UACN,MAAM,UACN,MAAM,QA4FhB;IAED;;;;OAIG;IACH,eAHW,MAAM,KACN,MAAM,QAIhB;IAED;;;;OAIG;IACH,aAHW,MAAM,KACN,MAAM,QAIhB;IAgED;;;;;;;;;OASG;IACH,gBAPW,QAAQ,GAAC,QAAQ,GAAC,MAAM,KACxB,MAAM,KACN,MAAM,KACN,MAAM,KACN,MAAM,KACN,MAAM,QAKhB;IAED;;;;;;;;;OASG;IACH,aAPW,QAAQ,GAAC,QAAQ,GAAC,MAAM,KACxB,MAAM,KACN,MAAM,KACN,MAAM,KACN,MAAM,KACN,MAAM,QAmChB;IAiBD;;;;;;;;;;OAUG;IACH,YALW,MAAM,KACN,MAAM,SACN,MAAM,UACN,MAAM,QA+EhB;IAED;;;;;;;OAOG;IACH,eAHW,IAAI,GAAC,SAAS,GAAC,OAAO,GAAC,IAAI,GAAC,OAAO,WACnC,OAAO,QA6CjB;;CAcD;qBAn3EoB,kBAAkB;yBAXd,wBAAwB;uBAC1B,yBAAyB;6BAsCtB,uBAAuB;yBAxBxB,uBAAuB;iCAUf,6BAA6B;6BAXpB,uBAAuB;0CAavB,oCAAoC;sBA7B7C,uBAAuB;0BAkCjC,iCAAiC;+BAC5B,iCAAiC;6BACnC,6BAA6B;0BAChC,4BAA4B;6BACzB,+BAA+B;8BAC9B,wBAAwB"}
|
package/package.json
CHANGED
package/build/physics/body.d.ts
DELETED
|
@@ -1,351 +0,0 @@
|
|
|
1
|
-
/**
|
|
2
|
-
* @import Entity from "./../renderable/entity/entity.js";
|
|
3
|
-
* @import Container from "./../renderable/container.js";
|
|
4
|
-
* @import Renderable from "./../renderable/renderable.js";
|
|
5
|
-
* @import Sprite from "./../renderable/sprite.js";
|
|
6
|
-
* @import NineSliceSprite from "./../renderable/nineslicesprite.js";
|
|
7
|
-
* @import {Vector2d} from "../math/vector2d.js";
|
|
8
|
-
* @import ResponseObject from "./response.js";
|
|
9
|
-
**/
|
|
10
|
-
/**
|
|
11
|
-
* a Generic Physic Body Object with some physic properties and behavior functionality, to add as a member of a Renderable.
|
|
12
|
-
* @category Physics
|
|
13
|
-
* @see Renderable.body
|
|
14
|
-
*/
|
|
15
|
-
export default class Body {
|
|
16
|
-
/**
|
|
17
|
-
* @param {Renderable|Container|Entity|Sprite|NineSliceSprite} ancestor - the parent object this body is attached to
|
|
18
|
-
* @param {Rect|Rect[]|Polygon|Polygon[]|Line|Line[]|Ellipse|Ellipse[]|Point|Point[]|Bounds|Bounds[]|object} [shapes] - a initial shape, list of shapes, or JSON object defining the body
|
|
19
|
-
* @param {Function} [onBodyUpdate] - callback for when the body is updated (e.g. add/remove shapes)
|
|
20
|
-
*/
|
|
21
|
-
constructor(ancestor: Renderable | Container | Entity | Sprite | NineSliceSprite, shapes?: Rect | Rect[] | Polygon | Polygon[] | Line | Line[] | Ellipse | Ellipse[] | Point | Point[] | Bounds | Bounds[] | object, onBodyUpdate?: Function);
|
|
22
|
-
/**
|
|
23
|
-
* a reference to the parent object that contains this body,
|
|
24
|
-
* or undefined if it has not been added to one.
|
|
25
|
-
* @public
|
|
26
|
-
* @type {Renderable|Container|Entity|Sprite|NineSliceSprite}
|
|
27
|
-
* @default undefined
|
|
28
|
-
*/
|
|
29
|
-
public ancestor: Renderable | Container | Entity | Sprite | NineSliceSprite;
|
|
30
|
-
/**
|
|
31
|
-
* The AABB bounds box representing this body
|
|
32
|
-
* @public
|
|
33
|
-
* @type {Bounds}
|
|
34
|
-
*/
|
|
35
|
-
public bounds: Bounds;
|
|
36
|
-
/**
|
|
37
|
-
* The collision shapes of the body
|
|
38
|
-
* @ignore
|
|
39
|
-
* @type {Polygon[]|Line[]|Ellipse[]|Point|Point[]}
|
|
40
|
-
*/
|
|
41
|
-
shapes: Polygon[] | Line[] | Ellipse[] | Point | Point[];
|
|
42
|
-
/**
|
|
43
|
-
* The body collision mask, that defines what should collide with what.<br>
|
|
44
|
-
* (by default will collide with all entities)
|
|
45
|
-
* @ignore
|
|
46
|
-
* @type {number}
|
|
47
|
-
* @default collision.types.ALL_OBJECT
|
|
48
|
-
* @see collision.types
|
|
49
|
-
*/
|
|
50
|
-
collisionMask: number;
|
|
51
|
-
/**
|
|
52
|
-
* define the collision type of the body for collision filtering
|
|
53
|
-
* @public
|
|
54
|
-
* @type {number}
|
|
55
|
-
* @default collision.types.ENEMY_OBJECT
|
|
56
|
-
* @see collision.types
|
|
57
|
-
* @example
|
|
58
|
-
* // set the body collision type
|
|
59
|
-
* body.collisionType = me.collision.types.PLAYER_OBJECT;
|
|
60
|
-
*/
|
|
61
|
-
public collisionType: number;
|
|
62
|
-
/**
|
|
63
|
-
* The current velocity of the body.
|
|
64
|
-
* See to apply a force if you need to modify a body velocity
|
|
65
|
-
* @see Body.force
|
|
66
|
-
* @public
|
|
67
|
-
* @type {Vector2d}
|
|
68
|
-
* @default <0,0>
|
|
69
|
-
*/
|
|
70
|
-
public vel: Vector2d;
|
|
71
|
-
/**
|
|
72
|
-
* body force to apply to this the body in the current step.
|
|
73
|
-
* (any positive or negative force will be cancelled after every world/body update cycle)
|
|
74
|
-
* @public
|
|
75
|
-
* @type {Vector2d}
|
|
76
|
-
* @default <0,0>
|
|
77
|
-
* @see Body.setMaxVelocity
|
|
78
|
-
* @example
|
|
79
|
-
* // define a default maximum acceleration, initial force and friction
|
|
80
|
-
* this.body.force.set(1, 0);
|
|
81
|
-
* this.body.friction.set(0.4, 0);
|
|
82
|
-
* this.body.setMaxVelocity(3, 15);
|
|
83
|
-
*
|
|
84
|
-
* // apply a positive or negative force when pressing left of right key
|
|
85
|
-
* update(dt) {
|
|
86
|
-
* if (me.input.isKeyPressed("left")) {
|
|
87
|
-
* this.body.force.x = -this.body.maxVel.x;
|
|
88
|
-
* } else if (me.input.isKeyPressed("right")) {
|
|
89
|
-
* this.body.force.x = this.body.maxVel.x;
|
|
90
|
-
* }
|
|
91
|
-
* }
|
|
92
|
-
*/
|
|
93
|
-
public force: Vector2d;
|
|
94
|
-
/**
|
|
95
|
-
* body friction
|
|
96
|
-
* @public
|
|
97
|
-
* @type {Vector2d}
|
|
98
|
-
* @default <0,0>
|
|
99
|
-
*/
|
|
100
|
-
public friction: Vector2d;
|
|
101
|
-
/**
|
|
102
|
-
* the body bounciness level when colliding with other solid bodies :
|
|
103
|
-
* a value of 0 will not bounce, a value of 1 will fully rebound.
|
|
104
|
-
* @public
|
|
105
|
-
* @type {number}
|
|
106
|
-
* @default 0
|
|
107
|
-
*/
|
|
108
|
-
public bounce: number;
|
|
109
|
-
/**
|
|
110
|
-
* the body mass
|
|
111
|
-
* @public
|
|
112
|
-
* @type {number}
|
|
113
|
-
* @default 1
|
|
114
|
-
*/
|
|
115
|
-
public mass: number;
|
|
116
|
-
/**
|
|
117
|
-
* max velocity (to limit body velocity)
|
|
118
|
-
* @public
|
|
119
|
-
* @type {Vector2d}
|
|
120
|
-
* @default <490,490>
|
|
121
|
-
*/
|
|
122
|
-
public maxVel: Vector2d;
|
|
123
|
-
/**
|
|
124
|
-
* Either this body is a static body or not.
|
|
125
|
-
* A static body is completely fixed and can never change position or angle.
|
|
126
|
-
* @readonly
|
|
127
|
-
* @public
|
|
128
|
-
* @type {boolean}
|
|
129
|
-
* @default false
|
|
130
|
-
*/
|
|
131
|
-
public readonly isStatic: boolean;
|
|
132
|
-
/**
|
|
133
|
-
* The degree to which this body is affected by the world gravity
|
|
134
|
-
* @public
|
|
135
|
-
* @see {@link World.gravity}
|
|
136
|
-
* @type {number}
|
|
137
|
-
* @default 1.0
|
|
138
|
-
*/
|
|
139
|
-
public gravityScale: number;
|
|
140
|
-
/**
|
|
141
|
-
* If true this body won't be affected by the world gravity
|
|
142
|
-
* @public
|
|
143
|
-
* @see {@link World.gravity}
|
|
144
|
-
* @type {boolean}
|
|
145
|
-
* @default false
|
|
146
|
-
*/
|
|
147
|
-
public ignoreGravity: boolean;
|
|
148
|
-
/**
|
|
149
|
-
* falling state of the body<br>
|
|
150
|
-
* true if the object is falling<br>
|
|
151
|
-
* false if the object is standing on something<br>
|
|
152
|
-
* @readonly
|
|
153
|
-
* @public
|
|
154
|
-
* @type {boolean}
|
|
155
|
-
* @default false
|
|
156
|
-
*/
|
|
157
|
-
public readonly falling: boolean;
|
|
158
|
-
/**
|
|
159
|
-
* jumping state of the body<br>
|
|
160
|
-
* equal true if the body is jumping<br>
|
|
161
|
-
* @readonly
|
|
162
|
-
* @public
|
|
163
|
-
* @type {boolean}
|
|
164
|
-
* @default false
|
|
165
|
-
*/
|
|
166
|
-
public readonly jumping: boolean;
|
|
167
|
-
onBodyUpdate: Function | undefined;
|
|
168
|
-
/**
|
|
169
|
-
* set the body as a static body
|
|
170
|
-
* static body do not move automatically and do not check against collision with others
|
|
171
|
-
* @param {boolean} [isStatic=true]
|
|
172
|
-
*/
|
|
173
|
-
setStatic(isStatic?: boolean): void;
|
|
174
|
-
/**
|
|
175
|
-
* add a collision shape to this body <br>
|
|
176
|
-
* (note: me.Rect objects will be converted to me.Polygon before being added)
|
|
177
|
-
* @param {Rect|Polygon|Line|Ellipse|Point|Point[]|Bounds|object} shape - a shape or JSON object
|
|
178
|
-
* @returns {number} the shape array length
|
|
179
|
-
* @example
|
|
180
|
-
* // add a rectangle shape
|
|
181
|
-
* this.body.addShape(new me.Rect(0, 0, image.width, image.height));
|
|
182
|
-
* // add a shape from a JSON object
|
|
183
|
-
* this.body.addShape(me.loader.getJSON("shapesdef").banana);
|
|
184
|
-
*/
|
|
185
|
-
addShape(shape: Rect | Polygon | Line | Ellipse | Point | Point[] | Bounds | object): number;
|
|
186
|
-
/**
|
|
187
|
-
* set the body vertices to the given one
|
|
188
|
-
* @param {Vector2d[]} vertices - an array of me.Vector2d points defining a convex hull
|
|
189
|
-
* @param {number} [index=0] - the shape object for which to set the vertices
|
|
190
|
-
* @param {boolean} [clear=true] - either to reset the body definition before adding the new vertices
|
|
191
|
-
*/
|
|
192
|
-
setVertices(vertices: Vector2d[], index?: number, clear?: boolean): void;
|
|
193
|
-
/**
|
|
194
|
-
* add the given vertices to the body shape
|
|
195
|
-
* @param {Vector2d[]} vertices - an array of me.Vector2d points defining a convex hull
|
|
196
|
-
* @param {number} [index=0] - the shape object for which to set the vertices
|
|
197
|
-
*/
|
|
198
|
-
addVertices(vertices: Vector2d[], index?: number): void;
|
|
199
|
-
/**
|
|
200
|
-
* add collision mesh based on a JSON object
|
|
201
|
-
* (this will also apply any physic properties defined in the given JSON file)
|
|
202
|
-
* @param {object} json - a JSON object as exported from a Physics Editor tool
|
|
203
|
-
* @param {string} [id] - an optional shape identifier within the given the json object
|
|
204
|
-
* @see https://www.codeandweb.com/physicseditor
|
|
205
|
-
* @returns {number} how many shapes were added to the body
|
|
206
|
-
* @example
|
|
207
|
-
* // define the body based on the banana shape
|
|
208
|
-
* this.body.fromJSON(me.loader.getJSON("shapesdef").banana);
|
|
209
|
-
* // or ...
|
|
210
|
-
* this.body.fromJSON(me.loader.getJSON("shapesdef"), "banana");
|
|
211
|
-
*/
|
|
212
|
-
fromJSON(json: object, id?: string): number;
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/**
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* return the collision shape at the given index
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* @param {number} [index=0] - the shape object at the specified index
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* @returns {Polygon|Line|Ellipse} shape a shape object if defined
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*/
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getShape(index?: number): Polygon | Line | Ellipse;
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/**
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* returns the AABB bounding box for this body
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* @returns {Bounds} bounding box Rectangle object
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*/
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getBounds(): Bounds;
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/**
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* remove the specified shape from the body shape list
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* @param {Polygon|Line|Ellipse} shape - a shape object
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* @returns {number} the shape array length
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*/
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removeShape(shape: Polygon | Line | Ellipse): number;
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/**
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* remove the shape at the given index from the body shape list
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* @param {number} index - the shape object at the specified index
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* @returns {number} the shape array length
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*/
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removeShapeAt(index: number): number;
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/**
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* By default all physic bodies are able to collide with all other bodies, <br>
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* but it's also possible to specify 'collision filters' to provide a finer <br>
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* control over which body can collide with each other.
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* @see collision.types
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* @param {number} [bitmask = collision.types.ALL_OBJECT] - the collision mask
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* @example
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* // filter collision detection with collision shapes, enemies and collectables
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* body.setCollisionMask(me.collision.types.WORLD_SHAPE | me.collision.types.ENEMY_OBJECT | me.collision.types.COLLECTABLE_OBJECT);
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* ...
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* // disable collision detection with all other objects
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* body.setCollisionMask(me.collision.types.NO_OBJECT);
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*/
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setCollisionMask(bitmask?: number): void;
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/**
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* define the collision type of the body for collision filtering
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* @see collision.types
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* @param {number} type - the collision type
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* @example
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* // set the body collision type
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* body.collisionType = me.collision.types.PLAYER_OBJECT;
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*/
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setCollisionType(type: number): void;
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/**
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* the built-in function to solve the collision response
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* @param {ResponseObject} response - the collision response object
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* @see {@link ResponseObject}
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*/
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respondToCollision(response: ResponseObject): void;
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/**
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* The forEach() method executes a provided function once per body shape element. <br>
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* the callback function is invoked with three arguments: <br>
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* - The current element being processed in the array <br>
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* - The index of element in the array. <br>
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* - The array forEach() was called upon. <br>
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* @param {Function} callback - function to execute on each element
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* @param {object} [thisArg] - value to use as this(i.e reference Object) when executing callback.
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* @example
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* // iterate through all shapes of the physic body
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* mySprite.body.forEach((shape) => {
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* shape.doSomething();
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* });
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* mySprite.body.forEach((shape, index) => { ... });
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* mySprite.body.forEach((shape, index, array) => { ... });
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* mySprite.body.forEach((shape, index, array) => { ... }, thisArg);
|
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*/
|
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forEach(callback: Function, thisArg?: object): void;
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|
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/**
|
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284
|
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* Returns true if the any of the shape composing the body contains the given point.
|
|
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|
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* @param {number|Vector2d} x - x coordinate or a vector point to check
|
|
286
|
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* @param {number} [y] - y coordinate
|
|
287
|
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* @returns {boolean} true if contains
|
|
288
|
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* @example
|
|
289
|
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* if (mySprite.body.contains(10, 10)) {
|
|
290
|
-
* // do something
|
|
291
|
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* }
|
|
292
|
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* // or
|
|
293
|
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* if (mySprite.body.contains(myVector2d)) {
|
|
294
|
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* // do something
|
|
295
|
-
* }
|
|
296
|
-
*/
|
|
297
|
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contains(...args: any[]): boolean;
|
|
298
|
-
/**
|
|
299
|
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* Rotate this body (counter-clockwise) by the specified angle (in radians).
|
|
300
|
-
* Unless specified the body will be rotated around its center point
|
|
301
|
-
* @param {number} angle - The angle to rotate (in radians)
|
|
302
|
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* @param {Vector2d} [v=Body.getBounds().center] - an optional point to rotate around
|
|
303
|
-
* @returns {Body} Reference to this object for method chaining
|
|
304
|
-
*/
|
|
305
|
-
rotate(angle: number, v?: Vector2d): Body;
|
|
306
|
-
/**
|
|
307
|
-
* cap the body velocity (body.maxVel property) to the specified value<br>
|
|
308
|
-
* @param {number} x - max velocity on x axis
|
|
309
|
-
* @param {number} y - max velocity on y axis
|
|
310
|
-
*/
|
|
311
|
-
setMaxVelocity(x: number, y: number): void;
|
|
312
|
-
/**
|
|
313
|
-
* set the body default friction
|
|
314
|
-
* @param {number} x - horizontal friction
|
|
315
|
-
* @param {number} y - vertical friction
|
|
316
|
-
*/
|
|
317
|
-
setFriction(x?: number, y?: number): void;
|
|
318
|
-
/**
|
|
319
|
-
* Updates the parent's position as well as computes the new body's velocity based
|
|
320
|
-
* on the values of force/friction. Velocity changes are proportional to the
|
|
321
|
-
* me.timer.tick value (which can be used to scale velocities). The approach to moving the
|
|
322
|
-
* parent renderable is to compute new values of the Body.vel property then add them to
|
|
323
|
-
* the parent.pos value thus changing the position by the amount of Body.vel each time the
|
|
324
|
-
* update call is made. <br>
|
|
325
|
-
* Updates to Body.vel are bounded by maxVel (which defaults to viewport size if not set) <br>
|
|
326
|
-
* At this time a call to Body.Update does not call the onBodyUpdate callback that is listed in the constructor arguments.
|
|
327
|
-
* @protected
|
|
328
|
-
* @param {number} dt - time since the last update in milliseconds.
|
|
329
|
-
* @returns {boolean} true if resulting velocity is different than 0
|
|
330
|
-
*/
|
|
331
|
-
protected update(): boolean;
|
|
332
|
-
/**
|
|
333
|
-
* Destroy function<br>
|
|
334
|
-
* @ignore
|
|
335
|
-
*/
|
|
336
|
-
destroy(): void;
|
|
337
|
-
}
|
|
338
|
-
import type Renderable from "./../renderable/renderable.js";
|
|
339
|
-
import type Container from "./../renderable/container.js";
|
|
340
|
-
import type Entity from "./../renderable/entity/entity.js";
|
|
341
|
-
import type Sprite from "./../renderable/sprite.js";
|
|
342
|
-
import type NineSliceSprite from "./../renderable/nineslicesprite.js";
|
|
343
|
-
import { Bounds } from "./bounds.ts";
|
|
344
|
-
import { Polygon } from "../geometries/polygon.ts";
|
|
345
|
-
import { Line } from "./../geometries/line.ts";
|
|
346
|
-
import { Ellipse } from "./../geometries/ellipse.ts";
|
|
347
|
-
import { Point } from "../geometries/point.ts";
|
|
348
|
-
import type { Vector2d } from "../math/vector2d.js";
|
|
349
|
-
import { Rect } from "./../geometries/rectangle.ts";
|
|
350
|
-
import type ResponseObject from "./response.js";
|
|
351
|
-
//# sourceMappingURL=body.d.ts.map
|
|
@@ -1 +0,0 @@
|
|
|
1
|
-
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|