melonjs 19.7.1 → 19.9.0
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 +21 -6
- package/build/application/application.d.ts.map +1 -1
- package/build/application/defaultApplicationSettings.d.ts +1 -0
- package/build/application/defaultApplicationSettings.d.ts.map +1 -1
- package/build/application/settings.d.ts +34 -0
- package/build/application/settings.d.ts.map +1 -1
- package/build/audio/audio.d.ts +1 -1
- package/build/audio/audio.d.ts.map +1 -1
- package/build/audio/backend.d.ts +21 -2
- package/build/audio/backend.d.ts.map +1 -1
- package/build/audio/playback.d.ts +8 -28
- package/build/audio/playback.d.ts.map +1 -1
- package/build/camera/camera3d.d.ts +49 -0
- package/build/camera/camera3d.d.ts.map +1 -1
- package/build/geometries/path2d.d.ts +188 -75
- package/build/geometries/path2d.d.ts.map +1 -1
- package/build/geometries/rectangle.d.ts.map +1 -1
- package/build/index.d.ts +11 -2
- package/build/index.d.ts.map +1 -1
- package/build/index.js +19170 -13625
- package/build/index.js.map +4 -4
- package/build/level/gltf/GLTFModel.d.ts +173 -0
- package/build/level/gltf/GLTFModel.d.ts.map +1 -0
- package/build/level/gltf/GLTFScene.d.ts +84 -0
- package/build/level/gltf/GLTFScene.d.ts.map +1 -0
- package/build/level/gltf/gltf_sampler.d.ts +49 -0
- package/build/level/gltf/gltf_sampler.d.ts.map +1 -0
- package/build/level/level.d.ts +7 -3
- package/build/level/level.d.ts.map +1 -1
- package/build/level/tiled/TMXTileMap.d.ts +5 -0
- package/build/level/tiled/TMXTileMap.d.ts.map +1 -1
- package/build/{renderable → lighting}/light2d.d.ts +79 -78
- package/build/lighting/light2d.d.ts.map +1 -0
- package/build/lighting/light3d.d.ts +86 -0
- package/build/lighting/light3d.d.ts.map +1 -0
- package/build/loader/cache.d.ts +2 -0
- package/build/loader/cache.d.ts.map +1 -1
- package/build/loader/loader.d.ts +156 -8
- package/build/loader/loader.d.ts.map +1 -1
- package/build/loader/parsers/fetchdata.d.ts +14 -0
- package/build/loader/parsers/fetchdata.d.ts.map +1 -1
- package/build/loader/parsers/gltf.d.ts +71 -0
- package/build/loader/parsers/gltf.d.ts.map +1 -0
- package/build/loader/parsers/mtl.d.ts.map +1 -1
- package/build/loader/parsers/shader.d.ts +47 -0
- package/build/loader/parsers/shader.d.ts.map +1 -0
- 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 +2 -2
- package/build/math/matrix2d.d.ts.map +1 -1
- package/build/math/noise.d.ts +141 -0
- package/build/math/noise.d.ts.map +1 -0
- 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/vector2d.d.ts +1 -1
- package/build/math/vector2d.d.ts.map +1 -1
- package/build/math/vector3d.d.ts +1 -1
- package/build/math/vector3d.d.ts.map +1 -1
- package/build/math/vertex.d.ts +25 -0
- package/build/math/vertex.d.ts.map +1 -1
- package/build/physics/adapter.d.ts +4 -3
- package/build/physics/adapter.d.ts.map +1 -1
- package/build/physics/broadphase/aabb3d.d.ts +23 -2
- package/build/physics/broadphase/aabb3d.d.ts.map +1 -1
- package/build/renderable/anchorPoint.d.ts +80 -0
- package/build/renderable/anchorPoint.d.ts.map +1 -0
- package/build/renderable/animation.d.ts +41 -0
- package/build/renderable/animation.d.ts.map +1 -0
- package/build/renderable/collectable.d.ts +7 -1
- package/build/renderable/collectable.d.ts.map +1 -1
- package/build/renderable/container.d.ts +0 -1
- package/build/renderable/container.d.ts.map +1 -1
- package/build/renderable/entity/entity.d.ts +5 -2
- package/build/renderable/entity/entity.d.ts.map +1 -1
- package/build/renderable/frameAnimation.d.ts +154 -0
- package/build/renderable/frameAnimation.d.ts.map +1 -0
- package/build/renderable/imagelayer.d.ts +5 -2
- package/build/renderable/imagelayer.d.ts.map +1 -1
- package/build/renderable/mesh.d.ts +175 -6
- package/build/renderable/mesh.d.ts.map +1 -1
- package/build/renderable/nineslicesprite.d.ts +5 -7
- package/build/renderable/nineslicesprite.d.ts.map +1 -1
- package/build/renderable/renderable.d.ts +28 -1
- package/build/renderable/renderable.d.ts.map +1 -1
- package/build/renderable/sprite.d.ts +84 -34
- package/build/renderable/sprite.d.ts.map +1 -1
- package/build/renderable/sprite3d.d.ts +350 -0
- package/build/renderable/sprite3d.d.ts.map +1 -0
- package/build/renderable/text/bitmaptext.d.ts +24 -12
- package/build/renderable/text/bitmaptext.d.ts.map +1 -1
- package/build/renderable/text/bitmaptextdata.d.ts +24 -1
- package/build/renderable/text/bitmaptextdata.d.ts.map +1 -1
- package/build/renderable/text/text.d.ts +50 -12
- package/build/renderable/text/text.d.ts.map +1 -1
- package/build/state/stage.d.ts +20 -1
- package/build/state/stage.d.ts.map +1 -1
- package/build/system/event.d.ts +18 -2
- package/build/system/event.d.ts.map +1 -1
- package/build/video/buffer/vertex.d.ts +7 -0
- package/build/video/buffer/vertex.d.ts.map +1 -1
- package/build/video/canvas/canvas_renderer.d.ts +4 -0
- package/build/video/canvas/canvas_renderer.d.ts.map +1 -1
- package/build/video/renderer.d.ts +62 -1
- package/build/video/renderer.d.ts.map +1 -1
- package/build/video/rendertarget/render_target_pool.d.ts +17 -6
- package/build/video/rendertarget/render_target_pool.d.ts.map +1 -1
- package/build/video/texture/atlas.d.ts +3 -2
- package/build/video/texture/atlas.d.ts.map +1 -1
- package/build/video/texture/cache.d.ts +55 -6
- package/build/video/texture/cache.d.ts.map +1 -1
- package/build/video/texture/frametexture.d.ts +73 -0
- package/build/video/texture/frametexture.d.ts.map +1 -0
- package/build/video/texture/noise_texture2d.d.ts +176 -0
- package/build/video/texture/noise_texture2d.d.ts.map +1 -0
- package/build/video/texture/parser/aseprite.d.ts.map +1 -1
- package/build/video/texture/texture2d.d.ts +83 -0
- package/build/video/texture/texture2d.d.ts.map +1 -0
- package/build/video/webgl/batchers/batcher.d.ts.map +1 -1
- package/build/video/webgl/batchers/lit_mesh_batcher.d.ts +18 -0
- package/build/video/webgl/batchers/lit_mesh_batcher.d.ts.map +1 -0
- package/build/video/webgl/batchers/lit_quad_batcher.d.ts +30 -4
- package/build/video/webgl/batchers/lit_quad_batcher.d.ts.map +1 -1
- package/build/video/webgl/batchers/material_batcher.d.ts +39 -3
- package/build/video/webgl/batchers/material_batcher.d.ts.map +1 -1
- package/build/video/webgl/batchers/mesh_batcher.d.ts +52 -11
- package/build/video/webgl/batchers/mesh_batcher.d.ts.map +1 -1
- package/build/video/webgl/batchers/primitive_batcher.d.ts.map +1 -1
- package/build/video/webgl/batchers/quad_batcher.d.ts.map +1 -1
- package/build/video/webgl/buffer/index.d.ts +13 -0
- package/build/video/webgl/buffer/index.d.ts.map +1 -1
- package/build/video/webgl/effects/hologram.d.ts +0 -5
- package/build/video/webgl/effects/hologram.d.ts.map +1 -1
- package/build/video/webgl/effects/shine.d.ts +1 -6
- package/build/video/webgl/effects/shine.d.ts.map +1 -1
- package/build/video/webgl/glshader.d.ts +29 -0
- package/build/video/webgl/glshader.d.ts.map +1 -1
- package/build/video/webgl/lighting/pack3d.d.ts +32 -0
- package/build/video/webgl/lighting/pack3d.d.ts.map +1 -0
- package/build/video/webgl/shadereffect.d.ts +183 -0
- package/build/video/webgl/shadereffect.d.ts.map +1 -1
- package/build/video/webgl/webgl_renderer.d.ts +59 -1
- package/build/video/webgl/webgl_renderer.d.ts.map +1 -1
- package/package.json +5 -5
- package/build/renderable/light2d.d.ts.map +0 -1
package/README.md
CHANGED
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@@ -32,7 +32,7 @@ melonJS is designed so you can **focus on making games, not on graphics plumbing
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- **Complete engine, minimal footprint** — Physics, tilemaps, audio, input, cameras, tweens, particles, UI — a full game stack in a single tree-shakeable ES module. No dependency sprawl, no library stitching.
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- **
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- **Scenes, loaded in one call** — `level.load(name)` brings an authored scene straight into your world. [Tiled](https://www.mapeditor.org) is a first-class citizen for **2D** — orthogonal, isometric, hexagonal & staggered maps, animated tilesets, collision shapes, object properties, compressed formats, with GPU-accelerated tile rendering under WebGL 2 — and **glTF / GLB** is the equivalent for **3D scenes**: author in Blender (or any DCC tool), export a `.glb`, and the whole scene — meshes, materials, cameras, lights, and node animation — loads under a `Camera3d`, no per-mesh wiring. Animated models play back through the same animation API as a 2D `Sprite`.
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- **Batteries included, hackable by design** — Get started in minutes with minimal setup. When you need to go deeper: ES6 classes throughout, a plugin system for engine extensions, and a clean architecture that's easy to extend without fighting the framework.
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@@ -49,12 +49,15 @@ Graphics
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- Fast WebGL renderer for desktop and mobile devices with fallback to Canvas rendering
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- Extensible batcher system for custom rendering pipelines
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- High DPI resolution & Canvas advanced auto scaling
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- Sprite with 9-slice scaling option
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- Sprite with 9-slice scaling option and frame animation
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- Built-in effects such as tinting, masking, and CSS-style blend modes (normal, additive, multiply, screen, darken, lighten)
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- Standard spritesheet, single and multiple Packed Textures support
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- Compressed texture support (DDS, KTX, KTX2, PVR, PKM) with automatic format detection and fallback
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- Procedural noise textures: `Noise` (simplex/perlin/value/cellular, fBm / ridged / ping-pong fractal, domain warp; renderer-free and CPU-samplable for heightmaps, terrain, and spawn jitter) and `NoiseTexture2d` — bake a noise field into a sprite image, a `Gradient` color ramp, or a live-animated tangent-space normal map for lit water and surfaces; unified under a new `Texture2d` base alongside `TextureAtlas`
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- 3D mesh rendering with OBJ/MTL model loading, multi-material support, hardware depth testing, and perspective projection via `Camera3d` — ~30% faster mesh rendering with near-zero per-frame allocation (a re-drawn static mesh produces no GC garbage)
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- Lighting, in 2D and 3D:
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- **2D** — `Light2d` as a first-class `Renderable` (multiple dynamic lights, radial-gradient falloff, illumination-only mode, procedural rendering via `drawLight`), plus optional per-pixel normal-map shading on sprites for 3D-looking dynamic lights
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- **3D** — `Light3d` directional + ambient lights, added to the world like `Light2d` (half-Lambert diffuse + ambient fill, runtime-manipulable for day/night), auto-loaded from a glTF scene's authored sun
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- Built-in shader effects (Flash, Outline, Glow, Dissolve, CRT, Hologram, etc.) with multi-pass chaining via `postEffects`, plus custom shader support via `ShaderEffect` for per-sprite fragment effects (WebGL)
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- Trail renderable for fading, tapering ribbons behind moving objects (speed lines, sword slashes, magic trails)
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- System & Bitmap Text with built-in typewriter effect
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- `Draggable` / `DropTarget` for drag-and-drop with configurable overlap or contains-check
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- `UITextButton` text button with hover, press, and key-bind support — built on `BitmapText`
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Scenes
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- Load a scene in one call with `level.load(name)` — 2D Tiled maps and 3D glTF scenes alike, auto-registered on preload
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- [Tiled](https://www.mapeditor.org) map format [up to 1.12](https://doc.mapeditor.org/en/stable/reference/tmx-changelog/) built-in support for easy level design
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- **GPU-accelerated tile rendering** for orthogonal maps under WebGL 2 — each layer draws as a single quad with no per-tile loop, ~5–8× faster than the legacy CPU renderer on dense maps. Honors animated tiles, flip bits, per-layer opacity/tint/blend, and oversized bottom-aligned tiles; falls back transparently to the CPU renderer on isometric/staggered/hexagonal layers or non-WebGL-2 contexts
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- Uncompressed and [compressed](https://github.com/melonjs/melonJS/tree/master/packages/tiled-inflate-plugin) Plain, Base64, CSV and JSON encoded XML tilemap loading
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- Dynamic Layer and Object/Group ordering
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- Dynamic Entity loading via an extensible object factory registry — register custom handlers for any Tiled class name without modifying engine code
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- Shape based Tile collision support
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- glTF / GLB 3D scenes — load an authored 3D scene with `level.load(...)`, the same one call as a Tiled map
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- The whole scene loads at once — meshes, materials, cameras and lights — viewed under a `Camera3d`
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- Automatically lit by the scene's directional lights (the sun set up in the authoring tool)
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- Textured, solid-colored, and vertex-colored materials
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- Node animation — walk/idle/sprint characters, spinning pickups, doors, lifts — played through the same `setCurrentAnimation` / `play` / `pause` / `stop` API as a 2D `Sprite`
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- `.glb` and `.gltf` files, with embedded *or* external buffers & textures
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- Works with any glTF authoring tool (Blender, Maya, 3ds Max, Cinema 4D, …)
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Assets
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- Asynchronous asset loading with progress tracking
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- A fully customizable preloader
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- Support for images, JSON, TMX/TSX, `.aseprite` / `.ase` binary, audio, video, binary and fonts
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- Support for images, JSON, TMX/TSX, glTF / GLB 3D scenes, `.aseprite` / `.ase` binary, audio, video, binary and fonts
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Core
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- `Application` class as the modern entry point with built-in pause, resume, and `freeze()` (hit-stop) primitives
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@@ -170,9 +181,13 @@ Examples
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* [Hello World](https://melonjs.github.io/melonJS/examples/#/hello-world) ([source](https://github.com/melonjs/melonJS/tree/master/packages/examples/src/examples/helloWorld))
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* [Whac-A-Mole](https://melonjs.github.io/melonJS/examples/#/whac-a-mole) ([source](https://github.com/melonjs/melonJS/tree/master/packages/examples/src/examples/whac-a-mole))
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* [Compressed Textures](https://melonjs.github.io/melonJS/examples/#/compressed-textures) ([source](https://github.com/melonjs/melonJS/tree/master/packages/examples/src/examples/compressedTextures))
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* [Aquarium](https://melonjs.github.io/melonJS/examples/#/aquarium) ([source](https://github.com/melonjs/melonJS/tree/master/packages/examples/src/examples/aquarium)) — screen-space water refraction with `renderer.toFrameTexture()`: fish swim across a seabed, then a water surface captures the live frame on the GPU and re-samples it through a scrolling `NoiseTexture2d` flow map (the Godot `hint_screen_texture` / Unity `_CameraOpaqueTexture` pattern)
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* [Heat Haze](https://melonjs.github.io/melonJS/examples/#/heat-haze) ([source](https://github.com/melonjs/melonJS/tree/master/packages/examples/src/examples/heatHaze)) — `renderer.toFrameTexture()` over a lit scene: normal-mapped tiles under a moving `Light2d`, distorted by a rising heat-haze that captures and ripples the lit frame
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* [3D Mesh](https://melonjs.github.io/melonJS/examples/#/mesh-3d) ([source](https://github.com/melonjs/melonJS/tree/master/packages/examples/src/examples/mesh3d))
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* [3D Mesh Material](https://melonjs.github.io/melonJS/examples/#/mesh-3d-material) ([source](https://github.com/melonjs/melonJS/tree/master/packages/examples/src/examples/mesh3dMaterial))
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* [AfterBurner Clone](https://melonjs.github.io/melonJS/examples/#/after-burner) ([source](https://github.com/melonjs/melonJS/tree/master/packages/examples/src/examples/afterBurner)) — `Camera3d` + 3D Mesh arcade shooter
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* [glTF Scene](https://melonjs.github.io/melonJS/examples/#/gltf) ([source](https://github.com/melonjs/melonJS/tree/master/packages/examples/src/examples/gltf)) — a Blender-authored, lit 3D scene loaded with `level.load`
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* [glTF Animated Model](https://melonjs.github.io/melonJS/examples/#/gltf-character) ([source](https://github.com/melonjs/melonJS/tree/master/packages/examples/src/examples/gltf)) — a rigged character (Kenney Blocky Characters) with node animation, driven by the Sprite-aligned `setCurrentAnimation` / `play` / `pause` / `stop` API
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* [Trail](https://melonjs.github.io/melonJS/examples/#/trail) ([source](https://github.com/melonjs/melonJS/tree/master/packages/examples/src/examples/trail))
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* [Shader Effects](https://melonjs.github.io/melonJS/examples/#/shader-effects) ([source](https://github.com/melonjs/melonJS/tree/master/packages/examples/src/examples/shaderEffects))
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* [Spine](https://melonjs.github.io/melonJS/examples/#/spine) ([source](https://github.com/melonjs/melonJS/tree/master/packages/examples/src/examples/spine))
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{"version":3,"file":"application.d.ts","sourceRoot":"","sources":["../../src/application/application.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,QAAQ,MAAM,yBAAyB,CAAC;AAGpD,OAAO,KAAK,MAAM,qBAAqB,CAAC;AA8BxC,OAAO,KAAK,QAAQ,MAAM,wBAAwB,CAAC;AAOnD,OAAO,KAAK,EACX,mBAAmB,EACnB,2BAA2B,EAC3B,MAAM,eAAe,CAAC;AAgEvB;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2BG;AACH,MAAM,CAAC,OAAO,OAAO,WAAW;IAC/B;;OAEG;IACH,aAAa,EAAG,WAAW,CAAC;IAE5B;;OAEG;IACH,QAAQ,EAAG,QAAQ,CAAC;IAEpB;;OAEG;IACH,QAAQ,EAAG,QAAQ,CAAC;IAEpB;;;OAGG;IACH,KAAK,EAAG,KAAK,CAAC;IAEd;;;;OAIG;IACH,UAAU,EAAE,OAAO,CAAC;IAEpB;;;;;OAKG;IACH,UAAU,EAAE,mBAAmB,CAAC;IAEhC;;;OAGG;IACH,aAAa,EAAE,OAAO,CAAC;IAEvB;;OAEG;IACH,QAAQ,EAAG,2BAA2B,CAAC;IAEvC;;;;;;OAMG;IACH,WAAW,EAAE,OAAO,CAAC;IAErB;;;OAGG;IACH,aAAa,EAAE,OAAO,CAAC;IAEvB;;;OAGG;IACH,UAAU,EAAE,OAAO,CAAC;IAGpB,OAAO,EAAE,OAAO,CAAC;IAGjB,aAAa,EAAE,OAAO,CAAC;IAGvB,YAAY,EAAE,MAAM,CAAC;IACrB,SAAS,EAAE,MAAM,CAAC;IAGlB,WAAW,EAAE,MAAM,CAAC;IACpB,cAAc,EAAE,MAAM,CAAC;IACvB,sBAAsB,EAAE,MAAM,CAAC;IAG/B,QAAQ,EAAE,MAAM,CAAC;IAGjB,OAAO,CAAC,SAAS,CAAC,CAAqB;IACvC,OAAO,CAAC,oBAAoB,CAAC,CAAqB;IAClD,OAAO,CAAC,SAAS,CAAC,CAAqB;IACvC,WAAW,EAAE,MAAM,CAAC;IACpB,eAAe,EAAE,MAAM,GAAG,IAAI,CAAC;IAC/B,kBAAkB,EAAE,MAAM,CAAC;IAE3B;;;;;;;;;;;;;;OAcG;gBAEF,KAAK,EAAE,MAAM,EACb,MAAM,EAAE,MAAM,EACd,OAAO,GAAE,OAAO,CAAC,mBAAmB,CAAC,GAAG;QAAE,MAAM,CAAC,EAAE,OAAO,CAAA;KAAO;IA2BlE;;;;;OAKG;IACH,IAAI,CACH,KAAK,EAAE,MAAM,EACb,MAAM,EAAE,MAAM,EACd,OAAO,CAAC,EAAE,OAAO,CAAC,mBAAmB,CAAC,GACpC,IAAI;IA6TP;;;OAGG;IACH,KAAK,IAAI,IAAI;IAcb;;;;OAIG;IACH,IAAI,MAAM,IAAI,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,OAAO,CAEtC;IACD,IAAI,MAAM,CAAC,KAAK,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,OAAO,EAE1C;IAED;;;;;;OAMG;IACH,aAAa,IAAI,IAAI;IAErB;;;;OAIG;IACH,eAAe,IAAI,IAAI;IAevB;;;OAGG;IACH,gBAAgB,IAAI,WAAW;IAI/B;;;;;;OAMG;IACH,YAAY,IAAI,OAAO;IAIvB;;;;;;;;;;;;;;;;;OAiBG;IACH,iBAAiB,CAAC,OAAO,CAAC,EAAE,OAAO,GAAG,IAAI;IAgB1C;;;OAGG;IACH,cAAc,IAAI,IAAI;IActB;;;;;OAKG;IACH,IAAI,MAAM,IAAI,iBAAiB,CAE9B;IAED;;;;;;;OAOG;IACH,MAAM,IAAI,IAAI;IAId;;;;;;;;OAQG;IACH,OAAO,CAAC,YAAY,GAAE,OAAc,GAAG,IAAI;IAiD3C;;OAEG;IACH,OAAO,IAAI,IAAI;IAIf;;;;;;OAMG;IACH,KAAK,CAAC,KAAK,GAAE,OAAe,GAAG,IAAI;IAInC;;;OAGG;IACH,MAAM,CAAC,KAAK,GAAE,OAAe,GAAG,IAAI;IAIpC;;;;;;;;;;;;;;;;;;OAkBG;IACH,MAAM,CAAC,QAAQ,EAAE,MAAM,EAAE,KAAK,GAAE,OAAe,GAAG,OAAO,CAAC,IAAI,CAAC;IAI/D,cAAc;IACd,KAAK,CAAC,IAAI,EAAE,MAAM,GAAG,IAAI;IAKzB,cAAc;IACd,OAAO,IAAI,IAAI;IASf,cAAc;IACd,QAAQ,IAAI,IAAI;IAShB;;;OAGG;IACH,MAAM,CAAC,IAAI,EAAE,MAAM,GAAG,IAAI;IA+C1B;;OAEG;IACH,IAAI,IAAI,IAAI;CAqBZ;AAED;;;;;GAKG;AACH,eAAO,IAAI,IAAI,EAAE,WAAW,CAAC;AAE7B;;;GAGG;AACH,wBAAgB,cAAc,CAAC,GAAG,EAAE,WAAW,QAE9C"}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"defaultApplicationSettings.d.ts","sourceRoot":"","sources":["../../src/application/defaultApplicationSettings.ts"],"names":[],"mappings":"AAIA,eAAO,MAAM,0BAA0B
|
|
1
|
+
{"version":3,"file":"defaultApplicationSettings.d.ts","sourceRoot":"","sources":["../../src/application/defaultApplicationSettings.ts"],"names":[],"mappings":"AAIA,eAAO,MAAM,0BAA0B;;;;;;;;;;;;;;;;;;;CAmBC,CAAC"}
|
|
@@ -77,6 +77,40 @@ export type ApplicationSettings = {
|
|
|
77
77
|
* @default false
|
|
78
78
|
*/
|
|
79
79
|
antiAlias: boolean;
|
|
80
|
+
/**
|
|
81
|
+
* Default texture magnification/minification filter, **decoupled from
|
|
82
|
+
* `antiAlias`** (WebGL only — the 2D Canvas renderer has no per-texture
|
|
83
|
+
* filtering and ignores this).
|
|
84
|
+
*
|
|
85
|
+
* `antiAlias` conflates two separate concerns: polygon-edge antialiasing
|
|
86
|
+
* (MSAA) *and* texture sampling smoothness. This setting separates the
|
|
87
|
+
* texture half out, so you can choose them independently — e.g. smooth
|
|
88
|
+
* textures with no MSAA, or crisp pixel-art textures *with* MSAA edges.
|
|
89
|
+
*
|
|
90
|
+
* - `"auto"` (default) — follow `antiAlias` (`linear` when `true`, `nearest`
|
|
91
|
+
* when `false`): unchanged behavior.
|
|
92
|
+
* - `"nearest"` — crisp/pixelated upscaling, regardless of `antiAlias`.
|
|
93
|
+
* - `"linear"` — smooth, regardless of `antiAlias`.
|
|
94
|
+
*
|
|
95
|
+
* This is the **default** for every texture; a {@link Mesh} can still override
|
|
96
|
+
* it per-mesh via its own `textureFilter` setting (which wins).
|
|
97
|
+
* @default "auto"
|
|
98
|
+
* @example
|
|
99
|
+
* // smooth textures but NO polygon-edge MSAA
|
|
100
|
+
* const app = new Application(1024, 768, {
|
|
101
|
+
* renderer: video.WEBGL,
|
|
102
|
+
* antiAlias: false, // MSAA off
|
|
103
|
+
* textureFilter: "linear", // textures still filtered smooth
|
|
104
|
+
* });
|
|
105
|
+
*
|
|
106
|
+
* // crisp pixel-art textures WITH MSAA-smoothed edges
|
|
107
|
+
* new Application(1024, 768, {
|
|
108
|
+
* renderer: video.WEBGL,
|
|
109
|
+
* antiAlias: true, // MSAA on
|
|
110
|
+
* textureFilter: "nearest", // textures stay crisp
|
|
111
|
+
* });
|
|
112
|
+
*/
|
|
113
|
+
textureFilter: "auto" | "nearest" | "linear";
|
|
80
114
|
/**
|
|
81
115
|
* whether to display melonJS version and basic device information in the console
|
|
82
116
|
* @default true
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"settings.d.ts","sourceRoot":"","sources":["../../src/application/settings.ts"],"names":[],"mappings":"AAAA;;;GAGG;AAOH,OAAO,KAAK,QAAQ,MAAM,oBAAoB,CAAC;AAC/C,OAAO,EAAE,YAAY,EAAE,MAAM,UAAU,CAAC;AACxC,OAAO,EAAE,cAAc,EAAE,MAAM,oBAAoB,CAAC;AACpD,OAAO,QAAQ,MAAM,mBAAmB,CAAC;AACzC,OAAO,EAAE,OAAO,EAAE,MAAM,iCAAiC,CAAC;AAC1D,OAAO,EAAE,WAAW,EAAE,MAAM,gBAAgB,CAAC;AAE7C,KAAK,SAAS,GAAG,QAAQ,GAAG,UAAU,GAAG,SAAS,GAAG,UAAU,GAAG,QAAQ,CAAC;AAE3E;;;;;;;;GAQG;AACH,KAAK,WAAW,GACb,SAAS,GACT,MAAM,GACN,cAAc,GACd;IAAE,OAAO,EAAE,cAAc,CAAA;CAAE,CAAC;AAE/B,KAAK,eAAe,GAAG,SAAS,GAAG,WAAW,CAAC;AAE/C,MAAM,MAAM,mBAAmB,GAAG;IACjC;;;;;;;;;;;;;;;;;;OAkBG;IACH,QAAQ,EAAE,YAAY,GAAG,QAAQ,CAAC;IAElC;;;OAGG;IACH,KAAK,EAAE,MAAM,GAAG,MAAM,CAAC;IAEvB;;;OAGG;IACH,WAAW,EAAE,WAAW,CAAC;IAEzB;;OAEG;IACH,WAAW,EAAE,WAAW,CAAC;IAEzB;;;OAGG;IACH,YAAY,EAAE,OAAO,CAAC;IAEtB;;;OAGG;IACH,eAAe,EAAE,eAAe,CAAC;IAEjC;;;OAGG;IACH,WAAW,EAAE,OAAO,CAAC;IAErB;;;OAGG;IACH,SAAS,EAAE,OAAO,CAAC;IAEnB;;;OAGG;IACH,aAAa,EAAE,OAAO,CAAC;IAEvB;;;OAGG;IACH,SAAS,EAAE,SAAS,CAAC;IAErB;;;;;;;;;;;;;;OAcG;IACH,MAAM,EAAE,WAAW,CAAC;IAEpB;;;;;;;;;;OAUG;IACH,UAAU,EAAE,OAAO,CAAC;IACpB;;;;;OAKG;IACH,4BAA4B,EAAE,OAAO,CAAC;IAEtC;;;;;;;;;;;;;;OAcG;IACH,mBAAmB,EAAE,OAAO,CAAC;IAE7B;;;OAGG;IACH,QAAQ,EAAE,OAAO,CAAC;IAElB;;;OAGG;IACH,OAAO,EAAE,OAAO,CAAC;IAEjB;;;OAGG;IACH,MAAM,EAAE,OAAO,CAAC;IAEhB;;;;;OAKG;IACH,eAAe,EAAE,MAAM,CAAC;IAExB;;;OAGG;IACH,UAAU,CAAC,EAAE,CAAC,KAAK,QAAQ,EAAE,GAAG,KAAK,OAAO,CAAC,GAAG,SAAS,CAAC;IAE1D;;OAEG;IACH,OAAO,CAAC,EAAE,CAAC,KAAK,QAAQ,EAAE,GAAG,KAAK,OAAO,CAAC,GAAG,SAAS,CAAC;IAEvD;;;;;;;;;;;;;;;;;;OAkBG;IACH,WAAW,CAAC,EAAE,KACb,IAAI,EAAE,MAAM,EACZ,IAAI,EAAE,MAAM,EACZ,IAAI,EAAE,MAAM,EACZ,IAAI,EAAE,MAAM,KACR,QAAQ,CAAC;CACd,GAAG,CACD;IACA;;OAEG;IACH,MAAM,EAAE,MAAM,GAAG,WAAW,CAAC;IAC7B,MAAM,CAAC,EAAE,KAAK,CAAC;CACd,GACD;IACA,MAAM,CAAC,EAAE,KAAK,CAAC;IACf;;;OAGG;IACH,MAAM,EAAE,iBAAiB,CAAC;CACzB,CACH,CAAC;AAEF;;;;GAIG;AACH,MAAM,MAAM,2BAA2B,GAAG,mBAAmB,GAAG;IAC/D,KAAK,EAAE,MAAM,CAAC;IACd,MAAM,EAAE,MAAM,CAAC;IACf,SAAS,EAAE,OAAO,CAAC;IACnB,KAAK,EAAE,MAAM,CAAC;IACd,KAAK,EAAE,MAAM,CAAC;IACd,KAAK,EAAE,MAAM,CAAC;CACd,CAAC"}
|
|
1
|
+
{"version":3,"file":"settings.d.ts","sourceRoot":"","sources":["../../src/application/settings.ts"],"names":[],"mappings":"AAAA;;;GAGG;AAOH,OAAO,KAAK,QAAQ,MAAM,oBAAoB,CAAC;AAC/C,OAAO,EAAE,YAAY,EAAE,MAAM,UAAU,CAAC;AACxC,OAAO,EAAE,cAAc,EAAE,MAAM,oBAAoB,CAAC;AACpD,OAAO,QAAQ,MAAM,mBAAmB,CAAC;AACzC,OAAO,EAAE,OAAO,EAAE,MAAM,iCAAiC,CAAC;AAC1D,OAAO,EAAE,WAAW,EAAE,MAAM,gBAAgB,CAAC;AAE7C,KAAK,SAAS,GAAG,QAAQ,GAAG,UAAU,GAAG,SAAS,GAAG,UAAU,GAAG,QAAQ,CAAC;AAE3E;;;;;;;;GAQG;AACH,KAAK,WAAW,GACb,SAAS,GACT,MAAM,GACN,cAAc,GACd;IAAE,OAAO,EAAE,cAAc,CAAA;CAAE,CAAC;AAE/B,KAAK,eAAe,GAAG,SAAS,GAAG,WAAW,CAAC;AAE/C,MAAM,MAAM,mBAAmB,GAAG;IACjC;;;;;;;;;;;;;;;;;;OAkBG;IACH,QAAQ,EAAE,YAAY,GAAG,QAAQ,CAAC;IAElC;;;OAGG;IACH,KAAK,EAAE,MAAM,GAAG,MAAM,CAAC;IAEvB;;;OAGG;IACH,WAAW,EAAE,WAAW,CAAC;IAEzB;;OAEG;IACH,WAAW,EAAE,WAAW,CAAC;IAEzB;;;OAGG;IACH,YAAY,EAAE,OAAO,CAAC;IAEtB;;;OAGG;IACH,eAAe,EAAE,eAAe,CAAC;IAEjC;;;OAGG;IACH,WAAW,EAAE,OAAO,CAAC;IAErB;;;OAGG;IACH,SAAS,EAAE,OAAO,CAAC;IAEnB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;OAgCG;IACH,aAAa,EAAE,MAAM,GAAG,SAAS,GAAG,QAAQ,CAAC;IAE7C;;;OAGG;IACH,aAAa,EAAE,OAAO,CAAC;IAEvB;;;OAGG;IACH,SAAS,EAAE,SAAS,CAAC;IAErB;;;;;;;;;;;;;;OAcG;IACH,MAAM,EAAE,WAAW,CAAC;IAEpB;;;;;;;;;;OAUG;IACH,UAAU,EAAE,OAAO,CAAC;IACpB;;;;;OAKG;IACH,4BAA4B,EAAE,OAAO,CAAC;IAEtC;;;;;;;;;;;;;;OAcG;IACH,mBAAmB,EAAE,OAAO,CAAC;IAE7B;;;OAGG;IACH,QAAQ,EAAE,OAAO,CAAC;IAElB;;;OAGG;IACH,OAAO,EAAE,OAAO,CAAC;IAEjB;;;OAGG;IACH,MAAM,EAAE,OAAO,CAAC;IAEhB;;;;;OAKG;IACH,eAAe,EAAE,MAAM,CAAC;IAExB;;;OAGG;IACH,UAAU,CAAC,EAAE,CAAC,KAAK,QAAQ,EAAE,GAAG,KAAK,OAAO,CAAC,GAAG,SAAS,CAAC;IAE1D;;OAEG;IACH,OAAO,CAAC,EAAE,CAAC,KAAK,QAAQ,EAAE,GAAG,KAAK,OAAO,CAAC,GAAG,SAAS,CAAC;IAEvD;;;;;;;;;;;;;;;;;;OAkBG;IACH,WAAW,CAAC,EAAE,KACb,IAAI,EAAE,MAAM,EACZ,IAAI,EAAE,MAAM,EACZ,IAAI,EAAE,MAAM,EACZ,IAAI,EAAE,MAAM,KACR,QAAQ,CAAC;CACd,GAAG,CACD;IACA;;OAEG;IACH,MAAM,EAAE,MAAM,GAAG,WAAW,CAAC;IAC7B,MAAM,CAAC,EAAE,KAAK,CAAC;CACd,GACD;IACA,MAAM,CAAC,EAAE,KAAK,CAAC;IACf;;;OAGG;IACH,MAAM,EAAE,iBAAiB,CAAC;CACzB,CACH,CAAC;AAEF;;;;GAIG;AACH,MAAM,MAAM,2BAA2B,GAAG,mBAAmB,GAAG;IAC/D,KAAK,EAAE,MAAM,CAAC;IACd,MAAM,EAAE,MAAM,CAAC;IACf,SAAS,EAAE,OAAO,CAAC;IACnB,KAAK,EAAE,MAAM,CAAC;IACd,KAAK,EAAE,MAAM,CAAC;IACd,KAAK,EAAE,MAAM,CAAC;CACd,CAAC"}
|
package/build/audio/audio.d.ts
CHANGED
|
@@ -14,7 +14,7 @@
|
|
|
14
14
|
* This file owns the remaining lifecycle / track / mix / unload
|
|
15
15
|
* helpers, plus the barrel re-exports that compose the namespace.
|
|
16
16
|
*/
|
|
17
|
-
export { getAudioContext, getMasterGain, stopOnAudioError, } from "./backend.ts";
|
|
17
|
+
export { getAudioContext, getMasterGain, setStopOnAudioError, stopOnAudioError, } from "./backend.ts";
|
|
18
18
|
export { fade, load, orientation, panner, pause, play, position, rate, resume, seek, stereo, stop, } from "./playback.ts";
|
|
19
19
|
export { noise, tone } from "./procedural.ts";
|
|
20
20
|
export type { LoadSettings, NoiseFilter, NoiseOptions, PannerAttributes, SoundAsset, ToneOptions, } from "./types.ts";
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"audio.d.ts","sourceRoot":"","sources":["../../src/audio/audio.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;GAeG;AAeH,OAAO,EACN,eAAe,EACf,aAAa,EACb,gBAAgB,GAChB,MAAM,cAAc,CAAC;AACtB,OAAO,EACN,IAAI,EACJ,IAAI,EACJ,WAAW,EACX,MAAM,EACN,KAAK,EACL,IAAI,EACJ,QAAQ,EACR,IAAI,EACJ,MAAM,EACN,IAAI,EACJ,MAAM,EACN,IAAI,GACJ,MAAM,eAAe,CAAC;AACvB,OAAO,EAAE,KAAK,EAAE,IAAI,EAAE,MAAM,iBAAiB,CAAC;AAE9C,YAAY,EACX,YAAY,EACZ,WAAW,EACX,YAAY,EACZ,gBAAgB,EAChB,UAAU,EACV,WAAW,GACX,MAAM,YAAY,CAAC;AAEpB;;;;;;;;;;;;;;;;;;;;GAoBG;AACH,wBAAgB,IAAI,CAAC,MAAM,GAAE,MAAc,GAAG,OAAO,CAGpD;AAED;;;;;GAKG;AACH,wBAAgB,SAAS,CAAC,KAAK,EAAE,MAAM,GAAG,OAAO,CAEhD;AAED;;;;GAIG;AACH,wBAAgB,QAAQ,IAAI,OAAO,CAElC;AAED;;;;GAIG;AACH,wBAAgB,MAAM,IAAI,IAAI,CAE7B;AAED;;;GAGG;AACH,wBAAgB,OAAO,IAAI,IAAI,CAE9B;AAED;;;;;;;;;;;GAWG;AACH,wBAAgB,SAAS,CAAC,UAAU,EAAE,MAAM,EAAE,MAAM,CAAC,EAAE,MAAM,GAAG,MAAM,CAGrE;AAED;;;;;;;GAOG;AACH,wBAAgB,SAAS,IAAI,IAAI,CAKhC;AAED;;;;;GAKG;AACH,wBAAgB,UAAU,IAAI,IAAI,CAIjC;AAED;;;;;;;GAOG;AACH,wBAAgB,WAAW,IAAI,IAAI,CAIlC;AAED;;;;GAIG;AACH,wBAAgB,eAAe,IAAI,MAAM,GAAG,IAAI,CAE/C;AAED;;;;GAIG;AACH,wBAAgB,SAAS,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI,CAE9C;AAED;;;;GAIG;AACH,wBAAgB,SAAS,IAAI,MAAM,CAElC;AAED;;;;;;;;;;;;GAYG;AACH,wBAAgB,IAAI,CACnB,UAAU,EAAE,MAAM,EAClB,EAAE,CAAC,EAAE,MAAM,EACX,UAAU,GAAE,OAAc,GACxB,IAAI,CAEN;AAED;;;;;;GAMG;AACH,wBAAgB,MAAM,CAAC,UAAU,EAAE,MAAM,EAAE,EAAE,CAAC,EAAE,MAAM,GAAG,IAAI,CAE5D;AAED;;;GAGG;AACH,wBAAgB,OAAO,IAAI,IAAI,CAE9B;AAED;;;GAGG;AACH,wBAAgB,SAAS,IAAI,IAAI,CAEhC;AAED;;;;GAIG;AACH,wBAAgB,KAAK,IAAI,OAAO,CAE/B;AAED;;;;;;;GAOG;AACH,wBAAgB,MAAM,CAAC,UAAU,EAAE,MAAM,GAAG,OAAO,
|
|
1
|
+
{"version":3,"file":"audio.d.ts","sourceRoot":"","sources":["../../src/audio/audio.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;GAeG;AAeH,OAAO,EACN,eAAe,EACf,aAAa,EACb,mBAAmB,EACnB,gBAAgB,GAChB,MAAM,cAAc,CAAC;AACtB,OAAO,EACN,IAAI,EACJ,IAAI,EACJ,WAAW,EACX,MAAM,EACN,KAAK,EACL,IAAI,EACJ,QAAQ,EACR,IAAI,EACJ,MAAM,EACN,IAAI,EACJ,MAAM,EACN,IAAI,GACJ,MAAM,eAAe,CAAC;AACvB,OAAO,EAAE,KAAK,EAAE,IAAI,EAAE,MAAM,iBAAiB,CAAC;AAE9C,YAAY,EACX,YAAY,EACZ,WAAW,EACX,YAAY,EACZ,gBAAgB,EAChB,UAAU,EACV,WAAW,GACX,MAAM,YAAY,CAAC;AAEpB;;;;;;;;;;;;;;;;;;;;GAoBG;AACH,wBAAgB,IAAI,CAAC,MAAM,GAAE,MAAc,GAAG,OAAO,CAGpD;AAED;;;;;GAKG;AACH,wBAAgB,SAAS,CAAC,KAAK,EAAE,MAAM,GAAG,OAAO,CAEhD;AAED;;;;GAIG;AACH,wBAAgB,QAAQ,IAAI,OAAO,CAElC;AAED;;;;GAIG;AACH,wBAAgB,MAAM,IAAI,IAAI,CAE7B;AAED;;;GAGG;AACH,wBAAgB,OAAO,IAAI,IAAI,CAE9B;AAED;;;;;;;;;;;GAWG;AACH,wBAAgB,SAAS,CAAC,UAAU,EAAE,MAAM,EAAE,MAAM,CAAC,EAAE,MAAM,GAAG,MAAM,CAGrE;AAED;;;;;;;GAOG;AACH,wBAAgB,SAAS,IAAI,IAAI,CAKhC;AAED;;;;;GAKG;AACH,wBAAgB,UAAU,IAAI,IAAI,CAIjC;AAED;;;;;;;GAOG;AACH,wBAAgB,WAAW,IAAI,IAAI,CAIlC;AAED;;;;GAIG;AACH,wBAAgB,eAAe,IAAI,MAAM,GAAG,IAAI,CAE/C;AAED;;;;GAIG;AACH,wBAAgB,SAAS,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI,CAE9C;AAED;;;;GAIG;AACH,wBAAgB,SAAS,IAAI,MAAM,CAElC;AAED;;;;;;;;;;;;GAYG;AACH,wBAAgB,IAAI,CACnB,UAAU,EAAE,MAAM,EAClB,EAAE,CAAC,EAAE,MAAM,EACX,UAAU,GAAE,OAAc,GACxB,IAAI,CAEN;AAED;;;;;;GAMG;AACH,wBAAgB,MAAM,CAAC,UAAU,EAAE,MAAM,EAAE,EAAE,CAAC,EAAE,MAAM,GAAG,IAAI,CAE5D;AAED;;;GAGG;AACH,wBAAgB,OAAO,IAAI,IAAI,CAE9B;AAED;;;GAGG;AACH,wBAAgB,SAAS,IAAI,IAAI,CAEhC;AAED;;;;GAIG;AACH,wBAAgB,KAAK,IAAI,OAAO,CAE/B;AAED;;;;;;;GAOG;AACH,wBAAgB,MAAM,CAAC,UAAU,EAAE,MAAM,GAAG,OAAO,CAgBlD;AAED;;;;;GAKG;AACH,wBAAgB,SAAS,IAAI,IAAI,CAMhC"}
|
package/build/audio/backend.d.ts
CHANGED
|
@@ -15,9 +15,26 @@ import { Howl } from "howler";
|
|
|
15
15
|
*
|
|
16
16
|
* When `true`, melonJS throws an exception and aborts loading.
|
|
17
17
|
* When `false`, melonJS disables sound and logs a warning to the console.
|
|
18
|
+
*
|
|
19
|
+
* Read-only through the `me.audio` namespace (module namespace properties
|
|
20
|
+
* can't be assigned) — change it with {@link setStopOnAudioError}.
|
|
18
21
|
* @default true
|
|
22
|
+
* @see setStopOnAudioError
|
|
19
23
|
*/
|
|
20
24
|
export declare let stopOnAudioError: boolean;
|
|
25
|
+
/**
|
|
26
|
+
* Set the {@link stopOnAudioError} flag — whether an audio clip that still
|
|
27
|
+
* fails after its retries throws (aborting loading) or just disables sound
|
|
28
|
+
* with a console warning. This setter is the supported way to change the
|
|
29
|
+
* flag: assigning `me.audio.stopOnAudioError = false` directly throws a
|
|
30
|
+
* TypeError, because module namespace properties are read-only.
|
|
31
|
+
* @param value - `true` to throw on a failed load, `false` to disable sound instead
|
|
32
|
+
* @example
|
|
33
|
+
* // don't abort the whole game when audio fails to load
|
|
34
|
+
* me.audio.setStopOnAudioError(false);
|
|
35
|
+
* @category Audio
|
|
36
|
+
*/
|
|
37
|
+
export declare function setStopOnAudioError(value: boolean): void;
|
|
21
38
|
/**
|
|
22
39
|
* Cross-module mutable state. A single object so multiple consumers
|
|
23
40
|
* can read and mutate the same fields without the "ESM `let` exports
|
|
@@ -29,14 +46,16 @@ export declare let stopOnAudioError: boolean;
|
|
|
29
46
|
* even though the type signature wouldn't normally admit it.
|
|
30
47
|
* - `currentTrackId` — the name of the currently-playing track managed
|
|
31
48
|
* by the `playTrack` / `stopTrack` helpers.
|
|
32
|
-
* - `
|
|
49
|
+
* - `retryCounters` — per-sound retry counters for `soundLoadError`'s
|
|
50
|
+
* back-off, keyed by sound name (a single shared counter let parallel
|
|
51
|
+
* loads steal each other's retry budget).
|
|
33
52
|
* - `audioExts` — the active list of audio formats set by `init`.
|
|
34
53
|
* @ignore
|
|
35
54
|
*/
|
|
36
55
|
export declare const state: {
|
|
37
56
|
tracks: Record<string, Howl | undefined>;
|
|
38
57
|
currentTrackId: string | null;
|
|
39
|
-
|
|
58
|
+
retryCounters: Record<string, number>;
|
|
40
59
|
audioExts: string[];
|
|
41
60
|
};
|
|
42
61
|
/**
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"backend.d.ts","sourceRoot":"","sources":["../../src/audio/backend.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;GAUG;AAEH,OAAO,EAAE,IAAI,EAAU,MAAM,QAAQ,CAAC;AAEtC
|
|
1
|
+
{"version":3,"file":"backend.d.ts","sourceRoot":"","sources":["../../src/audio/backend.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;GAUG;AAEH,OAAO,EAAE,IAAI,EAAU,MAAM,QAAQ,CAAC;AAEtC;;;;;;;;;;GAUG;AACH,eAAO,IAAI,gBAAgB,EAAE,OAAc,CAAC;AAE5C;;;;;;;;;;;GAWG;AACH,wBAAgB,mBAAmB,CAAC,KAAK,EAAE,OAAO,GAAG,IAAI,CAExD;AAED;;;;;;;;;;;;;;;;GAgBG;AACH,eAAO,MAAM,KAAK;YACH,MAAM,CAAC,MAAM,EAAE,IAAI,GAAG,SAAS,CAAC;oBACtB,MAAM,GAAG,IAAI;mBAChB,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC;eAC1B,MAAM,EAAE;CACzB,CAAC;AAEF;;;;;;GAMG;AACH,wBAAgB,eAAe,CAAC,UAAU,EAAE,MAAM,GAAG,IAAI,CAMxD;AAED;;;;;GAKG;AACH,eAAO,MAAM,cAAc,GAC1B,YAAY,MAAM,EAClB,aAAa,MAAM,IAAI,EACvB,cAAa,OAAc,KACzB,IAqBF,CAAC;AAEF;;;;;;;;;;;;;;;GAeG;AACH,wBAAgB,eAAe,IAAI,YAAY,GAAG,IAAI,CAmBrD;AAED;;;;;;;;;;GAUG;AACH,wBAAgB,aAAa,IAAI,QAAQ,GAAG,IAAI,CAS/C;AAUD;;;GAGG;AACH,wBAAgB,eAAe,IAAI,MAAM,CAExC;AAED;;;GAGG;AACH,wBAAgB,eAAe,CAAC,CAAC,EAAE,MAAM,GAAG,IAAI,CAE/C;AAED;;;GAGG;AACH,wBAAgB,cAAc,CAAC,KAAK,EAAE,OAAO,GAAG,IAAI,CAEnD;AAED;;;GAGG;AACH,wBAAgB,aAAa,IAAI,OAAO,CAKvC;AAED;;;GAGG;AACH,wBAAgB,eAAe,IAAI,IAAI,CAEtC;AAED;;;GAGG;AACH,wBAAgB,QAAQ,CAAC,KAAK,EAAE,MAAM,GAAG,OAAO,CAO/C;AAED;;;GAGG;AACH,wBAAgB,gBAAgB,IAAI,OAAO,CAE1C"}
|
|
@@ -56,34 +56,14 @@ export declare function play(sound_name: string, loop?: boolean, onend?: (() =>
|
|
|
56
56
|
* @category Audio
|
|
57
57
|
*/
|
|
58
58
|
export declare function fade(sound_name: string, from: number, to: number, duration: number, id?: number): void;
|
|
59
|
-
/**
|
|
60
|
-
|
|
61
|
-
|
|
62
|
-
|
|
63
|
-
|
|
64
|
-
|
|
65
|
-
|
|
66
|
-
|
|
67
|
-
* let current_pos = me.audio.seek("dst-gameforest");
|
|
68
|
-
* // rewind the background music to the beginning
|
|
69
|
-
* me.audio.seek("dst-gameforest", 0);
|
|
70
|
-
* @category Audio
|
|
71
|
-
*/
|
|
72
|
-
export declare function seek(sound_name: string, ...args: number[]): number;
|
|
73
|
-
/**
|
|
74
|
-
* Get or set the playback rate of a sound.
|
|
75
|
-
* @param sound_name - Audio clip name (case-sensitive).
|
|
76
|
-
* @param args - Optional playback rate (`0.5..4.0`, where `1.0` is
|
|
77
|
-
* normal speed), optionally followed by the sound instance ID.
|
|
78
|
-
* @returns The current playback rate when no extra arguments are given.
|
|
79
|
-
* @example
|
|
80
|
-
* // read the current playback rate
|
|
81
|
-
* let rate = me.audio.rate("dst-gameforest");
|
|
82
|
-
* // speed it up 2×
|
|
83
|
-
* me.audio.rate("dst-gameforest", 2.0);
|
|
84
|
-
* @category Audio
|
|
85
|
-
*/
|
|
86
|
-
export declare function rate(sound_name: string, ...args: number[]): number;
|
|
59
|
+
/** @inheritDoc */
|
|
60
|
+
export declare function seek(sound_name: string): number;
|
|
61
|
+
/** @inheritDoc */
|
|
62
|
+
export declare function seek(sound_name: string, seek: number, id?: number): void;
|
|
63
|
+
/** @inheritDoc */
|
|
64
|
+
export declare function rate(sound_name: string): number;
|
|
65
|
+
/** @inheritDoc */
|
|
66
|
+
export declare function rate(sound_name: string, rate: number, id?: number): void;
|
|
87
67
|
/** @inheritDoc */
|
|
88
68
|
export declare function stereo(sound_name: string): number;
|
|
89
69
|
/** @inheritDoc */
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"playback.d.ts","sourceRoot":"","sources":["../../src/audio/playback.ts"],"names":[],"mappings":"AAAA;;;;;;GAMG;AAaH,OAAO,KAAK,EAAE,YAAY,EAAE,gBAAgB,EAAE,UAAU,EAAE,MAAM,YAAY,CAAC;AAE7E;;;;;;;;;;;;;;;;;GAiBG;AACH,wBAAgB,IAAI,CACnB,KAAK,EAAE,UAAU,EACjB,QAAQ,CAAC,EAAE,MAAM,IAAI,EACrB,SAAS,CAAC,EAAE,MAAM,IAAI,EACtB,QAAQ,GAAE,YAAiB,GACzB,MAAM,
|
|
1
|
+
{"version":3,"file":"playback.d.ts","sourceRoot":"","sources":["../../src/audio/playback.ts"],"names":[],"mappings":"AAAA;;;;;;GAMG;AAaH,OAAO,KAAK,EAAE,YAAY,EAAE,gBAAgB,EAAE,UAAU,EAAE,MAAM,YAAY,CAAC;AAE7E;;;;;;;;;;;;;;;;;GAiBG;AACH,wBAAgB,IAAI,CACnB,KAAK,EAAE,UAAU,EACjB,QAAQ,CAAC,EAAE,MAAM,IAAI,EACrB,SAAS,CAAC,EAAE,MAAM,IAAI,EACtB,QAAQ,GAAE,YAAiB,GACzB,MAAM,CA4CR;AAED;;;;;;;;;;;;;;;;;;GAkBG;AACH,wBAAgB,IAAI,CACnB,UAAU,EAAE,MAAM,EAClB,IAAI,GAAE,OAAe,EACrB,KAAK,CAAC,EAAE,CAAC,MAAM,IAAI,CAAC,GAAG,IAAI,EAC3B,MAAM,CAAC,EAAE,MAAM,GACb,MAAM,CAgBR;AAED;;;;;;;;;GASG;AACH,wBAAgB,IAAI,CACnB,UAAU,EAAE,MAAM,EAClB,IAAI,EAAE,MAAM,EACZ,EAAE,EAAE,MAAM,EACV,QAAQ,EAAE,MAAM,EAChB,EAAE,CAAC,EAAE,MAAM,GACT,IAAI,CAEN;AAED,kBAAkB;AAClB,wBAAgB,IAAI,CAAC,UAAU,EAAE,MAAM,GAAG,MAAM,CAAC;AACjD,kBAAkB;AAClB,wBAAgB,IAAI,CAAC,UAAU,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,EAAE,EAAE,CAAC,EAAE,MAAM,GAAG,IAAI,CAAC;AAmC1E,kBAAkB;AAClB,wBAAgB,IAAI,CAAC,UAAU,EAAE,MAAM,GAAG,MAAM,CAAC;AACjD,kBAAkB;AAClB,wBAAgB,IAAI,CAAC,UAAU,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,EAAE,EAAE,CAAC,EAAE,MAAM,GAAG,IAAI,CAAC;AAoC1E,kBAAkB;AAClB,wBAAgB,MAAM,CAAC,UAAU,EAAE,MAAM,GAAG,MAAM,CAAC;AACnD,kBAAkB;AAClB,wBAAgB,MAAM,CAAC,UAAU,EAAE,MAAM,EAAE,GAAG,EAAE,MAAM,EAAE,EAAE,CAAC,EAAE,MAAM,GAAG,IAAI,CAAC;AAgC3E,kBAAkB;AAClB,wBAAgB,QAAQ,CAAC,UAAU,EAAE,MAAM,GAAG,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;AACvE,kBAAkB;AAClB,wBAAgB,QAAQ,CACvB,UAAU,EAAE,MAAM,EAClB,CAAC,EAAE,MAAM,EACT,CAAC,CAAC,EAAE,MAAM,EACV,CAAC,CAAC,EAAE,MAAM,EACV,EAAE,CAAC,EAAE,MAAM,GACT,IAAI,CAAC;AAiCR,kBAAkB;AAClB,wBAAgB,WAAW,CAAC,UAAU,EAAE,MAAM,GAAG,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;AAC1E,kBAAkB;AAClB,wBAAgB,WAAW,CAC1B,UAAU,EAAE,MAAM,EAClB,CAAC,EAAE,MAAM,EACT,CAAC,CAAC,EAAE,MAAM,EACV,CAAC,CAAC,EAAE,MAAM,EACV,EAAE,CAAC,EAAE,MAAM,GACT,IAAI,CAAC;AAiCR;;;;;;;;;;;;;;;;;GAiBG;AACH,wBAAgB,MAAM,CACrB,UAAU,EAAE,MAAM,EAClB,UAAU,CAAC,EAAE,gBAAgB,EAC7B,EAAE,CAAC,EAAE,MAAM,GACT,gBAAgB,CAelB;AAED;;;;;;;;;GASG;AACH,wBAAgB,IAAI,CAAC,UAAU,CAAC,EAAE,MAAM,EAAE,EAAE,CAAC,EAAE,MAAM,GAAG,IAAI,CAS3D;AAED;;;;;;;;;GASG;AACH,wBAAgB,KAAK,CAAC,UAAU,EAAE,MAAM,EAAE,EAAE,CAAC,EAAE,MAAM,GAAG,IAAI,CAE3D;AAED;;;;;;;;;;;;;;;GAeG;AACH,wBAAgB,MAAM,CAAC,UAAU,EAAE,MAAM,EAAE,EAAE,CAAC,EAAE,MAAM,GAAG,IAAI,CA4B5D"}
|
|
@@ -1,4 +1,5 @@
|
|
|
1
1
|
import type { ObservableVector3d } from "../math/observableVector3d.ts";
|
|
2
|
+
import { Vector2d } from "../math/vector2d.ts";
|
|
2
3
|
import { Vector3d } from "../math/vector3d.ts";
|
|
3
4
|
import type Container from "./../renderable/container.js";
|
|
4
5
|
import type Renderable from "./../renderable/renderable.js";
|
|
@@ -155,6 +156,37 @@ export default class Camera3d extends Camera2d {
|
|
|
155
156
|
* @returns this camera (chainable)
|
|
156
157
|
*/
|
|
157
158
|
setClipPlanes(near: number, far: number): this;
|
|
159
|
+
/**
|
|
160
|
+
* Write the camera's world-space orientation basis into the given vectors:
|
|
161
|
+
* `right` (camera local +X), `up` (+Y), and `forward` (+Z — the direction the
|
|
162
|
+
* camera looks). Derived from `yaw` / `pitch` (the inverse of the view
|
|
163
|
+
* rotation), so they update as the camera turns. Handy for orienting
|
|
164
|
+
* camera-facing geometry — e.g. {@link Sprite3d} billboards.
|
|
165
|
+
* @param right - receives the right axis (unit)
|
|
166
|
+
* @param up - receives the up axis (unit)
|
|
167
|
+
* @param forward - receives the forward / look axis (unit)
|
|
168
|
+
* @returns this camera, for chaining
|
|
169
|
+
*/
|
|
170
|
+
getBasis(right: Vector3d, up: Vector3d, forward: Vector3d): this;
|
|
171
|
+
/**
|
|
172
|
+
* The camera's world-space right axis (unit). See {@link Camera3d#getBasis}.
|
|
173
|
+
* @param out - vector to write into (returned)
|
|
174
|
+
* @returns `out`
|
|
175
|
+
*/
|
|
176
|
+
getRight(out: Vector3d): Vector3d;
|
|
177
|
+
/**
|
|
178
|
+
* The camera's world-space up axis (unit). See {@link Camera3d#getBasis}.
|
|
179
|
+
* @param out - vector to write into (returned)
|
|
180
|
+
* @returns `out`
|
|
181
|
+
*/
|
|
182
|
+
getUp(out: Vector3d): Vector3d;
|
|
183
|
+
/**
|
|
184
|
+
* The camera's world-space forward / look axis (unit). See
|
|
185
|
+
* {@link Camera3d#getBasis}.
|
|
186
|
+
* @param out - vector to write into (returned)
|
|
187
|
+
* @returns `out`
|
|
188
|
+
*/
|
|
189
|
+
getForward(out: Vector3d): Vector3d;
|
|
158
190
|
/**
|
|
159
191
|
* Rebuild the projection matrix from the frustum. Called by the
|
|
160
192
|
* base `Camera2d` constructor and by `resize()`. Camera3d's
|
|
@@ -323,6 +355,23 @@ export default class Camera3d extends Camera2d {
|
|
|
323
355
|
* @ignore
|
|
324
356
|
*/
|
|
325
357
|
update(dt?: number): boolean;
|
|
358
|
+
/**
|
|
359
|
+
* Project a world-space point to 2D screen (canvas pixel) coordinates
|
|
360
|
+
* through this camera's view + perspective projection (perspective divide
|
|
361
|
+
* included). The origin is top-left with **y down**, matching where
|
|
362
|
+
* geometry at `world` rasterizes and the engine's 2D draw space — so the
|
|
363
|
+
* result can be fed straight to the 2D draw API (HUD pinned to a 3D object,
|
|
364
|
+
* picking, debug overlays such as the 3D bounding-box wireframe).
|
|
365
|
+
*
|
|
366
|
+
* **Returns `null` when the point is at or behind the camera** (clip
|
|
367
|
+
* `w ≤ 0`) — projecting it would yield a mirrored/degenerate pixel, so
|
|
368
|
+
* callers (e.g. a debug wireframe) can skip it cleanly instead of drawing
|
|
369
|
+
* garbage. Otherwise returns the screen-space pixel coordinates.
|
|
370
|
+
* @param world - the world-space point to project
|
|
371
|
+
* @param [out] - optional Vector2d to receive the result (allocated if omitted)
|
|
372
|
+
* @returns the screen-space pixel coordinates, or `null` if behind the camera
|
|
373
|
+
*/
|
|
374
|
+
worldToScreen(world: Vector3d, out?: Vector2d): Vector2d | null;
|
|
326
375
|
/**
|
|
327
376
|
* Recompute the frustum's six bounding planes from the current
|
|
328
377
|
* `projectionMatrix × viewMatrix` (the world → clip matrix).
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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