melonjs 20.2.0 → 20.3.0

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Files changed (140) hide show
  1. package/README.md +86 -8
  2. package/build/application/settings.d.ts +3 -2
  3. package/build/application/settings.d.ts.map +1 -1
  4. package/build/audio/audio.d.ts +2 -2
  5. package/build/audio/audio.d.ts.map +1 -1
  6. package/build/audio/backend/buffer.d.ts +26 -0
  7. package/build/audio/backend/buffer.d.ts.map +1 -0
  8. package/build/audio/backend/cache.d.ts +2 -0
  9. package/build/audio/backend/cache.d.ts.map +1 -0
  10. package/build/audio/backend/core.d.ts +24 -0
  11. package/build/audio/backend/core.d.ts.map +1 -0
  12. package/build/audio/backend/engine.d.ts +54 -0
  13. package/build/audio/backend/engine.d.ts.map +1 -0
  14. package/build/audio/backend/sound.d.ts +79 -0
  15. package/build/audio/backend/sound.d.ts.map +1 -0
  16. package/build/audio/backend/spatial.d.ts +191 -0
  17. package/build/audio/backend/spatial.d.ts.map +1 -0
  18. package/build/audio/backend/types.d.ts +97 -0
  19. package/build/audio/backend/types.d.ts.map +1 -0
  20. package/build/audio/backend/voice.d.ts +33 -0
  21. package/build/audio/backend/voice.d.ts.map +1 -0
  22. package/build/audio/playback.d.ts +49 -4
  23. package/build/audio/playback.d.ts.map +1 -1
  24. package/build/audio/{backend.d.ts → state.d.ts} +13 -11
  25. package/build/audio/state.d.ts.map +1 -0
  26. package/build/audio/types.d.ts +93 -1
  27. package/build/audio/types.d.ts.map +1 -1
  28. package/build/camera/camera3d.d.ts +5 -5
  29. package/build/const.d.ts +2 -2
  30. package/build/index.d.ts.map +1 -1
  31. package/build/index.js +8793 -10171
  32. package/build/index.js.map +4 -4
  33. package/build/input/input.d.ts +19 -0
  34. package/build/input/input.d.ts.map +1 -1
  35. package/build/lang/deprecated.d.ts +4 -2
  36. package/build/lang/deprecated.d.ts.map +1 -1
  37. package/build/level/gltf/GLTFScene.d.ts +12 -0
  38. package/build/level/gltf/GLTFScene.d.ts.map +1 -1
  39. package/build/level/tiled/TMXObjectFactory.d.ts.map +1 -1
  40. package/build/loader/loader.d.ts +4 -40
  41. package/build/loader/loader.d.ts.map +1 -1
  42. package/build/loader/parsers/audio.d.ts +31 -0
  43. package/build/loader/parsers/audio.d.ts.map +1 -0
  44. package/build/loader/parsers/shader.d.ts.map +1 -1
  45. package/build/physics/adapter.d.ts +3 -3
  46. package/build/physics/builtin/body.d.ts +23 -24
  47. package/build/physics/builtin/body.d.ts.map +1 -1
  48. package/build/physics/builtin/detector.d.ts +1 -1
  49. package/build/plugin/plugin.d.ts +9 -1
  50. package/build/plugin/plugin.d.ts.map +1 -1
  51. package/build/polyfill/index.d.ts +1 -4
  52. package/build/polyfill/index.d.ts.map +1 -1
  53. package/build/renderable/mesh.d.ts +16 -0
  54. package/build/renderable/mesh.d.ts.map +1 -1
  55. package/build/renderable/renderable.d.ts +16 -10
  56. package/build/renderable/renderable.d.ts.map +1 -1
  57. package/build/renderable/sprite.d.ts +7 -7
  58. package/build/renderable/sprite.d.ts.map +1 -1
  59. package/build/state/stage.d.ts +4 -2
  60. package/build/state/stage.d.ts.map +1 -1
  61. package/build/system/event.d.ts +1 -1
  62. package/build/system/platform.d.ts +21 -1
  63. package/build/system/platform.d.ts.map +1 -1
  64. package/build/utils/fetchdata.d.ts.map +1 -0
  65. package/build/video/blendmodes.d.ts +1 -1
  66. package/build/video/canvas/canvas_renderer.d.ts +5 -2
  67. package/build/video/canvas/canvas_renderer.d.ts.map +1 -1
  68. package/build/video/effects/blur.d.ts +4 -4
  69. package/build/video/effects/blur.d.ts.map +1 -1
  70. package/build/video/effects/chromaticAberration.d.ts +5 -5
  71. package/build/video/effects/chromaticAberration.d.ts.map +1 -1
  72. package/build/video/effects/colorMatrix.d.ts +5 -5
  73. package/build/video/effects/colorMatrix.d.ts.map +1 -1
  74. package/build/video/effects/desaturate.d.ts +5 -5
  75. package/build/video/effects/desaturate.d.ts.map +1 -1
  76. package/build/video/effects/dissolve.d.ts +4 -4
  77. package/build/video/effects/dissolve.d.ts.map +1 -1
  78. package/build/video/effects/dropShadow.d.ts +5 -5
  79. package/build/video/effects/dropShadow.d.ts.map +1 -1
  80. package/build/video/effects/flash.d.ts +4 -4
  81. package/build/video/effects/flash.d.ts.map +1 -1
  82. package/build/video/effects/glow.d.ts +5 -5
  83. package/build/video/effects/glow.d.ts.map +1 -1
  84. package/build/video/effects/hologram.d.ts +4 -4
  85. package/build/video/effects/hologram.d.ts.map +1 -1
  86. package/build/video/effects/invert.d.ts +5 -5
  87. package/build/video/effects/invert.d.ts.map +1 -1
  88. package/build/video/effects/outline.d.ts +6 -6
  89. package/build/video/effects/outline.d.ts.map +1 -1
  90. package/build/video/effects/pixelate.d.ts +4 -4
  91. package/build/video/effects/pixelate.d.ts.map +1 -1
  92. package/build/video/effects/radialGradient.d.ts +2 -2
  93. package/build/video/effects/scanline.d.ts +6 -6
  94. package/build/video/effects/scanline.d.ts.map +1 -1
  95. package/build/video/effects/sepia.d.ts +5 -5
  96. package/build/video/effects/sepia.d.ts.map +1 -1
  97. package/build/video/effects/shadereffect.d.ts +12 -10
  98. package/build/video/effects/shadereffect.d.ts.map +1 -1
  99. package/build/video/effects/shine.d.ts +3 -3
  100. package/build/video/effects/shine.d.ts.map +1 -1
  101. package/build/video/effects/tintPulse.d.ts +4 -4
  102. package/build/video/effects/tintPulse.d.ts.map +1 -1
  103. package/build/video/effects/vignette.d.ts +6 -6
  104. package/build/video/effects/vignette.d.ts.map +1 -1
  105. package/build/video/effects/wave.d.ts +4 -4
  106. package/build/video/effects/wave.d.ts.map +1 -1
  107. package/build/video/texture/atlas.d.ts +1 -1
  108. package/build/video/webgl/glshader.d.ts +2 -2
  109. package/build/video/webgl/webgl_renderer.d.ts +2 -1
  110. package/build/video/webgl/webgl_renderer.d.ts.map +1 -1
  111. package/build/video/webgpu/webgpu_renderer.d.ts +2 -1
  112. package/build/video/webgpu/webgpu_renderer.d.ts.map +1 -1
  113. package/package.json +5 -9
  114. package/skills/AGENTS.md +67 -0
  115. package/skills/melonjs/SKILL.md +156 -0
  116. package/skills/melonjs-20-migration/SKILL.md +160 -0
  117. package/skills/melonjs-3d/SKILL.md +226 -0
  118. package/skills/melonjs-3d-assets/SKILL.md +239 -0
  119. package/skills/melonjs-audio/SKILL.md +215 -0
  120. package/skills/melonjs-camera-and-drawing/SKILL.md +171 -0
  121. package/skills/melonjs-deployment/SKILL.md +113 -0
  122. package/skills/melonjs-effects-and-shaders/SKILL.md +177 -0
  123. package/skills/melonjs-events/SKILL.md +159 -0
  124. package/skills/melonjs-getting-started/SKILL.md +183 -0
  125. package/skills/melonjs-input/SKILL.md +166 -0
  126. package/skills/melonjs-lighting/SKILL.md +139 -0
  127. package/skills/melonjs-loading-assets/SKILL.md +157 -0
  128. package/skills/melonjs-particles-and-trails/SKILL.md +136 -0
  129. package/skills/melonjs-performance/SKILL.md +178 -0
  130. package/skills/melonjs-physics/SKILL.md +321 -0
  131. package/skills/melonjs-plugins/SKILL.md +191 -0
  132. package/skills/melonjs-renderables/SKILL.md +214 -0
  133. package/skills/melonjs-renderer-backends/SKILL.md +173 -0
  134. package/skills/melonjs-scenes-and-state/SKILL.md +180 -0
  135. package/skills/melonjs-sprites-and-animation/SKILL.md +173 -0
  136. package/skills/melonjs-tilemaps/SKILL.md +193 -0
  137. package/skills/melonjs-ui-and-text/SKILL.md +175 -0
  138. package/build/audio/backend.d.ts.map +0 -1
  139. package/build/loader/parsers/fetchdata.d.ts.map +0 -1
  140. /package/build/{loader/parsers → utils}/fetchdata.d.ts +0 -0
@@ -69,7 +69,7 @@
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  * @category Rendering
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  * @example
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  * // one effect, both backends: dual-language body
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- * mySprite.shader = new ShaderEffect(renderer, {
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+ * const fx = new ShaderEffect(renderer, {
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  * glsl: `
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  * uniform float uStrength;
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  * vec4 apply(vec4 color, vec2 uv) {
@@ -84,15 +84,16 @@
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  * }
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  * `,
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  * });
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- * mySprite.shader.setUniform("uStrength", 0.5); // sets either backend
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+ * mySprite.addPostEffect(fx);
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+ * fx.setUniform("uStrength", 0.5); // sets either backend
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  * @example
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  * // create a grayscale effect
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- * mySprite.shader = new ShaderEffect(renderer, `
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+ * mySprite.addPostEffect(new ShaderEffect(renderer, `
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  * vec4 apply(vec4 color, vec2 uv) {
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  * float gray = dot(color.rgb, vec3(0.299, 0.587, 0.114));
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  * return vec4(vec3(gray), color.a);
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  * }
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- * `);
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+ * `));
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  * @example
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  * // create an effect with a custom uniform
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  * const pulse = new ShaderEffect(renderer, `
@@ -102,7 +103,7 @@
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  * return vec4(color.rgb * brightness, color.a);
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  * }
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  * `);
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- * mySprite.shader = pulse;
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+ * mySprite.addPostEffect(pulse);
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  * // update the uniform each frame
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  * pulse.setUniform("uTime", time);
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  * @example
@@ -243,7 +244,7 @@ export default class ShaderEffect {
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  * vec4 apply(vec4 color, vec2 uv) {
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  * return texture2D(uSampler, uv + vec2(uTime * 0.05, 0.0));
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  * }`);
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- * mySprite.shader = flow;
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+ * mySprite.addPostEffect(flow);
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  * // then in your Stage's update(dt):
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  * flow.setTime(me.timer.getTime() / 1000);
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  */
@@ -312,7 +313,7 @@ export default class ShaderEffect {
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  * return texture2D(uSampler, uv + flow * 0.02);
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  * }`);
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  * water.setTexture("uNoise", noise, "repeat");
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- * waterSprite.shader = water;
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+ * waterSprite.addPostEffect(water);
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  * // each frame, in your Stage's update(dt):
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  * water.setTime(me.timer.getTime() / 1000);
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  */
@@ -347,10 +348,11 @@ export default class ShaderEffect {
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  * @returns {ShaderEffect} a new, caller-owned effect (`shared === false`)
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  * @example
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  * // the loader's shader is ONE shared program — one uniform state for all
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- * sprite.shader = loader.getShader("flash");
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+ * sprite.addPostEffect(loader.getShader("flash"));
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  * // the boss needs its own intensity — clone a private, caller-owned copy
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- * boss.shader = loader.getShader("flash").clone();
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- * boss.shader.setUniform("uIntensity", 0.9);
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+ * const bossFlash = loader.getShader("flash").clone();
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+ * boss.addPostEffect(bossFlash);
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+ * bossFlash.setUniform("uIntensity", 0.9);
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  */
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  clone(): ShaderEffect;
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  /** @ignore */
@@ -1 +1 @@
1
- {"version":3,"file":"shadereffect.d.ts","sourceRoot":"","sources":["../../../src/video/effects/shadereffect.js"],"names":[],"mappings":"AAWA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4HG;AACH;IAiCC;;;;;;;;;;;OAWG;IACH,sBAXW,aAAa,GAAC,cAAc,GAAC,cAAc,QAC3C,MAAM,GAAC;QAAC,IAAI,CAAC,EAAE,MAAM,CAAC;QAAC,IAAI,CAAC,EAAE,MAAM,CAAA;KAAC,cAQrC,MAAM,EAqHhB;IA/JD;;;;;;OAMG;IACH,SAFU,OAAO,CAED;IAEhB;;;;;;;OAOG;IACH,oBAHU,OAAO,CAGC;IAElB;;;;;;;;;;OAUG;IACH,QAHU,OAAO,CAGF;IAed;;;;;;OAMG;IACH,eAAyB;IAEzB;;;;;OAKG;IACH;eA1ByB,MAAM;eAAS,MAAM;MA0BrB;IACzB,cAAc;IACd,+BAA2B;IAoB3B;;;;;;OAMG;IACH,0CAA+B;IAQ9B;;;;;OAKG;IACH,wBAHU,KAAK,CAAC;QAAC,IAAI,EAAE,MAAM,CAAC;QAAC,MAAM,EAAE,MAAM,CAAA;KAAC,CAAC,CAGK;IACpD,cAAc;IACd,iBAAkC;IAElC,cAAc;IACd,8BAKC;IAyBD,cAAc;IACd,mDAAkC;IAsBpC,eAAe;IACf,uBAkBC;IAbA,2CAAyC;IAe1C,eAAe;IACf,2BAQC;IAED;;;;OAIG;IACH,iBAHW,MAAM,SACN,MAAM,GAAC,YAAY,QAmB7B;IAED;;;;;;;;;;;;;;;;;;;;;;OAsBG;IACH,iBAbW,MAAM,GACJ,YAAY,CAuCxB;IAED;;;;;;;;;;;OAWG;IACH,gBAHW,MAAM,QAqBhB;IATC,aAAkB;IAWpB;;;;;;;;;;;;;OAaG;IACH,6BARW,MAAM,gBACN,MAAM,eACN,MAAM,gBACN,MAAM,MACN,MAAM,MACN,MAAM,QAoDhB;IAED;;;;;;OAMG;IACH,8DAaC;IAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;OA8BG;IACH,iBAnBW,MAAM,SACN,SAAS,GAAC,gBAAgB,GAAC,iBAAiB,GAAC,eAAe,GAAC,WAAW,WACxE,QAAQ,GAAC,UAAU,GAAC,UAAU,GAAC,WAAW,GACxC,YAAY,CA0GxB;IAED;;;;;;;;OAQG;IACH,0BAHW,MAAM,QA2FhB;IA3DI,4CAAkC;IA6DvC;;;;;;;;;;;;;;;;;;;;;;;OAuBG;IACH,SARa,YAAY,CAqDxB;IAKD,cAAc;IACd,aAIC;IAED,cAAc;IACd,qCAIC;IAED,cAAc;IACd,iEAIC;IAED,cAAc;IACd,mCAEC;IAED,cAAc;IACd,kBAEC;IAED,cAAc;IACd,oBAEC;IAED,cAAc;IACd,qBAEC;IAED,cAAc;IACd,uBAEC;IAED;;;;OAIG;IACH,gBAyCC;CACD;qBA34BoB,sBAAsB;kCAET,uBAAuB;sBAHnC,yBAAyB"}
1
+ {"version":3,"file":"shadereffect.d.ts","sourceRoot":"","sources":["../../../src/video/effects/shadereffect.js"],"names":[],"mappings":"AAWA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA6HG;AACH;IAiCC;;;;;;;;;;;OAWG;IACH,sBAXW,aAAa,GAAC,cAAc,GAAC,cAAc,QAC3C,MAAM,GAAC;QAAC,IAAI,CAAC,EAAE,MAAM,CAAC;QAAC,IAAI,CAAC,EAAE,MAAM,CAAA;KAAC,cAQrC,MAAM,EAqHhB;IA/JD;;;;;;OAMG;IACH,SAFU,OAAO,CAED;IAEhB;;;;;;;OAOG;IACH,oBAHU,OAAO,CAGC;IAElB;;;;;;;;;;OAUG;IACH,QAHU,OAAO,CAGF;IAed;;;;;;OAMG;IACH,eAAyB;IAEzB;;;;;OAKG;IACH;eA1ByB,MAAM;eAAS,MAAM;MA0BrB;IACzB,cAAc;IACd,+BAA2B;IAoB3B;;;;;;OAMG;IACH,0CAA+B;IAQ9B;;;;;OAKG;IACH,wBAHU,KAAK,CAAC;QAAC,IAAI,EAAE,MAAM,CAAC;QAAC,MAAM,EAAE,MAAM,CAAA;KAAC,CAAC,CAGK;IACpD,cAAc;IACd,iBAAkC;IAElC,cAAc;IACd,8BAKC;IAyBD,cAAc;IACd,mDAAkC;IAsBpC,eAAe;IACf,uBAkBC;IAbA,2CAAyC;IAe1C,eAAe;IACf,2BAQC;IAED;;;;OAIG;IACH,iBAHW,MAAM,SACN,MAAM,GAAC,YAAY,QAmB7B;IAED;;;;;;;;;;;;;;;;;;;;;;OAsBG;IACH,iBAbW,MAAM,GACJ,YAAY,CAuCxB;IAED;;;;;;;;;;;OAWG;IACH,gBAHW,MAAM,QAqBhB;IATC,aAAkB;IAWpB;;;;;;;;;;;;;OAaG;IACH,6BARW,MAAM,gBACN,MAAM,eACN,MAAM,gBACN,MAAM,MACN,MAAM,MACN,MAAM,QAoDhB;IAED;;;;;;OAMG;IACH,8DAaC;IAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;OA8BG;IACH,iBAnBW,MAAM,SACN,SAAS,GAAC,gBAAgB,GAAC,iBAAiB,GAAC,eAAe,GAAC,WAAW,WACxE,QAAQ,GAAC,UAAU,GAAC,UAAU,GAAC,WAAW,GACxC,YAAY,CA0GxB;IAED;;;;;;;;OAQG;IACH,0BAHW,MAAM,QA2FhB;IA3DI,4CAAkC;IA6DvC;;;;;;;;;;;;;;;;;;;;;;;;OAwBG;IACH,SATa,YAAY,CAsDxB;IAKD,cAAc;IACd,aAIC;IAED,cAAc;IACd,qCAIC;IAED,cAAc;IACd,iEAIC;IAED,cAAc;IACd,mCAEC;IAED,cAAc;IACd,kBAEC;IAED,cAAc;IACd,oBAEC;IAED,cAAc;IACd,qBAEC;IAED,cAAc;IACd,uBAEC;IAED;;;;OAIG;IACH,gBAyCC;CACD;qBA74BoB,sBAAsB;kCAET,uBAAuB;sBAHnC,yBAAyB"}
@@ -9,7 +9,7 @@
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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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+ * @see {@link Renderable#addPostEffect} 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, {
@@ -36,7 +36,7 @@
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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 {WebGLRenderer|WebGPURenderer|CanvasRenderer} 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
@@ -47,7 +47,7 @@ export default class ShineEffect extends ShaderEffect {
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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: any, options?: {
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+ constructor(renderer: WebGLRenderer | WebGPURenderer | CanvasRenderer, options?: {
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  color?: number[] | undefined;
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  speed?: number | undefined;
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  width?: number | undefined;
@@ -1 +1 @@
1
- {"version":3,"file":"shine.d.ts","sourceRoot":"","sources":["../../../src/video/effects/shine.js"],"names":[],"mappings":"AA2CA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAmCG;AACH;IACC;;;;;;;;;;;OAWG;IACH,qCATG;QAA2B,KAAK;QACP,KAAK;QACL,KAAK;QACL,SAAS;QACT,KAAK;QACL,KAAK;QACL,UAAU;QACV,UAAU;KACrC,EAgEA;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;yBA5LwB,mBAAmB"}
1
+ {"version":3,"file":"shine.d.ts","sourceRoot":"","sources":["../../../src/video/effects/shine.js"],"names":[],"mappings":"AA2CA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAmCG;AACH;IACC;;;;;;;;;;;OAWG;IACH,sBAXW,aAAa,GAAC,cAAc,GAAC,cAAc,YAEnD;QAA2B,KAAK;QACP,KAAK;QACL,KAAK;QACL,SAAS;QACT,KAAK;QACL,KAAK;QACL,UAAU;QACV,UAAU;KACrC,EAgEA;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;yBA5LwB,mBAAmB"}
@@ -3,27 +3,27 @@
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  * Commonly used for status effects — poison green, freeze blue, fire red.
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  * The `time` uniform should be updated each frame for the pulse animation.
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  * @category Effects
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- * @see {@link Renderable.shader} for usage
6
+ * @see {@link Renderable#addPostEffect} for usage
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  * @example
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  * // poison pulse
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  * const poison = new TintPulseEffect(renderer, {
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  * color: [0.0, 1.0, 0.0],
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  * speed: 3.0,
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  * });
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- * mySprite.shader = poison;
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+ * mySprite.addPostEffect(poison);
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  *
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  * // update each frame
16
16
  * poison.setTime(timer.getTime() / 1000);
17
17
  */
18
18
  export default class TintPulseEffect extends ShaderEffect {
19
19
  /**
20
- * @param {import("../webgl_renderer.js").default} renderer - the current renderer instance
20
+ * @param {WebGLRenderer|WebGPURenderer|CanvasRenderer} renderer - the current renderer instance
21
21
  * @param {object} [options] - effect options
22
22
  * @param {number[]} [options.color=[1.0, 0.0, 0.0]] - pulse color as [r, g, b] (0.0–1.0)
23
23
  * @param {number} [options.speed=2.0] - pulse speed (oscillations per second)
24
24
  * @param {number} [options.intensity=0.3] - maximum tint strength (0.0–1.0)
25
25
  */
26
- constructor(renderer: any, options?: {
26
+ constructor(renderer: WebGLRenderer | WebGPURenderer | CanvasRenderer, options?: {
27
27
  color?: number[] | undefined;
28
28
  speed?: number | undefined;
29
29
  intensity?: number | undefined;
@@ -1 +1 @@
1
- {"version":3,"file":"tintPulse.d.ts","sourceRoot":"","sources":["../../../src/video/effects/tintPulse.js"],"names":[],"mappings":"AAmBA;;;;;;;;;;;;;;;;GAgBG;AACH;IACC;;;;;;OAMG;IACH,qCAJG;QAA2B,KAAK;QACP,KAAK;QACL,SAAS;KACpC,EAqBA;IAED;;;OAGG;IACH,cAFW,MAAM,QAIhB;IAED;;;OAGG;IACH,gBAFW,MAAM,EAAE,QAIlB;CACD;yBAjFwB,mBAAmB"}
1
+ {"version":3,"file":"tintPulse.d.ts","sourceRoot":"","sources":["../../../src/video/effects/tintPulse.js"],"names":[],"mappings":"AAmBA;;;;;;;;;;;;;;;;GAgBG;AACH;IACC;;;;;;OAMG;IACH,sBANW,aAAa,GAAC,cAAc,GAAC,cAAc,YAEnD;QAA2B,KAAK;QACP,KAAK;QACL,SAAS;KACpC,EAqBA;IAED;;;OAGG;IACH,cAFW,MAAM,QAIhB;IAED;;;OAGG;IACH,gBAFW,MAAM,EAAE,QAIlB;CACD;yBAjFwB,mBAAmB"}
@@ -3,25 +3,25 @@
3
3
  * to the center. Commonly used for atmosphere, cinematic feel, or to
4
4
  * naturally frame a camera viewport (e.g. minimap).
5
5
  * @category Effects
6
- * @see {@link Renderable.shader} for usage
6
+ * @see {@link Renderable#addPostEffect} for usage
7
7
  * @example
8
8
  * // subtle vignette on the main camera
9
- * app.viewport.shader = new VignetteEffect(renderer);
9
+ * app.viewport.addPostEffect(new VignetteEffect(renderer));
10
10
  * @example
11
11
  * // stronger cinematic vignette
12
- * app.viewport.shader = new VignetteEffect(renderer, {
12
+ * app.viewport.addPostEffect(new VignetteEffect(renderer, {
13
13
  * strength: 0.3,
14
14
  * size: 20.0,
15
- * });
15
+ * }));
16
16
  */
17
17
  export default class VignetteEffect extends ShaderEffect {
18
18
  /**
19
- * @param {import("../webgl_renderer.js").default} renderer - the current renderer instance
19
+ * @param {WebGLRenderer|WebGPURenderer|CanvasRenderer} renderer - the current renderer instance
20
20
  * @param {object} [options] - effect options
21
21
  * @param {number} [options.strength=0.15] - edge darkening power (lower = stronger darkening, higher = softer falloff)
22
22
  * @param {number} [options.size=25.0] - vignette spread multiplier (higher = smaller dark area)
23
23
  */
24
- constructor(renderer: any, options?: {
24
+ constructor(renderer: WebGLRenderer | WebGPURenderer | CanvasRenderer, options?: {
25
25
  strength?: number | undefined;
26
26
  size?: number | undefined;
27
27
  });
@@ -1 +1 @@
1
- {"version":3,"file":"vignette.d.ts","sourceRoot":"","sources":["../../../src/video/effects/vignette.js"],"names":[],"mappings":"AA6BA;;;;;;;;;;;;;;;GAeG;AACH;IACC;;;;;OAKG;IACH,qCAHG;QAAyB,QAAQ;QACR,IAAI;KAC/B,EASA;IALA,iBAAwC;IACxC,aAAgC;IAMjC;;;OAGG;IACH,sBAFW,MAAM,QAKhB;IAED;;;OAGG;IACH,cAFW,MAAM,QAKhB;CACD;yBA/EwB,mBAAmB"}
1
+ {"version":3,"file":"vignette.d.ts","sourceRoot":"","sources":["../../../src/video/effects/vignette.js"],"names":[],"mappings":"AA6BA;;;;;;;;;;;;;;;GAeG;AACH;IACC;;;;;OAKG;IACH,sBALW,aAAa,GAAC,cAAc,GAAC,cAAc,YAEnD;QAAyB,QAAQ;QACR,IAAI;KAC/B,EASA;IALA,iBAAwC;IACxC,aAAgC;IAMjC;;;OAGG;IACH,sBAFW,MAAM,QAKhB;IAED;;;OAGG;IACH,cAFW,MAAM,QAKhB;CACD;yBA/EwB,mBAAmB"}
@@ -3,22 +3,22 @@
3
3
  * Commonly used for underwater, heat haze, or dream sequence effects.
4
4
  * The `time` uniform should be updated each frame for animation.
5
5
  * @category Effects
6
- * @see {@link Renderable.shader} for usage
6
+ * @see {@link Renderable#addPostEffect} for usage
7
7
  * @example
8
8
  * const wave = new WaveEffect(renderer, { amplitude: 0.01, frequency: 10.0 });
9
- * mySprite.shader = wave;
9
+ * mySprite.addPostEffect(wave);
10
10
  * // update each frame
11
11
  * wave.setTime(performance.now() / 1000);
12
12
  */
13
13
  export default class WaveEffect extends ShaderEffect {
14
14
  /**
15
- * @param {import("../webgl_renderer.js").default} renderer - the current renderer instance
15
+ * @param {WebGLRenderer|WebGPURenderer|CanvasRenderer} renderer - the current renderer instance
16
16
  * @param {object} [options] - effect options
17
17
  * @param {number} [options.amplitude=0.01] - wave displacement strength (in UV space, 0.01 = subtle)
18
18
  * @param {number} [options.frequency=10.0] - number of waves across the sprite
19
19
  * @param {number} [options.speed=2.0] - wave animation speed
20
20
  */
21
- constructor(renderer: any, options?: {
21
+ constructor(renderer: WebGLRenderer | WebGPURenderer | CanvasRenderer, options?: {
22
22
  amplitude?: number | undefined;
23
23
  frequency?: number | undefined;
24
24
  speed?: number | undefined;
@@ -1 +1 @@
1
- {"version":3,"file":"wave.d.ts","sourceRoot":"","sources":["../../../src/video/effects/wave.js"],"names":[],"mappings":"AAoBA;;;;;;;;;;;GAWG;AACH;IACC;;;;;;OAMG;IACH,qCAJG;QAAyB,SAAS;QACT,SAAS;QACT,KAAK;KAChC,EAqBA;IAED;;;OAGG;IACH,cAFW,MAAM,QAIhB;IAED;;;OAGG;IACH,wBAFW,MAAM,QAIhB;IAED;;;OAGG;IACH,wBAFW,MAAM,QAIhB;CACD;yBArFwB,mBAAmB"}
1
+ {"version":3,"file":"wave.d.ts","sourceRoot":"","sources":["../../../src/video/effects/wave.js"],"names":[],"mappings":"AAoBA;;;;;;;;;;;GAWG;AACH;IACC;;;;;;OAMG;IACH,sBANW,aAAa,GAAC,cAAc,GAAC,cAAc,YAEnD;QAAyB,SAAS;QACT,SAAS;QACT,KAAK;KAChC,EAqBA;IAED;;;OAGG;IACH,cAFW,MAAM,QAIhB;IAED;;;OAGG;IACH,wBAFW,MAAM,QAIhB;IAED;;;OAGG;IACH,wBAFW,MAAM,QAIhB;CACD;yBArFwB,mBAAmB"}
@@ -129,7 +129,7 @@ export class TextureAtlas extends Texture2d {
129
129
  getAtlas(name?: string): object;
130
130
  /**
131
131
  * return the format of the atlas dictionnary
132
- * @returns {string} will return "texturepacker", or "ShoeBox", or "melonJS", or "Spritesheet (fixed cell size)"
132
+ * @returns {string} will return "texturepacker", "shoebox", "aseprite", "melonJS", or "Spritesheet (fixed cell size)"
133
133
  */
134
134
  getFormat(): string;
135
135
  /**
@@ -60,11 +60,11 @@ export default class GLShader {
60
60
  * @example
61
61
  * // a dual-backend custom mesh shader: the same object hosts on
62
62
  * // whichever GPU renderer is active (gl is undefined on WebGPU)
63
- * myMesh.shader = new me.GLShader(app.renderer.gl, {
63
+ * myMesh.addPostEffect(new me.GLShader(app.renderer.gl, {
64
64
  * vertex: toonVertexGLSL,
65
65
  * fragment: toonFragmentGLSL,
66
66
  * wgsl: toonModuleWGSL,
67
- * });
67
+ * }));
68
68
  */
69
69
  constructor(gl?: WebGLRenderingContext, vertex: string | object, fragment?: string, precision?: string);
70
70
  /**
@@ -527,7 +527,8 @@ export default class WebGLRenderer extends Renderer {
527
527
  getContext(): WebGLRenderingContext;
528
528
  /**
529
529
  * set the current blend mode for this renderer. <br>
530
- * Every renderer supports the full set: <br>
530
+ * Both GPU renderers support the full set — the Canvas fallback supports
531
+ * every mode below except `"none"`: <br>
531
532
  * - "normal" : draws new content on top of the existing content <br>
532
533
  * <img src="../images/normal-blendmode.png" width="180"/> <br>
533
534
  * - "add", "additive", or "lighter" : color values are added together <br>
@@ -1 +1 @@
1
- {"version":3,"file":"webgl_renderer.d.ts","sourceRoot":"","sources":["../../../src/video/webgl/webgl_renderer.js"],"names":[],"mappings":"AAwGA;;;GAGG;AACH;IAQE;;;;;OAKG;IACH,oBAJU,MAAM,CAIU;IAU1B;;;;OAIG;IACH,IAFU,qBAAqB,CAEI;IAgBnC,oCAIE;IAEF;;;;OAIG;IAIH,wBANU,QAAQ,CAMc;IAChC,yBAAyB;IAEzB;;;;;;;;;;;;OAYG;IACH,8CAAqC;IACrC,cAAc;IACd,2BAAsC;IACtC,cAAc;IACd,oDAAqC;IACrC,cAAc;IACd,4BAA+B;IAC/B,cAAc;IACd,2BAA2B;IAC3B,cAAc;IACd,2FAAgC;IAChC,cAAc;IACd,+BAAkC;IAClC,cAAc;IACd,+BAAqC;IASrC;;;;;OAKG;IACH,UAHU,MAAM,CAGO;IAEvB;;;OAGG;IACH,cAFU,WAAW,CAEqB;IAE1C;;;;;;;OAOG;IACH,cAHU,cAAc,CAGuB;IAE/C;;;;;;;;;;;;;OAaG;IACH,cAHU,YAAY,CAG4B;IAElD;;;;OAIG;IACH,sBAHU,MAAM,CAMf;IACD;;;;;;;;OAQG;IACH,0BAHU,MAAM,CAGiB;IAEjC;;;;OAIG;IACH,iBAHU,MAAM,CAMf;IAED;;;OAGG;IACH;;;QAEE;IAIF,kBAA6B;IAG7B,kBAAoB;IAGpB,sBAA4B;IAM5B,wBAAwB;IAExB;;;;OAIG;IACH,kBAFU,QAAQ,CAEuC;IAEzD;;;OAGG;IACH,gBAFU,YAAY,CAES;IAiiEhC,0BANU,YAAY,GAAC,SAAS,EAQ/B;IAxBD;;;;OAIG;IACH;;;;;;;;;;;;OAYG;IACH,sBAFU,YAAY,GAAC,SAAS,CAI/B;IAxhEA;;;;;;;OAOG;IACH,oBAHU,MAAM,CAGY;IAE5B;;;OAGG;IACH,iCAAyB;IAwBzB,wBAA2B;IAkB3B,oBAAqD;IAwFrD,wBAEC;IACD,qDAIC;IACD,kDAIC;IAsBF;;;;;OAKG;IACH,oBAJU,MAAM,CAMf;IAiBC;;;;;;;;kBAuBC;IAgCH;;OAEG;IACH;;;;;;OAMG;IACH;;;;OAIG;IACH,yBAFW,MAAM,QAMhB;IAyGC,+CAA6B;IAY7B,sCAA4B;IAQ5B,mBAA8B;IAW9B,4EAA0C;IAI5C;;;;;;;;OAQG;IACH,qBAHW,MAAM,QACN,MAAM,QAWhB;IAED;;;;;OAKG;IACH,mCAJW,MAAM,GACJ,MAAM,GAAC,SAAS,CA4B5B;IAED;;;;;OAKG;IACH,oBAJW,YAAY,SACZ,MAAM,aACN,OAAO,QAoBjB;IAED;;;;;OAKG;IACH,kBAJW,MAAM,WACN,QAAQ,GACN,YAAY,CA+ExB;IAED;;;;;;;;;;;;;;;OAeG;IACH,oBAHa,OAAO,CAKnB;IASD;;;;;;;;;;;OAWG;IACH,qBAVW,gBAAgB,GAAC,eAAe,GAAC,gBAAgB,GAAC,iBAAiB,GAAC,WAAW,GAAC,eAAe,GAAC,UAAU,WAC1G,MAAM,GACJ,YAAY,CA6BxB;IA0CC,oFAAwD;IAsB1D;;;;;;;;;;;;;;;OAeG;IACH,8BAJa,MAAM,CAYlB;IA8CD;;;;;;;;;OASG;IACH,kBAHa,YAAY,CAqBxB;IA0ED,cAAc;IACd,mCA+IC;IAED;;;;;;;;OAQG;IACH,yBAHa,YAAY,CASxB;IAED;;;;;;;;;;;;;;OAcG;IACH,4BALW,MAAM,WACN,YAAY,QAUtB;IAmED,cAAc;IACd,qCAiHC;IAED;;;;;;;OAOG;IACH,iCAHW,MAAM,QAYhB;IAED;;;;;OAKG;IACH,4BAIC;IAED;;;;;;;OAOG;IACH,sBAJa,OAAO,CAyEnB;IAED;;;;OAIG;IACH,4BA6CC;IA4KD;;;;OAIG;IACH,mBAHW,KAAK,GAAC,MAAM,WACZ,OAAO,QAyBjB;IAED;;;;;;OAMG;IACH,aALW,MAAM,KACN,MAAM,SACN,MAAM,UACN,MAAM,QAUhB;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,QAkHhB;IAED;;;;;;;;OAQG;IACH,qBAPW,YAAY,KACZ,MAAM,KACN,MAAM,SACN,MAAM,UACN,MAAM,QAkBhB;IAED;;;;;;;;;;;;;;;;;;;;OAoBG;IACH;;;;;;;OAOG;IACH,0BALW,aAAa,gBACb,QAAQ,QACR,MAAM,QAahB;IAED,4CAyFC;IAtDC,uCAA6B;IAwD/B;;;;;;;;;;;;;;;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;IA4BD,oCAEC;IAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;OAuCG;IACH,oBAJW,MAAM,uBACN,OAAO,GACL,MAAM,CA8ClB;IAjCC,+BAAmD;IAgJrD;;;;;;;;OAQG;IACH,oBAHa,MAAM,CAOlB;IAED;;;;;;OAMG;IACH,8BAHW,MAAM,QAmBhB;IAqCD;;;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;IAoFD;;;;;;;;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;IA0FD;;;;;;;;;OASG;IACH,gBAPW,QAAQ,GAAC,QAAQ,GAAC,MAAM,MACxB,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,QAKhB;IAED;;;;;;;;;OASG;IACH,aAPW,QAAQ,GAAC,QAAQ,GAAC,MAAM,MACxB,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,QAmChB;IA2GD;;;;;;;OAOG;IACH,eAHW,IAAI,GAAC,SAAS,GAAC,OAAO,GAAC,IAAI,GAAC,OAAO,WACnC,OAAO,QA0DjB;IArCE,sCAA4B;;CAoD/B;qBAl6GoB,kBAAkB;6BACV,uCAAuC;yBAvB3C,wBAAwB;wBAmBzB,2BAA2B;8BAKrB,sCAAsC;+BAoBrC,yBAAyB;uBA3CjC,yBAAyB;6BAgCnB,uBAAuB;yBAP3B,uBAAuB;iCANf,8BAA8B;6BAKrB,uBAAuB;0CAevB,oCAAoC;6BAbjD,8BAA8B;sBA5B1B,uBAAuB;0BAiDjC,iCAAiC;+BAC5B,iCAAiC;6BACnC,6BAA6B;0BAChC,4BAA4B;6BACzB,+BAA+B;8BAC9B,wBAAwB"}
1
+ {"version":3,"file":"webgl_renderer.d.ts","sourceRoot":"","sources":["../../../src/video/webgl/webgl_renderer.js"],"names":[],"mappings":"AAwGA;;;GAGG;AACH;IAQE;;;;;OAKG;IACH,oBAJU,MAAM,CAIU;IAU1B;;;;OAIG;IACH,IAFU,qBAAqB,CAEI;IAgBnC,oCAIE;IAEF;;;;OAIG;IAIH,wBANU,QAAQ,CAMc;IAChC,yBAAyB;IAEzB;;;;;;;;;;;;OAYG;IACH,8CAAqC;IACrC,cAAc;IACd,2BAAsC;IACtC,cAAc;IACd,oDAAqC;IACrC,cAAc;IACd,4BAA+B;IAC/B,cAAc;IACd,2BAA2B;IAC3B,cAAc;IACd,2FAAgC;IAChC,cAAc;IACd,+BAAkC;IAClC,cAAc;IACd,+BAAqC;IASrC;;;;;OAKG;IACH,UAHU,MAAM,CAGO;IAEvB;;;OAGG;IACH,cAFU,WAAW,CAEqB;IAE1C;;;;;;;OAOG;IACH,cAHU,cAAc,CAGuB;IAE/C;;;;;;;;;;;;;OAaG;IACH,cAHU,YAAY,CAG4B;IAElD;;;;OAIG;IACH,sBAHU,MAAM,CAMf;IACD;;;;;;;;OAQG;IACH,0BAHU,MAAM,CAGiB;IAEjC;;;;OAIG;IACH,iBAHU,MAAM,CAMf;IAED;;;OAGG;IACH;;;QAEE;IAIF,kBAA6B;IAG7B,kBAAoB;IAGpB,sBAA4B;IAM5B,wBAAwB;IAExB;;;;OAIG;IACH,kBAFU,QAAQ,CAEuC;IAEzD;;;OAGG;IACH,gBAFU,YAAY,CAES;IAiiEhC,0BANU,YAAY,GAAC,SAAS,EAQ/B;IAxBD;;;;OAIG;IACH;;;;;;;;;;;;OAYG;IACH,sBAFU,YAAY,GAAC,SAAS,CAI/B;IAxhEA;;;;;;;OAOG;IACH,oBAHU,MAAM,CAGY;IAE5B;;;OAGG;IACH,iCAAyB;IAwBzB,wBAA2B;IAkB3B,oBAAqD;IAwFrD,wBAEC;IACD,qDAIC;IACD,kDAIC;IAsBF;;;;;OAKG;IACH,oBAJU,MAAM,CAMf;IAiBC;;;;;;;;kBAuBC;IAgCH;;OAEG;IACH;;;;;;OAMG;IACH;;;;OAIG;IACH,yBAFW,MAAM,QAMhB;IAyGC,+CAA6B;IAY7B,sCAA4B;IAQ5B,mBAA8B;IAW9B,4EAA0C;IAI5C;;;;;;;;OAQG;IACH,qBAHW,MAAM,QACN,MAAM,QAWhB;IAED;;;;;OAKG;IACH,mCAJW,MAAM,GACJ,MAAM,GAAC,SAAS,CA4B5B;IAED;;;;;OAKG;IACH,oBAJW,YAAY,SACZ,MAAM,aACN,OAAO,QAoBjB;IAED;;;;;OAKG;IACH,kBAJW,MAAM,WACN,QAAQ,GACN,YAAY,CA+ExB;IAED;;;;;;;;;;;;;;;OAeG;IACH,oBAHa,OAAO,CAKnB;IASD;;;;;;;;;;;OAWG;IACH,qBAVW,gBAAgB,GAAC,eAAe,GAAC,gBAAgB,GAAC,iBAAiB,GAAC,WAAW,GAAC,eAAe,GAAC,UAAU,WAC1G,MAAM,GACJ,YAAY,CA6BxB;IA0CC,oFAAwD;IAsB1D;;;;;;;;;;;;;;;OAeG;IACH,8BAJa,MAAM,CAYlB;IA8CD;;;;;;;;;OASG;IACH,kBAHa,YAAY,CAqBxB;IA0ED,cAAc;IACd,mCA+IC;IAED;;;;;;;;OAQG;IACH,yBAHa,YAAY,CASxB;IAED;;;;;;;;;;;;;;OAcG;IACH,4BALW,MAAM,WACN,YAAY,QAUtB;IAmED,cAAc;IACd,qCAiHC;IAED;;;;;;;OAOG;IACH,iCAHW,MAAM,QAYhB;IAED;;;;;OAKG;IACH,4BAIC;IAED;;;;;;;OAOG;IACH,sBAJa,OAAO,CAyEnB;IAED;;;;OAIG;IACH,4BA6CC;IA4KD;;;;OAIG;IACH,mBAHW,KAAK,GAAC,MAAM,WACZ,OAAO,QAyBjB;IAED;;;;;;OAMG;IACH,aALW,MAAM,KACN,MAAM,SACN,MAAM,UACN,MAAM,QAUhB;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,QAkHhB;IAED;;;;;;;;OAQG;IACH,qBAPW,YAAY,KACZ,MAAM,KACN,MAAM,SACN,MAAM,UACN,MAAM,QAkBhB;IAED;;;;;;;;;;;;;;;;;;;;OAoBG;IACH;;;;;;;OAOG;IACH,0BALW,aAAa,gBACb,QAAQ,QACR,MAAM,QAahB;IAED,4CAyFC;IAtDC,uCAA6B;IAwD/B;;;;;;;;;;;;;;;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;IA4BD,oCAEC;IAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;OAwCG;IACH,oBAJW,MAAM,uBACN,OAAO,GACL,MAAM,CA8ClB;IAjCC,+BAAmD;IAgJrD;;;;;;;;OAQG;IACH,oBAHa,MAAM,CAOlB;IAED;;;;;;OAMG;IACH,8BAHW,MAAM,QAmBhB;IAqCD;;;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;IAoFD;;;;;;;;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;IA0FD;;;;;;;;;OASG;IACH,gBAPW,QAAQ,GAAC,QAAQ,GAAC,MAAM,MACxB,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,QAKhB;IAED;;;;;;;;;OASG;IACH,aAPW,QAAQ,GAAC,QAAQ,GAAC,MAAM,MACxB,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,QAmChB;IA2GD;;;;;;;OAOG;IACH,eAHW,IAAI,GAAC,SAAS,GAAC,OAAO,GAAC,IAAI,GAAC,OAAO,WACnC,OAAO,QA0DjB;IArCE,sCAA4B;;CAoD/B;qBAn6GoB,kBAAkB;6BACV,uCAAuC;yBAvB3C,wBAAwB;wBAmBzB,2BAA2B;8BAKrB,sCAAsC;+BAoBrC,yBAAyB;uBA3CjC,yBAAyB;6BAgCnB,uBAAuB;yBAP3B,uBAAuB;iCANf,8BAA8B;6BAKrB,uBAAuB;0CAevB,oCAAoC;6BAbjD,8BAA8B;sBA5B1B,uBAAuB;0BAiDjC,iCAAiC;+BAC5B,iCAAiC;6BACnC,6BAA6B;0BAChC,4BAA4B;6BACzB,+BAA+B;8BAC9B,wBAAwB"}
@@ -290,7 +290,8 @@ export default class WebGPURenderer extends Renderer {
290
290
  getGlobalAlpha(): number;
291
291
  /**
292
292
  * set the current blend mode for this renderer. <br>
293
- * Every renderer supports the full set: <br>
293
+ * Both GPU renderers support the full set — the Canvas fallback supports
294
+ * every mode below except `"none"`: <br>
294
295
  * - "normal" : draws new content on top of the existing content <br>
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296
  * <img src="../images/normal-blendmode.png" width="180"/> <br>
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  * - "add", "additive", or "lighter" : color values are added together <br>
@@ -1 +1 @@
1
- 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package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "melonjs",
3
- "version": "20.2.0",
3
+ "version": "20.3.0",
4
4
  "description": "melonJS Game Engine",
5
5
  "homepage": "http://www.melonjs.org/",
6
6
  "type": "module",
@@ -50,16 +50,12 @@
50
50
  },
51
51
  "files": [
52
52
  "build",
53
- "package.json",
53
+ "skills",
54
54
  "README.md",
55
- "CHANGELOG"
55
+ "CHANGELOG",
56
+ "package.json"
56
57
  ],
57
- "dependencies": {
58
- "core-js": "^3.48.0",
59
- "howler": "2.2.4"
60
- },
61
58
  "devDependencies": {
62
- "@types/howler": "^2.2.13",
63
59
  "@types/node": "^25.6.0",
64
60
  "concurrently": "^9.2.1",
65
61
  "del-cli": "^7.0.0",
@@ -81,7 +77,7 @@
81
77
  "build": "pnpm lint && tsx scripts/build.js && pnpm types",
82
78
  "dist": "pnpm clean && pnpm lint && pnpm vitest run && pnpm build && pnpm doc && cp ../../README.md .",
83
79
  "dist:publish": "pnpm clean && pnpm lint && pnpm build && pnpm doc && cp ../../README.md .",
84
- "doc": "tsx scripts/check-doc-readme.ts && typedoc src/index.ts --tsconfig tsconfig.build.json --readme ../../DOC_README.md --hideGenerator --name 'melonJS' --navigation.includeCategories true --categorizeByGroup false",
80
+ "doc": "tsx scripts/check-doc-readme.ts && typedoc src/index.ts --tsconfig tsconfig.build.json --readme ../../DOC_README.md --hideGenerator --name 'melonJS' --navigation.includeCategories true --categorizeByGroup false && tsx scripts/generate-llms-txt.ts",
85
81
  "doc:watch": "typedoc src/index.ts --tsconfig tsconfig.build.json --readme ../../DOC_README.md --hideGenerator --name 'melonJS' --navigation.includeCategories true --categorizeByGroup false --watch --skipErrorChecking --preserveWatchOutput --logLevel Error",
86
82
  "serve": "serve docs",
87
83
  "prepublishOnly": "pnpm dist:publish",
@@ -0,0 +1,67 @@
1
+ # melonJS — agent instructions
2
+
3
+ > **This is a template for a game that *uses* melonJS, not instructions for
4
+ > working on the engine itself.** Copy it to your own project root:
5
+ >
6
+ > ```bash
7
+ > cp node_modules/melonjs/skills/AGENTS.md ./AGENTS.md
8
+ > ```
9
+ >
10
+ > Already have an `AGENTS.md`? Paste the sections below into it. Codex, Cursor,
11
+ > Gemini CLI and anything else following the `AGENTS.md` convention will read it
12
+ > from your project root. Claude Code users should install the plugin instead —
13
+ > `/plugin marketplace add melonjs/melonJS` — which registers the same guidance
14
+ > as 23 routed skills.
15
+
16
+ This project uses **melonJS 20.x**, an open-source HTML5 game engine covering
17
+ 2D, 2.5D and 3D, running on WebGPU, WebGL 2 or Canvas with automatic fallback.
18
+
19
+ ## Read these before writing engine code
20
+
21
+ Task-oriented guides ship with the package at `node_modules/melonjs/skills/`,
22
+ one directory per subsystem, each ending with a symptom → cause table.
23
+
24
+ **Start at `node_modules/melonjs/skills/melonjs/SKILL.md`** — it routes to the
25
+ right one for the task. Do not read all of them; read the router, then the one
26
+ or two it points at.
27
+
28
+ For anything the guides do not cover, fetch
29
+ <https://melonjs.github.io/melonJS/llms.txt> — an index of every exported class,
30
+ function and type with a one-line summary and a link to its reference page,
31
+ regenerated on every docs build. Deprecated entries are marked. Do not infer an
32
+ API from the shape of the engine; look it up.
33
+
34
+ ## Three rules that produce code which runs and is wrong
35
+
36
+ 1. **`await app.init()` is mandatory** since 20.0. The `Application` constructor
37
+ builds the world but no renderer, so `addChild` silently succeeds while
38
+ `new Sprite(...)` throws a `TypeError` that names neither the class nor the
39
+ missing call.
40
+ 2. **`addChild(child, z)` is the only way to set draw order.** `renderable.z`
41
+ does not exist. Setting `depth` before `addChild` is overwritten by
42
+ `autoDepth`; setting it after does not resort.
43
+ 3. **`isKinematic` defaults to `true`**, which silently excludes a renderable
44
+ from pointer events and from the physics broadphase. Plain `Renderable` and
45
+ `Sprite` subclasses need `this.isKinematic = false` — attaching a `Body`
46
+ sets it for you.
47
+
48
+ ## Most melonJS bugs are silent, not fatal
49
+
50
+ The engine warns and degrades rather than throwing. A shader effect on the
51
+ Canvas fallback, a `Camera3d` without a GPU backend, a pooled object whose
52
+ `onResetEvent` forgets a property — all render *something*. When output looks
53
+ wrong rather than crashing, check the console for a one-shot warning and consult
54
+ the relevant skill's symptom table before debugging the game logic.
55
+
56
+ ## Prefer built-in features
57
+
58
+ Before hand-rolling: `ParticleEmitter`, `Trail`, `Tween`, the built-in
59
+ `ShaderEffect` presets, `Light2d` / `Light3d`, `UIBaseElement` /
60
+ `UITextButton`, `NineSliceSprite`, `TextureAtlas`, `BitmapText`,
61
+ `CanvasRenderTarget` for bake-once drawing, `viewport.shake` / `fadeIn` /
62
+ `fadeOut`, and `save` for persistence.
63
+
64
+ Companion packages cover the rest: `@melonjs/planck-adapter` and
65
+ `@melonjs/matter-adapter` (physics), `@melonjs/spine-plugin` (skeletal
66
+ animation), `@melonjs/tiled-inflate-plugin` (**required** for compressed Tiled
67
+ maps), `@melonjs/debug-plugin`, `@melonjs/capacitor-plugin`.
@@ -0,0 +1,156 @@
1
+ ---
2
+ name: melonjs
3
+ description: "Use this skill FIRST for any melonJS task; it routes to the right specialised skill and lists the companion packages. melonJS is an open-source 2D, 2.5D and 3D HTML5 game engine running on WebGPU, WebGL 2 or Canvas. Covers Application setup, the scene graph, renderables, sprites, tilemaps, physics, audio, particles, shaders, and the 3D tier — perspective cameras, meshes and glTF scenes. Triggers on: melonjs, melonJS, me.game, Application, app.init, app.world, Renderable, Sprite, Stage, state.change, Camera2d, Camera3d, Mesh, tilemap, Tiled, TMX, ParticleEmitter, ShaderEffect, how do I make a game, HTML5 game engine."
4
+ license: MIT
5
+ ---
6
+
7
+ # melonJS
8
+
9
+ Entry point for the melonJS skill collection. melonJS is an open-source HTML5
10
+ game engine for indie developers, covering 2D, 2.5D and 3D — perspective and
11
+ orthogonal cameras, GPU-accelerated tilemap rendering, post-processing effects,
12
+ custom shaders, 3D meshes, polygon-accurate physics and modern Tiled workflows.
13
+ It runs on WebGPU, WebGL 2 or Canvas with automatic fallback, and has no runtime
14
+ dependencies.
15
+
16
+ ## How to use this skill
17
+
18
+ 1. Find the specialised skill below that matches the task and follow it.
19
+ 2. If the task involves anything 3D, read `melonjs-3d` **first** — melonJS's
20
+ coordinate conventions are the inverse of OpenGL's, so untutored 3D instincts
21
+ are backwards.
22
+ 3. If you are writing melonJS from prior knowledge rather than from the current
23
+ docs, read `melonjs-20-migration` — most published melonJS material predates
24
+ 20.0 and its bootstrap no longer exists.
25
+ 4. If none of them covers the task, use the escape hatch below rather than
26
+ guessing at an API.
27
+
28
+ ## Skill router
29
+
30
+ | Skill | Load when… |
31
+ |---|---|
32
+ | [melonjs-getting-started](../melonjs-getting-started/SKILL.md) | Bootstrapping a game, `new Application`, `await app.init()`, choosing a renderer, preloading assets. |
33
+ | [melonjs-20-migration](../melonjs-20-migration/SKILL.md) | Code based on melonJS 19.x or earlier, or an API that "should exist" but doesn't — `video.init`, `Entity`, `renderable.shader =`. |
34
+ | [melonjs-scenes-and-state](../melonjs-scenes-and-state/SKILL.md) | `Stage` subclasses, the state manager, transitions, pausing, the update loop, timers, tweens, saved data. |
35
+ | [melonjs-renderables](../melonjs-renderables/SKILL.md) | Subclassing `Renderable`, custom `draw()`, draw order, anchors, `floating`, post effects on an object. |
36
+ | [melonjs-sprites-and-animation](../melonjs-sprites-and-animation/SKILL.md) | `Sprite`, frame animation, texture atlases (TexturePacker / Aseprite / ShoeBox), tint, flip, pooling. |
37
+ | [melonjs-input](../melonjs-input/SKILL.md) | Keyboard actions, pointer and touch handling, drag, gamepad, virtual controls. |
38
+ | [melonjs-physics](../melonjs-physics/SKILL.md) | Collision, bodies, movement, spatial queries, and the planck / matter adapters. |
39
+ | [melonjs-tilemaps](../melonjs-tilemaps/SKILL.md) | Tiled maps — TMX/TSX loading, spawning entities from objects, collision layers, isometric maps. |
40
+ | [melonjs-audio](../melonjs-audio/SKILL.md) | Sound effects, music, audio sprites, spatial audio, procedural tone and noise. |
41
+ | [melonjs-effects-and-shaders](../melonjs-effects-and-shaders/SKILL.md) | Post effects, custom GLSL/WGSL shaders, blend modes, colour grading, screen capture. |
42
+ | [melonjs-3d](../melonjs-3d/SKILL.md) | Anything 3D or 2.5D — `Camera3d`, meshes, instancing, `Sprite3d` billboards, `Light3d`, glTF scenes. |
43
+ | [melonjs-3d-assets](../melonjs-3d-assets/SKILL.md) | Loading glTF/GLB or OBJ models — materials, imported lights, instancing, and what is not supported. |
44
+ | [melonjs-camera-and-drawing](../melonjs-camera-and-drawing/SKILL.md) | Camera follow, bounds, shake and fade, coordinate conversion, and immediate-mode shape drawing. |
45
+ | [melonjs-ui-and-text](../melonjs-ui-and-text/SKILL.md) | HUDs, buttons, menus, drag-and-drop, `Text` and `BitmapText`, web fonts, panels. |
46
+ | [melonjs-particles-and-trails](../melonjs-particles-and-trails/SKILL.md) | `ParticleEmitter`, burst versus stream, `referenceSpace`, and the `Trail` renderable. |
47
+ | [melonjs-lighting](../melonjs-lighting/SKILL.md) | 2D dynamic lighting — `Light2d`, stage ambient, normal-mapped sprites. |
48
+ | [melonjs-deployment](../melonjs-deployment/SKILL.md) | Scaffolding a project, building, browser support and transpiling, native and mini-game platforms. |
49
+ | [melonjs-loading-assets](../melonjs-loading-assets/SKILL.md) | Resource descriptors, the asset type list, base URLs, cross-origin, progress events, unloading. |
50
+ | [melonjs-renderer-backends](../melonjs-renderer-backends/SKILL.md) | A feature works on one machine but not another; choosing or pinning a backend; degrading gracefully. |
51
+ | [melonjs-events](../melonjs-events/SKILL.md) | The event bus, per-frame and lifecycle events, and subscribing without leaking. |
52
+ | [melonjs-performance](../melonjs-performance/SKILL.md) | Dropped frames, draw-call counts, pooling, batching, culling, baking, profiling. |
53
+ | [melonjs-plugins](../melonjs-plugins/SKILL.md) | Registering the debug, Spine or Tiled-inflate plugins, physics adapters, or writing your own plugin. |
54
+
55
+
56
+ ## Escape hatch: the full API index
57
+
58
+ These skills are hand-written and deliberately partial — they cover the paths
59
+ people actually take and the mistakes those paths invite. When the task needs
60
+ something they do not mention, do **not** infer an API from the shape of the
61
+ engine. Fetch the generated index instead:
62
+
63
+ <https://melonjs.github.io/melonJS/llms.txt>
64
+
65
+ It is regenerated on every docs build from the same TSDoc comments the reference
66
+ pages render, so it is always current for `master`. It lists every exported
67
+ class, function, interface, type and namespace with a one-line summary and a
68
+ link to its page — fetch the pages you need from there.
69
+
70
+ Two things it gives you that this collection cannot:
71
+
72
+ - **Members.** The skills name classes; `llms.txt` links to the page listing
73
+ every method, property, default and `@since` tag on them.
74
+ - **Deprecations.** Entries marked `**deprecated**` are exactly the APIs that a
75
+ model trained on older melonJS material will reach for. If something you were
76
+ about to write appears with that marker, follow the page for the replacement.
77
+
78
+ If a class, function, namespace or type is absent from `llms.txt`, it is absent
79
+ from the engine's public API — that is the useful negative answer, and it is
80
+ worth acting on rather than writing code around something that does not exist.
81
+ The index lists top-level exports only, so a *member* missing from it proves
82
+ nothing: follow the owning class's page to check that.
83
+
84
+ ## The three rules that catch everyone
85
+
86
+ Whatever the task, these produce code that runs and is wrong:
87
+
88
+ 1. **`await app.init()` is mandatory** since 20.0. The constructor builds the
89
+ world but not the renderer: a plain renderable can still be added and simply
90
+ never draws, while `new Sprite(...)` / `new Text(...)` throw a `TypeError`
91
+ on the global `game`, which is unset until the first `init()` resolves.
92
+ Neither symptom names the missing call.
93
+ 2. **`addChild(child, z)` is the only way to set draw order.** `renderable.z`
94
+ does not exist; setting `depth` before `addChild` is overwritten, and setting
95
+ it after does not resort (except under `Camera3d`).
96
+ 3. **`isKinematic` defaults to `true`**, which silently excludes a renderable
97
+ from pointer events and from the physics broadphase. Plain `Renderable` and
98
+ `Sprite` subclasses need `this.isKinematic = false`.
99
+
100
+ ## Companion packages
101
+
102
+ melonJS ships optional packages alongside the engine. Reach for these rather
103
+ than reimplementing what they cover — and note the physics adapters and the
104
+ Tiled inflate plugin are *required* for their use cases, not merely convenient.
105
+
106
+ | Package | Use when |
107
+ |---|---|
108
+ | [`@melonjs/planck-adapter`](https://www.npmjs.com/package/@melonjs/planck-adapter) | You want full rigid-body dynamics — stacking, joints, realistic restitution. Pass it as the Application's `physic` setting; the portable `raycast` and `queryAABB` calls work unchanged across adapters (`querySphere` and `raycast3d` are built-in-adapter only). |
109
+ | [`@melonjs/matter-adapter`](https://www.npmjs.com/package/@melonjs/matter-adapter) | Same, backed by matter-js. Choose one adapter per game. |
110
+ | [`@melonjs/tiled-inflate-plugin`](https://www.npmjs.com/package/@melonjs/tiled-inflate-plugin) | **Required** to load gzip-, zlib- or zstd-compressed Tiled maps. Without it, parsing such a map throws `No inflate function set`. |
111
+ | [`@melonjs/spine-plugin`](https://www.npmjs.com/package/@melonjs/spine-plugin) | Skeletal animation authored in Spine, as a melonJS renderable. |
112
+ | [`@melonjs/debug-plugin`](https://www.npmjs.com/package/@melonjs/debug-plugin) | An in-game debug panel — FPS, draw counts, collision-shape and bounds overlays. Register it after `app.init()`. |
113
+ | [`@melonjs/capacitor-plugin`](https://www.npmjs.com/package/@melonjs/capacitor-plugin) | Wrapping a game as a native iOS/Android app: it bridges Capacitor's lifecycle — pause/resume, the hardware back button, orientation lock, splash screen. |
114
+ | [`create-melonjs`](https://www.npmjs.com/package/create-melonjs) | Scaffolding a new project — start here rather than assembling a build by hand. |
115
+
116
+ Plugins are registered **after** `init()`, into a global registry:
117
+
118
+ ```js
119
+ import { plugin } from "melonjs";
120
+ import { DebugPanelPlugin } from "@melonjs/debug-plugin";
121
+
122
+ await app.init();
123
+ plugin.register(DebugPanelPlugin, "debugPanel");
124
+ ```
125
+
126
+ Physics adapters are different — they are an `Application` setting, not a
127
+ plugin:
128
+
129
+ ```js
130
+ import { PlanckAdapter } from "@melonjs/planck-adapter";
131
+
132
+ const app = new Application(800, 600, {
133
+ parent: "screen",
134
+ // gravity is in pixels/s²; pixelsPerMeter converts it to the adapter's
135
+ // metres. Both are shown at their defaults; subSteps defaults to 1
136
+ physic: new PlanckAdapter({
137
+ gravity: { x: 0, y: 320 },
138
+ pixelsPerMeter: 32,
139
+ subSteps: 2,
140
+ }),
141
+ });
142
+ await app.init();
143
+ ```
144
+
145
+ `melonjs-plugins` covers the registry, the version gate and writing your own.
146
+
147
+ ## Prefer built-in features
148
+
149
+ melonJS covers a lot that is easy to reimplement badly. Before hand-rolling,
150
+ check for: `ParticleEmitter` and `Trail`, `Tween` with easing, the built-in
151
+ `ShaderEffect` presets (vignette, scanline, chromatic aberration, glow, dissolve
152
+ and more), `Light2d` / `Light3d`, `UIBaseElement` / `UISpriteElement` /
153
+ `UITextButton`, `NineSliceSprite`, `TextureAtlas` (TexturePacker, ShoeBox,
154
+ Aseprite), `BitmapText`, `CanvasRenderTarget` for bake-once drawing,
155
+ `NoiseTexture2d`, `viewport.shake` / `fadeIn` / `fadeOut`, and `save` for
156
+ localStorage-backed persistence.