melonjs 20.6.0 → 20.8.0

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Files changed (265) hide show
  1. package/README.md +6 -3
  2. package/build/application/defaultApplicationSettings.d.ts +5 -0
  3. package/build/application/defaultApplicationSettings.d.ts.map +1 -1
  4. package/build/application/header.d.ts.map +1 -1
  5. package/build/application/settings.d.ts +88 -0
  6. package/build/application/settings.d.ts.map +1 -1
  7. package/build/audio/backend/engine.d.ts +0 -1
  8. package/build/audio/backend/sound.d.ts +0 -1
  9. package/build/camera/camera2d.d.ts.map +1 -1
  10. package/build/camera/camera3d.d.ts +95 -8
  11. package/build/camera/camera3d.d.ts.map +1 -1
  12. package/build/geometries/box3d.d.ts +24 -6
  13. package/build/geometries/box3d.d.ts.map +1 -1
  14. package/build/geometries/ellipse.d.ts +14 -0
  15. package/build/geometries/ellipse.d.ts.map +1 -1
  16. package/build/geometries/polygon.d.ts +14 -0
  17. package/build/geometries/polygon.d.ts.map +1 -1
  18. package/build/geometries/sphere.d.ts +35 -6
  19. package/build/geometries/sphere.d.ts.map +1 -1
  20. package/build/index.d.ts +10 -3
  21. package/build/index.d.ts.map +1 -1
  22. package/build/index.js +23361 -20195
  23. package/build/index.js.map +4 -4
  24. package/build/input/pointerevent.d.ts +8 -0
  25. package/build/input/pointerevent.d.ts.map +1 -1
  26. package/build/lang/deprecated.d.ts.map +1 -1
  27. package/build/level/gltf/GLTFModel.d.ts +17 -31
  28. package/build/level/gltf/GLTFModel.d.ts.map +1 -1
  29. package/build/level/gltf/GLTFScene.d.ts +40 -1
  30. package/build/level/gltf/GLTFScene.d.ts.map +1 -1
  31. package/build/level/level.d.ts +36 -0
  32. package/build/level/level.d.ts.map +1 -1
  33. package/build/level/tiled/TMXLayer.d.ts +5 -2
  34. package/build/level/tiled/TMXLayer.d.ts.map +1 -1
  35. package/build/level/tiled/TMXObject.d.ts +0 -1
  36. package/build/level/tiled/TMXTile.d.ts +2 -1
  37. package/build/level/tiled/TMXTile.d.ts.map +1 -1
  38. package/build/level/tiled/TMXTileMap.d.ts +7 -4
  39. package/build/level/tiled/TMXTileMap.d.ts.map +1 -1
  40. package/build/level/tiled/TMXTileset.d.ts +1 -1
  41. package/build/level/tiled/TMXTileset.d.ts.map +1 -1
  42. package/build/level/tiled/TMXTilesetGroup.d.ts +5 -0
  43. package/build/level/tiled/TMXTilesetGroup.d.ts.map +1 -1
  44. package/build/level/tiled/factories/shape.d.ts +0 -1
  45. package/build/level/tiled/renderer/TMXHexagonalRenderer.d.ts +6 -5
  46. package/build/level/tiled/renderer/TMXHexagonalRenderer.d.ts.map +1 -1
  47. package/build/level/tiled/renderer/TMXIsometricRenderer.d.ts +5 -0
  48. package/build/level/tiled/renderer/TMXIsometricRenderer.d.ts.map +1 -1
  49. package/build/level/tiled/renderer/TMXObliqueRenderer.d.ts +8 -7
  50. package/build/level/tiled/renderer/TMXObliqueRenderer.d.ts.map +1 -1
  51. package/build/level/tiled/renderer/TMXOrthogonalRenderer.d.ts +5 -0
  52. package/build/level/tiled/renderer/TMXOrthogonalRenderer.d.ts.map +1 -1
  53. package/build/level/tiled/renderer/TMXRenderer.d.ts +19 -4
  54. package/build/level/tiled/renderer/TMXRenderer.d.ts.map +1 -1
  55. package/build/level/tiled/renderer/autodetect.d.ts +0 -4
  56. package/build/level/tiled/renderer/autodetect.d.ts.map +1 -1
  57. package/build/lighting/light2d.d.ts +68 -2
  58. package/build/lighting/light2d.d.ts.map +1 -1
  59. package/build/lighting/light3d.d.ts.map +1 -1
  60. package/build/loader/loader.d.ts +63 -0
  61. package/build/loader/loader.d.ts.map +1 -1
  62. package/build/loader/loadingscreen.d.ts +1 -2
  63. package/build/loader/loadingscreen.d.ts.map +1 -1
  64. package/build/loader/parsers/fontface.d.ts +2 -0
  65. package/build/loader/parsers/fontface.d.ts.map +1 -1
  66. package/build/loader/parsers/mtl.d.ts.map +1 -1
  67. package/build/loader/parsers/shader.d.ts +0 -2
  68. package/build/math/color.d.ts +27 -4
  69. package/build/math/color.d.ts.map +1 -1
  70. package/build/particles/emitter.d.ts.map +1 -1
  71. package/build/particles/particle.d.ts +22 -1
  72. package/build/particles/particle.d.ts.map +1 -1
  73. package/build/particles/settings.d.ts +69 -0
  74. package/build/particles/settings.d.ts.map +1 -1
  75. package/build/physics/adapter.d.ts +152 -3
  76. package/build/physics/adapter.d.ts.map +1 -1
  77. package/build/physics/builtin/body.d.ts +9 -18
  78. package/build/physics/builtin/body.d.ts.map +1 -1
  79. package/build/physics/builtin/builtin-adapter.d.ts.map +1 -1
  80. package/build/physics/builtin/detector.d.ts +0 -1
  81. package/build/physics/builtin/detector.d.ts.map +1 -1
  82. package/build/physics/builtin/sat.d.ts +0 -7
  83. package/build/physics/builtin/sat.d.ts.map +1 -1
  84. package/build/physics/builtin/sat3d.d.ts +46 -0
  85. package/build/physics/builtin/sat3d.d.ts.map +1 -1
  86. package/build/physics/physicseditor.d.ts +2 -0
  87. package/build/physics/physicseditor.d.ts.map +1 -0
  88. package/build/physics/response.d.ts +45 -62
  89. package/build/physics/response.d.ts.map +1 -1
  90. package/build/renderable/collectable.d.ts +6 -1
  91. package/build/renderable/collectable.d.ts.map +1 -1
  92. package/build/renderable/colorlayer.d.ts +4 -4
  93. package/build/renderable/colorlayer.d.ts.map +1 -1
  94. package/build/renderable/container.d.ts +23 -17
  95. package/build/renderable/container.d.ts.map +1 -1
  96. package/build/renderable/entity/entity.d.ts +14 -16
  97. package/build/renderable/entity/entity.d.ts.map +1 -1
  98. package/build/renderable/frameAnimation.d.ts +1 -1
  99. package/build/renderable/groundshadow.d.ts +1 -0
  100. package/build/renderable/groundshadow.d.ts.map +1 -1
  101. package/build/renderable/imagelayer.d.ts +12 -5
  102. package/build/renderable/imagelayer.d.ts.map +1 -1
  103. package/build/renderable/instanced_mesh.d.ts +2 -9
  104. package/build/renderable/instanced_mesh.d.ts.map +1 -1
  105. package/build/renderable/mesh.d.ts +306 -5
  106. package/build/renderable/mesh.d.ts.map +1 -1
  107. package/build/renderable/nineslicesprite.d.ts +3 -13
  108. package/build/renderable/nineslicesprite.d.ts.map +1 -1
  109. package/build/renderable/renderable.d.ts +129 -28
  110. package/build/renderable/renderable.d.ts.map +1 -1
  111. package/build/renderable/sprite.d.ts +77 -19
  112. package/build/renderable/sprite.d.ts.map +1 -1
  113. package/build/renderable/sprite3d.d.ts +27 -16
  114. package/build/renderable/sprite3d.d.ts.map +1 -1
  115. package/build/renderable/text/bitmaptext.d.ts +13 -3
  116. package/build/renderable/text/bitmaptext.d.ts.map +1 -1
  117. package/build/renderable/text/bitmaptextdata.d.ts +0 -4
  118. package/build/renderable/text/bitmaptextdata.d.ts.map +1 -1
  119. package/build/renderable/text/text.d.ts +5 -3
  120. package/build/renderable/text/text.d.ts.map +1 -1
  121. package/build/renderable/text/textmetrics.d.ts +2 -0
  122. package/build/renderable/text/textmetrics.d.ts.map +1 -1
  123. package/build/renderable/trail.d.ts +0 -1
  124. package/build/renderable/trail.d.ts.map +1 -1
  125. package/build/renderable/trigger.d.ts +39 -14
  126. package/build/renderable/trigger.d.ts.map +1 -1
  127. package/build/renderable/ui/progressbar.d.ts +194 -0
  128. package/build/renderable/ui/progressbar.d.ts.map +1 -0
  129. package/build/renderable/ui/uibaseelement.d.ts +48 -3
  130. package/build/renderable/ui/uibaseelement.d.ts.map +1 -1
  131. package/build/renderable/ui/uispriteelement.d.ts +19 -3
  132. package/build/renderable/ui/uispriteelement.d.ts.map +1 -1
  133. package/build/state/stage.d.ts +22 -0
  134. package/build/state/stage.d.ts.map +1 -1
  135. package/build/system/legacy_pool.d.ts +2 -2
  136. package/build/system/legacy_pool.d.ts.map +1 -1
  137. package/build/system/pool.d.ts +10 -0
  138. package/build/system/pool.d.ts.map +1 -1
  139. package/build/tweens/tween.d.ts +49 -2
  140. package/build/tweens/tween.d.ts.map +1 -1
  141. package/build/video/buffer/vertex.d.ts.map +1 -1
  142. package/build/video/canvas/canvas_renderer.d.ts +34 -23
  143. package/build/video/canvas/canvas_renderer.d.ts.map +1 -1
  144. package/build/video/effects/blendEffect.d.ts +0 -1
  145. package/build/video/effects/bloom.d.ts +72 -0
  146. package/build/video/effects/bloom.d.ts.map +1 -0
  147. package/build/video/effects/blur.d.ts +3 -2
  148. package/build/video/effects/blur.d.ts.map +1 -1
  149. package/build/video/effects/chromaticAberration.d.ts +3 -2
  150. package/build/video/effects/chromaticAberration.d.ts.map +1 -1
  151. package/build/video/effects/colorMatrix.d.ts +3 -2
  152. package/build/video/effects/colorMatrix.d.ts.map +1 -1
  153. package/build/video/effects/desaturate.d.ts +10 -2
  154. package/build/video/effects/desaturate.d.ts.map +1 -1
  155. package/build/video/effects/dissolve.d.ts +3 -2
  156. package/build/video/effects/dissolve.d.ts.map +1 -1
  157. package/build/video/effects/dropShadow.d.ts +3 -2
  158. package/build/video/effects/dropShadow.d.ts.map +1 -1
  159. package/build/video/effects/flash.d.ts +3 -2
  160. package/build/video/effects/flash.d.ts.map +1 -1
  161. package/build/video/effects/glow.d.ts +3 -2
  162. package/build/video/effects/glow.d.ts.map +1 -1
  163. package/build/video/effects/hologram.d.ts +3 -2
  164. package/build/video/effects/hologram.d.ts.map +1 -1
  165. package/build/video/effects/invert.d.ts +10 -2
  166. package/build/video/effects/invert.d.ts.map +1 -1
  167. package/build/video/effects/outline.d.ts +3 -2
  168. package/build/video/effects/outline.d.ts.map +1 -1
  169. package/build/video/effects/pixelate.d.ts +3 -2
  170. package/build/video/effects/pixelate.d.ts.map +1 -1
  171. package/build/video/effects/radialGradient.d.ts +8 -3
  172. package/build/video/effects/radialGradient.d.ts.map +1 -1
  173. package/build/video/effects/scanline.d.ts +3 -2
  174. package/build/video/effects/scanline.d.ts.map +1 -1
  175. package/build/video/effects/sepia.d.ts +10 -2
  176. package/build/video/effects/sepia.d.ts.map +1 -1
  177. package/build/video/effects/shadereffect.d.ts +10 -4
  178. package/build/video/effects/shadereffect.d.ts.map +1 -1
  179. package/build/video/effects/shine.d.ts +3 -2
  180. package/build/video/effects/shine.d.ts.map +1 -1
  181. package/build/video/effects/tintPulse.d.ts +3 -2
  182. package/build/video/effects/tintPulse.d.ts.map +1 -1
  183. package/build/video/effects/tonemap.d.ts +121 -0
  184. package/build/video/effects/tonemap.d.ts.map +1 -0
  185. package/build/video/effects/vignette.d.ts +3 -2
  186. package/build/video/effects/vignette.d.ts.map +1 -1
  187. package/build/video/effects/wave.d.ts +3 -2
  188. package/build/video/effects/wave.d.ts.map +1 -1
  189. package/build/video/gpu/meshmaterial.d.ts +2 -0
  190. package/build/video/gpu/meshmaterial.d.ts.map +1 -0
  191. package/build/video/gpu/vertexformat.d.ts +26 -0
  192. package/build/video/gpu/vertexformat.d.ts.map +1 -1
  193. package/build/video/gradient.d.ts +0 -1
  194. package/build/video/gradient.d.ts.map +1 -1
  195. package/build/video/renderer.d.ts +111 -7
  196. package/build/video/renderer.d.ts.map +1 -1
  197. package/build/video/renderstate.d.ts +2 -0
  198. package/build/video/renderstate.d.ts.map +1 -1
  199. package/build/video/rendertarget/canvasrendertarget.d.ts +3 -4
  200. package/build/video/rendertarget/canvasrendertarget.d.ts.map +1 -1
  201. package/build/video/rendertarget/render_target_pool.d.ts +0 -1
  202. package/build/video/rendertarget/webglrendertarget.d.ts +0 -1
  203. package/build/video/rendertarget/webglrendertarget.d.ts.map +1 -1
  204. package/build/video/rendertarget/webgpurendertarget.d.ts +18 -2
  205. package/build/video/rendertarget/webgpurendertarget.d.ts.map +1 -1
  206. package/build/video/texture/atlas.d.ts +1 -0
  207. package/build/video/texture/atlas.d.ts.map +1 -1
  208. package/build/video/texture/cache.d.ts +1 -3
  209. package/build/video/texture/frametexture.d.ts +0 -1
  210. package/build/video/texture/frametexture.d.ts.map +1 -1
  211. package/build/video/texture/noise_texture2d.d.ts +1 -0
  212. package/build/video/texture/noise_texture2d.d.ts.map +1 -1
  213. package/build/video/utils/autodetect.d.ts +0 -2
  214. package/build/video/webgl/batchers/batcher.d.ts +0 -9
  215. package/build/video/webgl/batchers/batcher.d.ts.map +1 -1
  216. package/build/video/webgl/batchers/lit_quad_batcher.d.ts +13 -1
  217. package/build/video/webgl/batchers/lit_quad_batcher.d.ts.map +1 -1
  218. package/build/video/webgl/batchers/material_batcher.d.ts +4 -2
  219. package/build/video/webgl/batchers/material_batcher.d.ts.map +1 -1
  220. package/build/video/webgl/batchers/mesh_batcher.d.ts +2 -3
  221. package/build/video/webgl/batchers/mesh_batcher.d.ts.map +1 -1
  222. package/build/video/webgl/batchers/quad_batcher.d.ts +4 -0
  223. package/build/video/webgl/batchers/quad_batcher.d.ts.map +1 -1
  224. package/build/video/webgl/buffer/index.d.ts +0 -1
  225. package/build/video/webgl/buffer/retained_geometry.d.ts +0 -1
  226. package/build/video/webgl/glshader.d.ts +5 -3
  227. package/build/video/webgl/glshader.d.ts.map +1 -1
  228. package/build/video/webgl/renderers/tmxlayer/orthogonal.d.ts +0 -4
  229. package/build/video/webgl/shaders/multitexture-lit.d.ts.map +1 -1
  230. package/build/video/webgl/texture/store.d.ts +0 -1
  231. package/build/video/webgl/webgl_renderer.d.ts +63 -24
  232. package/build/video/webgl/webgl_renderer.d.ts.map +1 -1
  233. package/build/video/webgpu/batchers/lit_quad_batcher.d.ts +17 -0
  234. package/build/video/webgpu/batchers/lit_quad_batcher.d.ts.map +1 -1
  235. package/build/video/webgpu/batchers/mesh_batcher.d.ts +0 -3
  236. package/build/video/webgpu/batchers/mesh_batcher.d.ts.map +1 -1
  237. package/build/video/webgpu/batchers/quad_batcher.d.ts +0 -2
  238. package/build/video/webgpu/batchers/quad_batcher.d.ts.map +1 -1
  239. package/build/video/webgpu/batchers/webgpu_batcher.d.ts +0 -2
  240. package/build/video/webgpu/batchers/webgpu_batcher.d.ts.map +1 -1
  241. package/build/video/webgpu/pipeline/cache.d.ts.map +1 -1
  242. package/build/video/webgpu/renderers/tmxlayer/orthogonal.d.ts +0 -2
  243. package/build/video/webgpu/texture/frametexture.d.ts +0 -2
  244. package/build/video/webgpu/texture/frametexture.d.ts.map +1 -1
  245. package/build/video/webgpu/texture/store.d.ts +0 -1
  246. package/build/video/webgpu/texture/store.d.ts.map +1 -1
  247. package/build/video/webgpu/webgpu_renderer.d.ts +8 -75
  248. package/build/video/webgpu/webgpu_renderer.d.ts.map +1 -1
  249. package/package.json +1 -1
  250. package/skills/melonjs-3d/SKILL.md +293 -19
  251. package/skills/melonjs-3d-assets/SKILL.md +123 -13
  252. package/skills/melonjs-camera-and-drawing/SKILL.md +57 -1
  253. package/skills/melonjs-effects-and-shaders/SKILL.md +341 -29
  254. package/skills/melonjs-input/SKILL.md +48 -4
  255. package/skills/melonjs-lighting/SKILL.md +45 -1
  256. package/skills/melonjs-loading-assets/SKILL.md +1 -1
  257. package/skills/melonjs-particles-and-trails/SKILL.md +106 -4
  258. package/skills/melonjs-performance/SKILL.md +79 -2
  259. package/skills/melonjs-physics/SKILL.md +420 -29
  260. package/skills/melonjs-renderables/SKILL.md +15 -1
  261. package/skills/melonjs-scenes-and-state/SKILL.md +121 -1
  262. package/skills/melonjs-tilemaps/SKILL.md +9 -0
  263. package/skills/melonjs-ui-and-text/SKILL.md +165 -4
  264. package/build/level/gltf/srgb.d.ts +0 -20
  265. package/build/level/gltf/srgb.d.ts.map +0 -1
@@ -1,6 +1,6 @@
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  ---
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  name: melonjs-physics
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- description: "Use this skill for collision, physics bodies, movement, and spatial queries in melonJS — the built-in SAT world and the planck/matter adapters. Covers bodyDef vs Body, collision types and masks, the collision callback family and their firing rules, raycast/queryAABB/querySphere, and the behaviour differences between adapters. Triggers on: Body, bodyDef, collision, collisionType, collisionMask, onCollision, onCollisionStart, onCollisionActive, raycast, queryAABB, querySphere, PlanckAdapter, MatterAdapter, gravity, velocity, applyForce, isGrounded, SAT."
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+ description: "Use this skill for collision, physics bodies, movement, and spatial queries in melonJS — the built-in SAT world and the planck/matter adapters. Covers bodyDef vs Body, collision types and masks, the collision callback family and their firing rules, raycast/queryAABB/querySphere, the behaviour differences between adapters, and which one to pick for a given game. Triggers on: which physics engine, choosing an adapter, rotation collision, rotating body, torque, joints, stacking, Body, bodyDef, collision, collisionType, collisionMask, onCollision, onCollisionStart, onCollisionActive, raycast, queryAABB, querySphere, PlanckAdapter, MatterAdapter, gravity, velocity, applyForce, isGrounded, SAT."
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  license: MIT
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  ---
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@@ -19,6 +19,61 @@ license: MIT
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  | **`@melonjs/planck-adapter`** | Full rigid-body dynamics — stacking, joints, realistic restitution. |
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  | **`@melonjs/matter-adapter`** | Same class of thing, backed by matter-js. |
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+ ### Picking one
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+
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+ Start with the built-in. It is the default for a reason: no dependency, the
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+ smallest bundle, and its position-based model is what most 2D games actually
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+ want — a platformer's jump arc is a designed curve, not a simulated one, and
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+ tuning gravity against a solver you are fighting is a bad afternoon.
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+
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+ **Move to an adapter when the game needs something the builtin cannot express**,
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+ and these are the usual triggers:
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+
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+ - **Rotation that collides.** The clearest signal. The builtin's SAT never reads
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+ `body.angle`, so a spinning shape collides as though it never turned. See
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+ the note in *Built-in world quirks* below.
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+ - **Torque, angular velocity, or spin from an impact.** Anything that should
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+ start turning *because* it was hit.
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+ - **Joints and constraints** — ragdolls, chains, ropes, vehicles, hinged doors.
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+ The builtin has no concept of them.
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+ - **Stacking and resting contacts.** Boxes that pile up and stay put need an
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+ iterative solver. The builtin resolves each contact once per step with no
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+ iteration pass, which splits three ways. A dynamic body resting on STATIC
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+ geometry is exact, to the pixel, which is the platformer case it exists for.
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+ A body squeezed between a dynamic body and static geometry is exact too: the
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+ immovable side gets the casting vote and the other body absorbs the whole
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+ correction, so a crate shoved against a wall stops at the wall. But a body
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+ squeezed between two DYNAMIC bodies has no immovable side to defer to, so
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+ those per-pair corrections still compete and it comes to rest slightly
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+ overlapping. Three stacked 44px boxes rest flush on the floor with about 2px
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+ of overlap inside the pile, and stay there: a stable equilibrium, not jitter
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+ you can wait out or tune away.
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+ - **Believable restitution and friction**, where a ball's bounce height and roll
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+ should follow from its material rather than from code you wrote per case.
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+
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+ **Stay on the built-in when** the game is grid or tile based, movement is
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+ authored rather than simulated, collision is "did these two boxes touch" plus a
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+ push-out, or you are shipping to a tight bundle budget. Tiled maps, `Trigger`
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+ and `Collectable` all work on every backend, so this is not a fork in the road
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+ for level content.
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+
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+ **planck or matter?** Both are real rigid-body engines and either will do; the
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+ adapters expose the same portable API, so a game can switch with an import
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+ change and a gravity re-tune.
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+
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+ - **planck** (a Box2D port) is the more accurate and the more predictable under
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+ stress: better stacking, better joint behaviour, a continuous-collision
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+ `bullet` mode for fast movers. It works in **metres**, so it has a
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+ `pixelsPerMeter` scale to think about, and its tuning vocabulary is Box2D's.
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+ - **matter-js** works directly in **pixels**, which makes it the gentler
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+ introduction, and its compound bodies and constraints are pleasant to author.
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+ It is the softer solver: stacks settle less crisply and fast bodies need
71
+ `subSteps`.
72
+
73
+ If you have no preference and the game leans on stacking, joints or fast
74
+ projectiles, take planck. If you want to be up and running with the least
75
+ conversion to think about, take matter.
76
+
22
77
  An adapter is an `Application` setting, not a plugin:
23
78
 
24
79
  ```js
@@ -44,6 +99,34 @@ body radius. Pick **one** adapter per game; `physic: "none"` disables physics
44
99
  entirely — `world.step` skips the simulation and the world behaves as a pure
45
100
  scene graph.
46
101
 
102
+ **Gravity is a different unit in every backend, and the defaults are NOT the
103
+ same speed.** Each is "Earth-like" in its own convention, but measured against
104
+ each other by timing a 200px free fall in one scene:
105
+
106
+ | backend | default | unit | measured fall |
107
+ |---|---|---|---|
108
+ | built-in | `0.98` | per FRAME, integrated against `timer.tick` | **~4450 px/s²** |
109
+ | matter | `{x: 0, y: 1}` | matter's own, after its internal `gravity.scale` | **~900 px/s²** |
110
+ | planck | `320` | pixels per second² | **~330 px/s²** |
111
+
112
+ That is a **thirteenfold spread**, so swapping the built-in world for an adapter
113
+ and keeping everything else the same makes the whole game feel different. It is
114
+ not a bug in either one: they simply do not share a unit.
115
+
116
+ To match a backend you are porting FROM, pick a target in px/s² and convert:
117
+ planck takes it directly; matter takes `target / 900`; the built-in takes
118
+ `target / 4450 * 0.98`, because it applies gravity per frame rather than per
119
+ second. Passing one number to two of them compares nothing: hand planck
120
+ matter's `{x: 0, y: 1}` and it runs at a three-hundredth of Earth gravity.
121
+
122
+ That mistake is quiet and it does not look like a gravity problem. Bodies fall
123
+ slowly enough that a spawner keeping a fixed interval starts constructing them
124
+ inside each other, and **a body born overlapping another is outside what a
125
+ solver promises to fix**: the contact normals of an interlocked pair can cancel
126
+ out, leaving the position solver with nowhere to push. The symptom is two
127
+ shapes permanently fused at rest, which reads as a broken collision shape
128
+ rather than as a bad gravity constant. Spawn clear of anything already there.
129
+
47
130
  `world.physic` carries the active adapter's label (`"builtin"`, `"planck"`,
48
131
  `"matter"`, `"none"`), so game code can branch without importing the class.
49
132
 
@@ -72,6 +155,19 @@ world; the broadphase picks the renderable up on the next `world.update()`.
72
155
  Calling `adapter.addBody()` yourself registers the body but leaves the
73
156
  renderable out of the scene graph, so it integrates but never collides.
74
157
 
158
+ **`fixedRotation` follows the engine, so bodies rotate.** Both matter and
159
+ planck default it to `false`, and so do the adapters from matter-adapter 1.4.0
160
+ and planck-adapter 1.5.0. Pass `fixedRotation: true` for anything that must
161
+ stay upright, such as a platformer actor. Earlier adapter versions locked
162
+ rotation unless told otherwise, which inverted the engine they wrap: bodies
163
+ landed holding whatever angle they were given and no collision could turn them,
164
+ while `setAngle()` still worked, so a body could look rotated while being
165
+ unable to rotate.
166
+
167
+ `frictionAir` damps **rotation as well as translation** on both adapters, so
168
+ it is also what settles a spin. Left at `0` a body that starts turning never
169
+ stops, which only became visible once rotation stopped being locked.
170
+
75
171
  Other portable `bodyDef` fields: `density`, `frictionAir` (number or `{x, y}`),
76
172
  `friction`, `restitution`, `gravityScale`, `maxVelocity`, `fixedRotation`,
77
173
  `isSensor`, `userData`. Not every adapter honours every one — the built-in
@@ -106,6 +202,190 @@ For contacts reported per *shape pair* rather than per body pair, define
106
202
  Declaring at least one of them opts into shape-pair enumeration; declaring none
107
203
  costs nothing.
108
204
 
205
+ ### Shapes drawn in a physics-shape editor
206
+
207
+ A visual collision-shape editor exports a JSON file holding a map of body name
208
+ to the fixtures authored for it. Preload it like any other JSON, then name it
209
+ from `bodyDef.shapes` with `id` naming the body to read:
210
+
211
+ ```js
212
+ // in the preloader
213
+ { name: "shapes", type: "json", src: "data/physics/shapes.json" }
214
+
215
+ // then, on the renderable
216
+ this.bodyDef = { type: "dynamic", shapes: "shapes", id: "hotdog" };
217
+ ```
218
+
219
+ This works identically on the built-in, matter and planck adapters — the file is
220
+ resolved into real shapes before any adapter is handed the definition. Circles
221
+ and polygons both load, and a concave outline (exported already decomposed into
222
+ convex pieces) becomes one `Polygon` per piece.
223
+
224
+ The density, friction and bounce the shapes were authored with are carried onto
225
+ the body definition too, each honoured by whichever backends support it — the
226
+ built-in adapter ignores contact `friction`, as it does for a hand-written
227
+ definition. The format carries these per fixture, but only planck could honour
228
+ that, so they reduce onto the body and a file whose fixtures disagree warns. An
229
+ explicit field on the definition always wins:
230
+
231
+ ```js
232
+ // bounces at 0.9 whatever the file says
233
+ this.bodyDef = { type: "dynamic", shapes: "shapes", id: "hotdog", restitution: 0.9 };
234
+ ```
235
+
236
+ The exporting tool's own filter block is **not** read, in any spelling. Its
237
+ category and mask bits are numbers in that tool's namespace rather than
238
+ {@link collision.types}, and a template writes its defaults for every fixture
239
+ whether or not you set anything — importing them would silently tag a shape as
240
+ something it is not and stop it colliding. Set `collisionType` / `collisionMask`
241
+ on the body definition instead. A file written by hand may carry those two names
242
+ per fixture, and `isSensor`, which mean the same thing here as there.
243
+
244
+ Authored shapes and imported ones can sit in the same list.
245
+
246
+ Two bodies must never share one `shapes` array: a body **owns** its shapes and
247
+ rotating it mutates them in place. Naming the file sidesteps this — every body
248
+ resolved from it mints its own shapes.
249
+
250
+ `Body#fromJSON()` and passing an exported list to `addShape()` are the old,
251
+ built-in-only spelling of this and are deprecated since 20.7.0.
252
+
253
+ ### Which shapes each backend can actually simulate
254
+
255
+ | shape | builtin | matter | planck |
256
+ |---|---|---|---|
257
+ | `Rect`, `Polygon` | exact | exact | exact, up to 12 vertices |
258
+ | `RoundRect` | exact | exact (decomposed) | sampled down to 12 vertices |
259
+ | `Ellipse` | exact | circle of the average radius | circle of the average radius |
260
+ | `Line` | exact | thin quad along the segment | thin quad along the segment |
261
+ | `Box3d`, `Sphere` | exact, and in 3D | **throws** | **throws** |
262
+ | `Point` | supported | **throws** | **throws** |
263
+
264
+ Two of those are worth knowing before you author geometry. Box2D caps a
265
+ polygon's vertex count and says nothing when you go over: measured, a
266
+ 16-point outline comes back with 12 vertices and a 36-point one collapses
267
+ from 70x36 to 47x18. A `RoundRect` carries 36 points, four corners of nine
268
+ arc segments each, so it is the usual way to meet that cap; the adapter now
269
+ samples it down and keeps the extent. Anything the 2D backends cannot express
270
+ is refused loudly on both, rather than leaving a body with no collision
271
+ geometry that silently never collides.
272
+
273
+ Whatever a backend really simulates is what `getBodyShapes()` reports, so the
274
+ debug panel is the fastest way to see an approximation for what it is.
275
+
276
+ ### `Line` shapes, and why slopes need a rigid-body adapter
277
+
278
+ A `Line` is two points and no area, and it is what Tiled emits for every
279
+ polyline, so it is the natural way to author a slope or a strip of ground.
280
+ Neither rigid-body engine has a segment primitive, so both simulate one as a
281
+ thin quad following the segment (2px), which is what `getBodyShapes()` reports
282
+ back. Before 20.7 each substituted something of its own instead: matter the
283
+ line's bounding box, planck a one-metre square wherever the body happened to
284
+ be. Neither logged anything.
285
+
286
+ The builtin solver resolves a sloped segment too, and correctly: a body lands
287
+ on it and SLIDES down it, holding a constant distance from the surface while
288
+ its x advances. What it has no notion of is SURFACE friction. `def.friction`
289
+ is ignored entirely and `body.friction` is a per-step velocity damping vector
290
+ fed from `def.frictionAir`, so nothing removes the tangential component of
291
+ gravity. A body on an incline therefore accelerates down it forever and leaves
292
+ at the end, and in a valley of segments it swings from arm to arm for a while
293
+ before coming to rest on the flat. (It used to escape through an arm instead;
294
+ that was a separate defect in how a body was separated from a shape list, fixed
295
+ in 20.7.)
296
+
297
+ matter and planck both have real surface friction, so the same valley holds a
298
+ body still.
299
+
300
+ **Several shapes on one body.** A Tiled polyline arrives as ONE body carrying
301
+ one shape per segment, and until 20.7 a body resting on such a ground could
302
+ sink through one of the segments and drop out. The narrowphase reports the
303
+ FIRST overlapping shape pair it finds, and the compound resolution pass
304
+ re-ran that same first-hit-wins scan, so it kept re-resolving the pair it had
305
+ already resolved while a neighbour was penetrated unmeasured. Every pair is
306
+ enumerated now. If you are ever diagnosing something similar, the experiment
307
+ that localises it is to re-run the same geometry as SEVERAL single-shape
308
+ bodies: if that holds and one multi-shape body does not, the fault is in the
309
+ compound path rather than in the shape type.
310
+
311
+ Do not diagnose this by dropping a body and reading its final `y`. A body that
312
+ slid off the end of a ramp and a body that fell straight through it both end up
313
+ far below, and they look identical in that one number. Track the body against
314
+ the surface height at its CURRENT x instead: riding the slope shows a constant
315
+ offset while x advances.
316
+
317
+ So segments collide on every backend. If you need a body to come to REST on a
318
+ sloped one, use matter or planck, or damp it yourself: the builtin will slide
319
+ it down the incline indefinitely. The `Line Collision` example draws the
320
+ authored segment against the geometry each backend reports, which is the
321
+ quickest way to see what a backend is really simulating.
322
+
323
+ ### `anchorPoint` moves the collision shapes with the drawing
324
+
325
+ `anchorPoint` says where in its own bounds a renderable sits on its `pos`:
326
+ `updateBounds()` translates its bounds by `-width * anchorPoint.x, -height *
327
+ anchorPoint.y`, and `preDraw` shifts its rendering by the same amount. A
328
+ body's collision shapes are measured from that same frame, so a shape of
329
+ `new Rect(0, 0, width, height)` covers the sprite whatever the anchor is, and
330
+ a shape's own `pos` still offsets it inside that frame (a small hitbox at the
331
+ feet, a hurtbox at the head).
332
+
333
+ **That frame's origin is its TOP-LEFT corner, which is the trap for a small
334
+ shape.** `new Rect(0, 0, w, h)` reads naturally because it spans the frame.
335
+ A circle or a `Sphere` does not span anything, so `new Sphere(0, 0, 0, r)` on
336
+ a centre-anchored sprite sits on the sprite's corner, not on the sprite. Put
337
+ it at half the frame:
338
+
339
+ ```js
340
+ // centred on a 24x128 sprite whose anchorPoint is (0.5, 0.5)
341
+ bolt.bodyDef = { type: "dynamic", shapes: [new Sphere(24 / 2, 128 / 2, 0, r)] };
342
+ ```
343
+
344
+ Measured on exactly that sprite: with the shape at `(0, 0, 0)`,
345
+ `adapter.getBodyShapes()` reported it at `(-12, -64)` — **64 units up the
346
+ screen, four times its own radius** — so the projectile collided well away
347
+ from where the player saw it, in a way that still looked like a working game
348
+ because the targets were large.
349
+
350
+ The offset comes from the renderable's own `width` / `height`, NOT from what
351
+ it draws at. Scale a sprite through `currentTransform` and those stay the
352
+ texture's size, so the half-frame term is half the texture, not half the
353
+ drawn quad. The debug overlay is the quickest confirmation: the red shape
354
+ should sit on the art.
355
+
356
+ This was broken until 20.7: shapes were measured from `pos` regardless of the
357
+ anchor, so anything not anchored at its top-left corner collided where it was
358
+ not drawn, by half a body at the default centred anchor and by a full body
359
+ height at the bottom anchor a platformer actor uses. If you compensated by
360
+ offsetting your shapes by hand, remove those offsets. `Entity` and Tiled
361
+ objects set their own anchor to `(0, 0)`, so nothing built either of those
362
+ ways is affected.
363
+
364
+ The debug panel is the quickest check: green is the renderable's bounds, red
365
+ is what actually collides, and the two now agree.
366
+
367
+ One renderable does not take that offset at all: one that has cleared
368
+ `applyAnchorTransform`, the flag `preDraw` reads before shifting anything.
369
+ `GLTFModel` sets it `false` outright and `Mesh` clears it under a `Camera3d`,
370
+ because both emit world coordinates and pivot about their own model origin
371
+ rather than a bounds box, so they draw at `pos` whatever their `anchorPoint`
372
+ still holds. Their bodies are built there too, on every backend, and
373
+ `raycast3d` reports hits in that same frame. If you clear the flag on a
374
+ renderable of your own, the same applies: you place it, and your shapes are
375
+ measured from `pos`.
376
+
377
+ ### `autoTransform: false` opts out of rotated bounds
378
+
379
+ `updateBounds()` only applies `currentTransform` when `autoTransform` is
380
+ `true`. Turn it off and the renderable's bounds stay the UNROTATED frame
381
+ while the sprite turns inside them, which quietly feeds a wrong box to
382
+ frustum culling and to the broadphase. Measured on a 60x20 box at 90
383
+ degrees: `20x60` with `autoTransform` on, `60x20` with it off.
384
+
385
+ That flag means "I place myself", so it is a fair contract, but reach for it
386
+ only when you really are drawing in your own frame, and remember the bounds
387
+ are yours to keep honest then.
388
+
109
389
  ## Move with forces, not by assigning position
110
390
 
111
391
  ```js
@@ -144,7 +424,30 @@ survives but fights collision resolution and jitters. To teleport, go through
144
424
  The lifecycle is `onCollisionStart` (contact begins), `onCollisionActive` (every
145
425
  step while it persists) and `onCollisionEnd` (contact breaks). None of them are
146
426
  defined on `Renderable` — you just declare the ones you want and the dispatcher
147
- checks `typeof`. The legacy `onCollision` still exists and has a trap:
427
+ checks `typeof`. That is also why they cannot be declared on the base class: a
428
+ field there would SHADOW the prototype method every subclass that implements
429
+ one defines.
430
+
431
+ **In TypeScript the response is `CollisionResponse`**, exported from `melonjs`:
432
+
433
+ ```ts
434
+ import type { CollisionResponse, Renderable } from "melonjs";
435
+
436
+ class Coin extends Sprite {
437
+ onCollisionStart(response: CollisionResponse, other: Renderable) { … }
438
+ }
439
+ ```
440
+
441
+ On a renderable you do not subclass, declare the hooks you want as OPTIONAL
442
+ members of a local interface and assign through one plain cast — that is the
443
+ opt-in, and it needs no `as unknown as`:
444
+
445
+ ```ts
446
+ interface Contacts {
447
+ onCollisionStart?: (response: CollisionResponse, other: Renderable) => void;
448
+ }
449
+ (rock as Contacts).onCollisionStart = (response, other) => { … };
450
+ ``` The legacy `onCollision` still exists and has a trap:
148
451
 
149
452
  > On the built-in world, `onCollision` fires **twice per frame** for
150
453
  > dynamic-dynamic pairs — once per outer-loop visit — and gets the raw SAT
@@ -240,50 +543,76 @@ Two prerequisites that produce empty results rather than errors:
240
543
  - On the **built-in** adapter, the broadphase is cleared and rebuilt inside
241
544
  `world.update()`, so querying before the first update returns nothing.
242
545
 
243
- ## 3D collision: `Box3d` and the Z pushback
546
+ ## 3D collision: `Box3d`, `Sphere` and the Z pushback
244
547
 
245
- The narrowphase is not 2D-only. `Box3d` is the one shape with a depth extent,
246
- and a `Box3d`-vs-`Box3d` contact is resolved in three dimensions — it is the
247
- only pair in the engine that can push back along **Z**.
548
+ The narrowphase is not 2D-only. Two shapes carry a depth extent — `Box3d` and
549
+ `Sphere` — and any pair of them is resolved in three dimensions, pushing back
550
+ along **Z** as well as X and Y.
248
551
 
249
552
  ```js
250
- import { Box3d } from "melonjs";
553
+ import { Box3d, Sphere } from "melonjs";
251
554
 
252
- // centre offset from the body, then half-extents on each axis
253
- rock.body.addShape(new Box3d(0, 0, 0, 40, 60, 40));
254
- boat.body.addShape(new Box3d(0, 0, 0, 30, 40, 60));
555
+ // a box: centre offset from the body, then half-extents on each axis
556
+ crate.body.addShape(new Box3d(0, 0, 0, 40, 60, 40));
557
+ // a sphere: centre offset, then one radius
558
+ rock.body.addShape(new Sphere(0, 0, 0, 30));
255
559
  ```
256
560
 
257
- Reach for this for anything moving in the XZ plane under a `Camera3d` — a
561
+ Reach for these for anything moving in the XZ plane under a `Camera3d` — a
258
562
  runner dodging obstacles, a 2.5D platformer, pickups on a course. Hand-rolling
259
563
  a distance check there is the usual mistake, and it throws away the
260
564
  penetration vector the response already carries.
261
565
 
262
- **Read the Z axis off the response, not `overlapN`.** The MTV is a single
263
- axis, so exactly one of `overlapN.x`, `overlapN.y` and `overlapNZ` is
264
- non-zero:
566
+ **Which of the two.** A `Box3d` is world-axis-aligned and cannot be oriented:
567
+ it is right for walls, floors, crates and anything else that stays square to
568
+ the world, and wrong for anything that turns. A `Sphere` has no orientation to
569
+ get wrong, which makes it the shape for things that tumble, and for anything
570
+ laid out over a curved surface — on a globe every object's own "up" points a
571
+ different way, so no single axis-aligned box fits any of them. It is also the
572
+ cheaper test: one distance against a sum of radii.
573
+
574
+ **Z arrives beside `overlapN`, not inside it.** `overlapN` stays the 2D unit
575
+ vector it always was and `overlapNZ` carries the depth component, because
576
+ `Vector3d` does not extend `Vector2d` and widening the field would have broken
577
+ every existing 2D handler. The two together are a 3D unit vector, and
578
+ `overlapZ = overlapNZ * overlap` exactly as `overlapV = overlapN * overlap`.
579
+
580
+ **How much of the normal is in each half depends on the shapes.** A `Box3d`
581
+ pair separates along ONE world axis, so a depth contact leaves the 2D fields
582
+ at zero and a legacy 2D handler correctly applies no push. A `Sphere`
583
+ separates along the line between the two centres, which is generally diagonal:
584
+ all three components are non-zero at once. So subtract both halves rather than
585
+ branching on one:
265
586
 
266
587
  ```js
267
588
  onCollision(response, other) {
268
- if (response.overlapNZ !== 0) {
269
- // a depth-only contact: overlapN / overlapV are BOTH zero here
270
- this.pos.z -= response.overlapZ;
271
- }
272
- return true;
589
+ // works for either shape: the 2D half is zero when there is no 2D push
590
+ this.pos.x -= response.overlapV.x;
591
+ this.pos.y -= response.overlapV.y;
592
+ this.pos.z -= response.overlapZ;
593
+ return false;
273
594
  }
274
595
  ```
275
596
 
276
- That is deliberate: a collision resolved along Z leaves the 2D fields at zero,
277
- so an existing 2D `onCollision` applies no push rather than a wrong one.
597
+ Branching on `if (response.overlapNZ !== 0)` and then moving only `pos.z` is
598
+ the mistake to avoid: correct for a box pair, and for a sphere it throws away
599
+ the planar half of the contact.
278
600
 
279
- **Mixed pairs degrade to 2D.** `Box3d` against a `Polygon`, `Rectangle`,
280
- `RoundRect` or `Ellipse` tests the box's XY footprint and treats the planar
281
- shape as unbounded along Z. Only `Box3d`-vs-`Box3d` gives a depth result, so
282
- give BOTH sides a `Box3d` when you want one.
601
+ **Mixed pairs degrade to 2D.** A `Box3d` or a `Sphere` against a `Polygon`,
602
+ `Rectangle`, `RoundRect` or `Ellipse` tests the 3D shape's XY footprint and
603
+ treats the planar shape as unbounded along Z, which is what keeps a sphere or
604
+ box body colliding with an ordinary Tiled collision layer. `overlapZ` is zero
605
+ for those, since only one side has a depth to resolve. Give BOTH sides a 3D
606
+ shape when you want a depth result.
283
607
 
284
608
  This is the narrowphase and is independent of the 3D broadphase queries above
285
- — `querySphere` / `raycast3d` need `world.sortOn === "depth"`; `Box3d` shapes
286
- do not.
609
+ — `querySphere` / `raycast3d` need `world.sortOn === "depth"`; a 3D body shape
610
+ does not.
611
+
612
+ `raycast3d` measures a `Box3d` body as its box and a body that is one `Sphere`
613
+ as that sphere, both exactly. Anything else, including a body mixing the two,
614
+ is measured as the AABB containing its 3D shapes, and a body with none falls
615
+ back to a bounding sphere derived from the renderable's 2D bounds.
287
616
 
288
617
  **Bounds are what the broadphase sorts by, and they come from the SHAPE.**
289
618
  Every item is filed by its renderable's 2D `getBounds()`, so an object with no
@@ -311,6 +640,13 @@ real rigid-body engine:
311
640
  - **Dynamic-dynamic collision is position-based, not Newtonian.** Separation is
312
641
  mass-proportional but the velocity response is per-body cancellation — two
313
642
  equal-mass bodies do not exchange momentum the way you would expect.
643
+ - **An immovable contact wins the step.** Each step records, per body, which
644
+ directions it has already been pushed out of, and a later dynamic-dynamic
645
+ contact will not push it back in one of those directions: the other body
646
+ takes the whole correction instead. A light body shoving a heavy one against
647
+ a wall therefore stops dead at the wall rather than driving it through, and
648
+ the shover absorbs all of the separation. The record lasts one step and is
649
+ not contact state — it says nothing about what a body is touching.
314
650
  - **Gravity defaults to `(0, 0.98)`** — pixels per frame², not m/s². Mutate
315
651
  `app.world.adapter.gravity` at runtime, or pass
316
652
  `physic: new BuiltinAdapter({ gravity })` to override it. `body.gravityScale`
@@ -319,8 +655,7 @@ real rigid-body engine:
319
655
  - **`applyForce(x, y)` is linear only** unless you pass the optional
320
656
  `(pointX, pointY)` application point, which generates a torque
321
657
  `τ = r × F` into `body.angularVelocity` via `body.pseudoInertia`.
322
- `applyTorque(τ)` is the direct form. Note the rotation is visual: SAT
323
- collisions stay axis-aligned.
658
+ `applyTorque(τ)` is the direct form.
324
659
  - **Force accumulators reset at end-of-step** — for every body, including
325
660
  static, paused and off-screen ones — so forces must be applied every frame to
326
661
  persist.
@@ -342,6 +677,50 @@ real rigid-body engine:
342
677
  - **`addBody` throws on double-registration** for a renderable that is already
343
678
  adapter-managed.
344
679
 
680
+ ### Rotation collides on planck and matter, but not on the built-in solver
681
+
682
+ This is the sharpest behaviour difference between the adapters, and it is
683
+ silent — nothing warns you.
684
+
685
+ | adapter | a rotating body |
686
+ | --- | --- |
687
+ | **builtin** | rotates **visually only**. `body.angle`, `setAngle()` and angular integration write `renderable.currentTransform`; the collision shapes are never rotated, so a spinning sprite collides as if it were upright |
688
+ | **planck** / **matter** | rotates for real — the solver owns the body's transform and collision follows it |
689
+
690
+ So a turret, a swinging platform or a tumbling crate that must *collide*
691
+ rotated needs planck or matter. Under the builtin solver, approximate it with a
692
+ shape that is close enough at every angle (a circle, or a square for
693
+ 90° steps), or rotate the shapes yourself with `body.rotate(angle)` — which
694
+ does rotate them, unlike `setAngle()`.
695
+
696
+ `body.rotate()` applies a **delta** and does not update `body.angle`; the two
697
+ are unlinked, so a body driven by `rotate()` still reports an angle of `0`.
698
+ Track it yourself if you need to read it back. Before 20.7 it also threw on a
699
+ `Box3d` or `Point` shape, and did not tell its owner that the body's bounds had
700
+ grown.
701
+
702
+ `adapter.getBodyShapes(renderable)` reports whichever is true: the geometry
703
+ the engine is actually simulating on planck and matter (matter-adapter 1.3.0 /
704
+ planck-adapter 1.4.0 and later), unrotated shapes on the builtin solver because
705
+ there they genuinely are. That is what the debug overlay draws, so the hitbox
706
+ you see is the hitbox that collides — a sprite spinning inside a stationary red
707
+ box on the builtin is the solver telling you the truth, not a drawing bug.
708
+
709
+ On planck and matter that report comes from the engine rather than from your
710
+ definitions, so it shows the approximations they make: an `Ellipse` appears as
711
+ the circle of average radius it is simulated as, a concave polygon as the
712
+ convex pieces it was decomposed into, and a `Rect` as a `Polygon`. Your
713
+ authored shapes are untouched and still readable on `renderable.bodyDef.shapes`.
714
+
715
+ **If you need rotation to affect collision, use planck or matter.** That is the
716
+ dividing line: the builtin is a position-based solver whose SAT never reads
717
+ `body.angle`, so rotation there is a visual property. `body.rotate(angle)` is
718
+ the workaround, not a rotating body — it permanently moves the shapes, does not
719
+ track an angle, and gives you no angular velocity, torque or rotational
720
+ response from a collision. A game whose collision genuinely turns (a spinning
721
+ hazard, a swinging bridge, a car, anything with torque) wants a real rigid-body
722
+ adapter rather than a workaround.
723
+
345
724
  ## Porting between adapters
346
725
 
347
726
  Same call, different magnitude — these are the ones that waste an afternoon:
@@ -389,11 +768,23 @@ use them. `adapter.capabilities` (`constraints`,
389
768
  | `response.depth` / `response.normal` are `undefined` | reading a legacy `onCollision` response — it carries `overlap` / `overlapN` |
390
769
  | `onCollisionEnd` handler throws on `response` | built-in dispatches it with `undefined` |
391
770
  | off-screen bodies stop simulating | built-in gating on `inViewport`; set `alwaysUpdate` |
771
+ | a body sinks through one shape of a multi-shape body | fixed in 20.7; before that the compound pass only ever re-resolved the first overlapping pair |
772
+ | a body will not stay put on a slope on the builtin | it is riding the slope and sliding: the builtin has no surface friction, only `frictionAir` damping. Damp it yourself, or use matter/planck |
773
+ | the sprite is drawn offset from its hitbox | pre-20.7 `anchorPoint` moved the drawing but not the collision shapes; upgrade, and drop any offsets you added to compensate |
774
+ | a small shape sits at the sprite's corner | a shape's offset is measured from the drawn frame's TOP-LEFT; `new Sphere(0, 0, 0, r)` is the corner, `(width / 2, height / 2)` is the centre |
775
+ | a rotated renderable reports an unrotated bounding box | `autoTransform: false` opts `updateBounds()` out of the transform |
776
+ | a body in a pile sinks into the floor (built-in) | fixed in 20.7 for anything with an immovable side; bodies pinned only by other DYNAMIC bodies still overlap by a pixel or two, which is what planck/matter are for |
392
777
  | forces do nothing after switching adapter | magnitude units differ — re-tune, don't reuse numbers |
393
778
  | `body.position` disagrees with `renderable.pos` on matter | matter stores the centroid, melonJS the top-left — the adapter offsets between them |
779
+ | `bodyDef.shapes: "…"` throws "is not loaded" | the name must match the `name` the JSON was preloaded under, not its filename |
780
+ | everything falls far too fast or too slow after swapping backends | gravity is a different unit per backend; see the table above |
781
+ | debris lands holding its spawn angle and never tumbles | `fixedRotation: true`, or matter-adapter < 1.4.0 / planck-adapter < 1.5.0 |
782
+ | a rotated sprite collides as if upright | the built-in solver rotates visually only — `body.angle` never rotates the shapes. Use planck/matter, or `body.rotate(angle)` |
783
+ | the debug hitbox does not follow a spinning body | pre-1.2.1 matter-adapter / pre-1.3.1 planck-adapter returned the authored shapes rather than the rotated ones |
394
784
  | a Tiled polyline becomes a solid box on matter | matter cannot build a zero-area polygon; the adapter falls back to its AABB |
395
785
 
396
786
  ## Related skills
397
787
 
398
788
  - `melonjs-renderables` — `isKinematic`, which also gates the broadphase
399
789
  - `melonjs-tilemaps` — collision shapes authored in Tiled
790
+ - `melonjs-loading-assets` — preloading a shape editor's export as JSON
@@ -1,6 +1,6 @@
1
1
  ---
2
2
  name: melonjs-renderables
3
- description: "Use this skill when subclassing Renderable, writing a custom draw() method, handling pointer or click events on game objects, applying post effects and shaders, or controlling draw order. Covers the pos-relative draw contract, isKinematic and input, addPostEffect vs the deprecated shader property, and z-ordering. Triggers on: Renderable, extends Renderable, draw(, update(, isKinematic, pointerEvent, registerPointerEvent, onClick, addPostEffect, removePostEffect, ShaderEffect, addChild, z-order, anchorPoint, floating."
3
+ description: "Use this skill when subclassing Renderable, writing a custom draw() method, handling pointer or click events on game objects, applying post effects and shaders, or controlling draw order. Covers the pos-relative draw contract, isKinematic and input, addPostEffect vs the deprecated shader property, and z-ordering. Triggers on: Tween, easing, animate, Renderable, extends Renderable, draw(, update(, isKinematic, pointerEvent, registerPointerEvent, onClick, addPostEffect, removePostEffect, ShaderEffect, addChild, z-order, anchorPoint, floating."
4
4
  license: MIT
5
5
  ---
6
6
 
@@ -215,6 +215,18 @@ sprite.alpha = 0; // hides it
215
215
 
216
216
  Use `alpha` for a blink, or remove the child for a long absence.
217
217
 
218
+ ## A mask belongs to you, not to the renderable
219
+
220
+ `renderable.mask` takes a shape you created, and `destroy()` releases the
221
+ reference without recycling it: the same instance may still be masking
222
+ something else, so the engine has no claim on it. If you pool masks, release
223
+ them yourself.
224
+
225
+ Before 20.7.0 `destroy()` tried to recycle it and **threw** for every type
226
+ `mask` accepts, because it used the legacy name-keyed pool and no geometry
227
+ class is registered there. It failed mid-teardown, so a masked renderable
228
+ could not be destroyed or removed without keepalive at all.
229
+
218
230
  ## Update and draw
219
231
 
220
232
  ```js
@@ -260,6 +272,7 @@ Hand-rolled equivalents miss the batching and the multi-backend support.
260
272
  | object draws at its parent's origin, ignores its position | `draw()` not reading `this.pos` |
261
273
  | pointer handler registered but never fires | `isKinematic` left at its `true` default |
262
274
  | wrong draw order | anything other than `addChild(child, z)` — see section 3 |
275
+ | `me.pool: object ... cannot be recycled` while destroying | a mask on a renderable, before 20.7.0 |
263
276
  | effect cannot be re-enabled after removal | `removePostEffect()` destroyed it |
264
277
  | effect silently does nothing | running on the Canvas renderer |
265
278
  | object appears frozen while its state changes | `update()` not returning `true` |
@@ -271,6 +284,7 @@ Hand-rolled equivalents miss the batching and the multi-backend support.
271
284
  | `isRenderable = false` did not hide the object | it gates bounds, not drawing — use `alpha` |
272
285
 
273
286
  ## Related skills
287
+ - `melonjs-scenes-and-state` — `Tween` and the easing families, for animating any of this
274
288
 
275
289
  - `melonjs-getting-started` — Application lifecycle and the scene graph
276
290
  - `melonjs-20-migration` — the deprecated `shader` property and other pre-20 APIs