melonjs 20.7.0 → 20.9.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (332) hide show
  1. package/README.md +7 -3
  2. package/build/application/application.d.ts +66 -8
  3. package/build/application/application.d.ts.map +1 -1
  4. package/build/application/defaultApplicationSettings.d.ts +6 -0
  5. package/build/application/defaultApplicationSettings.d.ts.map +1 -1
  6. package/build/application/header.d.ts.map +1 -1
  7. package/build/application/resize.d.ts +25 -0
  8. package/build/application/resize.d.ts.map +1 -1
  9. package/build/application/scaleMethods.d.ts +13 -3
  10. package/build/application/scaleMethods.d.ts.map +1 -1
  11. package/build/application/settings.d.ts +144 -5
  12. package/build/application/settings.d.ts.map +1 -1
  13. package/build/audio/audio.d.ts +29 -5
  14. package/build/audio/audio.d.ts.map +1 -1
  15. package/build/audio/autopause.d.ts +36 -0
  16. package/build/audio/autopause.d.ts.map +1 -0
  17. package/build/audio/backend/engine.d.ts +10 -1
  18. package/build/audio/backend/engine.d.ts.map +1 -1
  19. package/build/audio/backend/sound.d.ts +0 -1
  20. package/build/audio/backend/sound.d.ts.map +1 -1
  21. package/build/audio/backend/spatial.d.ts.map +1 -1
  22. package/build/audio/context.d.ts +35 -0
  23. package/build/audio/context.d.ts.map +1 -0
  24. package/build/audio/playback.d.ts.map +1 -1
  25. package/build/audio/procedural.d.ts.map +1 -1
  26. package/build/audio/spatial.d.ts +87 -0
  27. package/build/audio/spatial.d.ts.map +1 -0
  28. package/build/audio/state.d.ts +1 -0
  29. package/build/audio/state.d.ts.map +1 -1
  30. package/build/audio/types.d.ts +46 -6
  31. package/build/audio/types.d.ts.map +1 -1
  32. package/build/camera/camera2d.d.ts.map +1 -1
  33. package/build/camera/camera3d.d.ts +95 -8
  34. package/build/camera/camera3d.d.ts.map +1 -1
  35. package/build/camera/effects/fade_effect.d.ts.map +1 -1
  36. package/build/camera/effects/mask_effect.d.ts.map +1 -1
  37. package/build/camera/effects/shake_effect.d.ts.map +1 -1
  38. package/build/geometries/box3d.d.ts +25 -7
  39. package/build/geometries/box3d.d.ts.map +1 -1
  40. package/build/geometries/ellipse.d.ts +15 -1
  41. package/build/geometries/ellipse.d.ts.map +1 -1
  42. package/build/geometries/line.d.ts +1 -1
  43. package/build/geometries/line.d.ts.map +1 -1
  44. package/build/geometries/point.d.ts +1 -1
  45. package/build/geometries/point.d.ts.map +1 -1
  46. package/build/geometries/polygon.d.ts +15 -1
  47. package/build/geometries/polygon.d.ts.map +1 -1
  48. package/build/geometries/rectangle.d.ts +1 -1
  49. package/build/geometries/rectangle.d.ts.map +1 -1
  50. package/build/geometries/roundrect.d.ts +1 -1
  51. package/build/geometries/roundrect.d.ts.map +1 -1
  52. package/build/geometries/sphere.d.ts +36 -7
  53. package/build/geometries/sphere.d.ts.map +1 -1
  54. package/build/index.d.ts +16 -3
  55. package/build/index.d.ts.map +1 -1
  56. package/build/index.js +38172 -33633
  57. package/build/index.js.map +4 -4
  58. package/build/input/gamepad.d.ts +129 -3
  59. package/build/input/gamepad.d.ts.map +1 -1
  60. package/build/input/pointerevent.d.ts +8 -0
  61. package/build/input/pointerevent.d.ts.map +1 -1
  62. package/build/level/gltf/GLTFModel.d.ts +20 -33
  63. package/build/level/gltf/GLTFModel.d.ts.map +1 -1
  64. package/build/level/gltf/GLTFScene.d.ts +40 -1
  65. package/build/level/gltf/GLTFScene.d.ts.map +1 -1
  66. package/build/level/level.d.ts +35 -0
  67. package/build/level/level.d.ts.map +1 -1
  68. package/build/level/tiled/TMXLayer.d.ts +5 -2
  69. package/build/level/tiled/TMXLayer.d.ts.map +1 -1
  70. package/build/level/tiled/TMXObject.d.ts +0 -1
  71. package/build/level/tiled/TMXObjectFactory.d.ts +3 -2
  72. package/build/level/tiled/TMXObjectFactory.d.ts.map +1 -1
  73. package/build/level/tiled/TMXTile.d.ts +2 -1
  74. package/build/level/tiled/TMXTile.d.ts.map +1 -1
  75. package/build/level/tiled/TMXTileMap.d.ts +7 -4
  76. package/build/level/tiled/TMXTileMap.d.ts.map +1 -1
  77. package/build/level/tiled/TMXTileset.d.ts +1 -1
  78. package/build/level/tiled/TMXTileset.d.ts.map +1 -1
  79. package/build/level/tiled/TMXTilesetGroup.d.ts +5 -0
  80. package/build/level/tiled/TMXTilesetGroup.d.ts.map +1 -1
  81. package/build/level/tiled/factories/shape.d.ts +0 -1
  82. package/build/level/tiled/renderer/TMXHexagonalRenderer.d.ts +6 -5
  83. package/build/level/tiled/renderer/TMXHexagonalRenderer.d.ts.map +1 -1
  84. package/build/level/tiled/renderer/TMXIsometricRenderer.d.ts +5 -0
  85. package/build/level/tiled/renderer/TMXIsometricRenderer.d.ts.map +1 -1
  86. package/build/level/tiled/renderer/TMXObliqueRenderer.d.ts +5 -7
  87. package/build/level/tiled/renderer/TMXObliqueRenderer.d.ts.map +1 -1
  88. package/build/level/tiled/renderer/TMXOrthogonalRenderer.d.ts +5 -0
  89. package/build/level/tiled/renderer/TMXOrthogonalRenderer.d.ts.map +1 -1
  90. package/build/level/tiled/renderer/TMXRenderer.d.ts +19 -4
  91. package/build/level/tiled/renderer/TMXRenderer.d.ts.map +1 -1
  92. package/build/level/tiled/renderer/autodetect.d.ts +0 -4
  93. package/build/level/tiled/renderer/autodetect.d.ts.map +1 -1
  94. package/build/loader/cache.d.ts +220 -0
  95. package/build/loader/cache.d.ts.map +1 -1
  96. package/build/loader/loader.d.ts +20 -340
  97. package/build/loader/loader.d.ts.map +1 -1
  98. package/build/loader/loadingscreen.d.ts +1 -2
  99. package/build/loader/loadingscreen.d.ts.map +1 -1
  100. package/build/loader/parsers/gltf.d.ts +115 -0
  101. package/build/loader/parsers/gltf.d.ts.map +1 -1
  102. package/build/loader/parsers/shader.d.ts +0 -2
  103. package/build/math/color.d.ts +28 -5
  104. package/build/math/color.d.ts.map +1 -1
  105. package/build/math/matrix2d.d.ts +1 -1
  106. package/build/math/matrix2d.d.ts.map +1 -1
  107. package/build/math/matrix3d.d.ts +1 -1
  108. package/build/math/matrix3d.d.ts.map +1 -1
  109. package/build/math/observableVector2d.d.ts +14 -2
  110. package/build/math/observableVector2d.d.ts.map +1 -1
  111. package/build/math/observableVector3d.d.ts +15 -1
  112. package/build/math/observableVector3d.d.ts.map +1 -1
  113. package/build/math/vector2d.d.ts +31 -1
  114. package/build/math/vector2d.d.ts.map +1 -1
  115. package/build/math/vector3d.d.ts +38 -1
  116. package/build/math/vector3d.d.ts.map +1 -1
  117. package/build/math/vertex.d.ts.map +1 -1
  118. package/build/particles/emitter.d.ts.map +1 -1
  119. package/build/particles/particle.d.ts +29 -2
  120. package/build/particles/particle.d.ts.map +1 -1
  121. package/build/particles/settings.d.ts +104 -0
  122. package/build/particles/settings.d.ts.map +1 -1
  123. package/build/physics/adapter.d.ts +9 -1
  124. package/build/physics/adapter.d.ts.map +1 -1
  125. package/build/physics/bounds.d.ts +1 -1
  126. package/build/physics/bounds.d.ts.map +1 -1
  127. package/build/physics/broadphase/octree.d.ts +24 -0
  128. package/build/physics/broadphase/octree.d.ts.map +1 -1
  129. package/build/physics/broadphase/quadtree.d.ts +31 -0
  130. package/build/physics/broadphase/quadtree.d.ts.map +1 -1
  131. package/build/physics/builtin/body.d.ts +17 -2
  132. package/build/physics/builtin/body.d.ts.map +1 -1
  133. package/build/physics/builtin/builtin-adapter.d.ts.map +1 -1
  134. package/build/physics/builtin/detector.d.ts +0 -1
  135. package/build/physics/builtin/detector.d.ts.map +1 -1
  136. package/build/physics/builtin/sat.d.ts +0 -7
  137. package/build/physics/builtin/sat3d.d.ts +46 -0
  138. package/build/physics/builtin/sat3d.d.ts.map +1 -1
  139. package/build/physics/response.d.ts +45 -62
  140. package/build/physics/response.d.ts.map +1 -1
  141. package/build/pool.d.ts +4 -0
  142. package/build/pool.d.ts.map +1 -1
  143. package/build/renderable/collectable.d.ts +6 -1
  144. package/build/renderable/collectable.d.ts.map +1 -1
  145. package/build/renderable/colorlayer.d.ts +17 -4
  146. package/build/renderable/colorlayer.d.ts.map +1 -1
  147. package/build/renderable/container.d.ts +23 -17
  148. package/build/renderable/container.d.ts.map +1 -1
  149. package/build/renderable/entity/entity.d.ts +12 -16
  150. package/build/renderable/entity/entity.d.ts.map +1 -1
  151. package/build/renderable/frameAnimation.d.ts +1 -1
  152. package/build/renderable/groundshadow.d.ts +1 -0
  153. package/build/renderable/groundshadow.d.ts.map +1 -1
  154. package/build/renderable/imagelayer.d.ts +12 -5
  155. package/build/renderable/imagelayer.d.ts.map +1 -1
  156. package/build/renderable/instanced_mesh.d.ts +56 -7
  157. package/build/renderable/instanced_mesh.d.ts.map +1 -1
  158. package/build/renderable/mesh.d.ts +369 -4
  159. package/build/renderable/mesh.d.ts.map +1 -1
  160. package/build/renderable/nineslicesprite.d.ts +3 -13
  161. package/build/renderable/nineslicesprite.d.ts.map +1 -1
  162. package/build/renderable/renderable.d.ts +129 -28
  163. package/build/renderable/renderable.d.ts.map +1 -1
  164. package/build/renderable/sprite.d.ts +7 -20
  165. package/build/renderable/sprite.d.ts.map +1 -1
  166. package/build/renderable/sprite3d.d.ts +31 -16
  167. package/build/renderable/sprite3d.d.ts.map +1 -1
  168. package/build/renderable/text/bitmaptext.d.ts +76 -5
  169. package/build/renderable/text/bitmaptext.d.ts.map +1 -1
  170. package/build/renderable/text/bitmaptextdata.d.ts +1 -5
  171. package/build/renderable/text/bitmaptextdata.d.ts.map +1 -1
  172. package/build/renderable/text/glypheffect.d.ts +44 -0
  173. package/build/renderable/text/glypheffect.d.ts.map +1 -0
  174. package/build/renderable/text/text.d.ts +22 -3
  175. package/build/renderable/text/text.d.ts.map +1 -1
  176. package/build/renderable/text/textmetrics.d.ts +2 -0
  177. package/build/renderable/text/textmetrics.d.ts.map +1 -1
  178. package/build/renderable/trail.d.ts +0 -1
  179. package/build/renderable/trail.d.ts.map +1 -1
  180. package/build/renderable/trail3d.d.ts +174 -0
  181. package/build/renderable/trail3d.d.ts.map +1 -0
  182. package/build/renderable/trigger.d.ts +28 -5
  183. package/build/renderable/trigger.d.ts.map +1 -1
  184. package/build/renderable/ui/panelpaint.d.ts +5 -0
  185. package/build/renderable/ui/panelpaint.d.ts.map +1 -0
  186. package/build/renderable/ui/progressbar.d.ts +192 -0
  187. package/build/renderable/ui/progressbar.d.ts.map +1 -0
  188. package/build/renderable/ui/uibaseelement.d.ts +48 -3
  189. package/build/renderable/ui/uibaseelement.d.ts.map +1 -1
  190. package/build/renderable/ui/uipanel.d.ts +245 -0
  191. package/build/renderable/ui/uipanel.d.ts.map +1 -0
  192. package/build/renderable/ui/uispriteelement.d.ts +19 -3
  193. package/build/renderable/ui/uispriteelement.d.ts.map +1 -1
  194. package/build/renderable/ui/uitextbutton.d.ts +30 -1
  195. package/build/renderable/ui/uitextbutton.d.ts.map +1 -1
  196. package/build/state/state.d.ts.map +1 -1
  197. package/build/system/bootstrap.d.ts.map +1 -1
  198. package/build/system/legacy_pool.d.ts +24 -4
  199. package/build/system/legacy_pool.d.ts.map +1 -1
  200. package/build/system/pool.d.ts +15 -8
  201. package/build/system/pool.d.ts.map +1 -1
  202. package/build/tweens/tween.d.ts +50 -3
  203. package/build/tweens/tween.d.ts.map +1 -1
  204. package/build/video/canvas/canvas_renderer.d.ts +34 -23
  205. package/build/video/canvas/canvas_renderer.d.ts.map +1 -1
  206. package/build/video/effects/blendEffect.d.ts +0 -1
  207. package/build/video/effects/bloom.d.ts +72 -0
  208. package/build/video/effects/bloom.d.ts.map +1 -0
  209. package/build/video/effects/blur.d.ts +3 -2
  210. package/build/video/effects/blur.d.ts.map +1 -1
  211. package/build/video/effects/chromaticAberration.d.ts +3 -2
  212. package/build/video/effects/chromaticAberration.d.ts.map +1 -1
  213. package/build/video/effects/colorMatrix.d.ts +3 -2
  214. package/build/video/effects/colorMatrix.d.ts.map +1 -1
  215. package/build/video/effects/desaturate.d.ts +10 -2
  216. package/build/video/effects/desaturate.d.ts.map +1 -1
  217. package/build/video/effects/dissolve.d.ts +3 -2
  218. package/build/video/effects/dissolve.d.ts.map +1 -1
  219. package/build/video/effects/dropShadow.d.ts +3 -2
  220. package/build/video/effects/dropShadow.d.ts.map +1 -1
  221. package/build/video/effects/flash.d.ts +3 -2
  222. package/build/video/effects/flash.d.ts.map +1 -1
  223. package/build/video/effects/glow.d.ts +3 -2
  224. package/build/video/effects/glow.d.ts.map +1 -1
  225. package/build/video/effects/hologram.d.ts +3 -2
  226. package/build/video/effects/hologram.d.ts.map +1 -1
  227. package/build/video/effects/invert.d.ts +10 -2
  228. package/build/video/effects/invert.d.ts.map +1 -1
  229. package/build/video/effects/outline.d.ts +3 -2
  230. package/build/video/effects/outline.d.ts.map +1 -1
  231. package/build/video/effects/pixelate.d.ts +3 -2
  232. package/build/video/effects/pixelate.d.ts.map +1 -1
  233. package/build/video/effects/radialGradient.d.ts +8 -3
  234. package/build/video/effects/radialGradient.d.ts.map +1 -1
  235. package/build/video/effects/scanline.d.ts +3 -2
  236. package/build/video/effects/scanline.d.ts.map +1 -1
  237. package/build/video/effects/sepia.d.ts +10 -2
  238. package/build/video/effects/sepia.d.ts.map +1 -1
  239. package/build/video/effects/shadereffect.d.ts +10 -4
  240. package/build/video/effects/shadereffect.d.ts.map +1 -1
  241. package/build/video/effects/shine.d.ts +3 -2
  242. package/build/video/effects/shine.d.ts.map +1 -1
  243. package/build/video/effects/tintPulse.d.ts +3 -7
  244. package/build/video/effects/tintPulse.d.ts.map +1 -1
  245. package/build/video/effects/tonemap.d.ts +121 -0
  246. package/build/video/effects/tonemap.d.ts.map +1 -0
  247. package/build/video/effects/vignette.d.ts +3 -2
  248. package/build/video/effects/vignette.d.ts.map +1 -1
  249. package/build/video/effects/wave.d.ts +3 -7
  250. package/build/video/effects/wave.d.ts.map +1 -1
  251. package/build/video/gpu/batcher.d.ts +8 -2
  252. package/build/video/gpu/batcher.d.ts.map +1 -1
  253. package/build/video/gpu/vertexformat.d.ts +26 -0
  254. package/build/video/gpu/vertexformat.d.ts.map +1 -1
  255. package/build/video/gradient.d.ts +1 -1
  256. package/build/video/gradient.d.ts.map +1 -1
  257. package/build/video/renderer.d.ts +111 -7
  258. package/build/video/renderer.d.ts.map +1 -1
  259. package/build/video/renderstate.d.ts +2 -0
  260. package/build/video/renderstate.d.ts.map +1 -1
  261. package/build/video/rendertarget/canvasrendertarget.d.ts +3 -4
  262. package/build/video/rendertarget/canvasrendertarget.d.ts.map +1 -1
  263. package/build/video/rendertarget/render_target_pool.d.ts +0 -1
  264. package/build/video/rendertarget/rendertarget.d.ts +12 -5
  265. package/build/video/rendertarget/rendertarget.d.ts.map +1 -1
  266. package/build/video/rendertarget/webglrendertarget.d.ts +0 -1
  267. package/build/video/rendertarget/webglrendertarget.d.ts.map +1 -1
  268. package/build/video/rendertarget/webgpurendertarget.d.ts +24 -14
  269. package/build/video/rendertarget/webgpurendertarget.d.ts.map +1 -1
  270. package/build/video/texture/atlas.d.ts +2 -1
  271. package/build/video/texture/atlas.d.ts.map +1 -1
  272. package/build/video/texture/cache.d.ts +1 -3
  273. package/build/video/texture/frametexture.d.ts +0 -1
  274. package/build/video/texture/frametexture.d.ts.map +1 -1
  275. package/build/video/texture/noise_texture2d.d.ts +1 -0
  276. package/build/video/texture/noise_texture2d.d.ts.map +1 -1
  277. package/build/video/texture/texture2d.d.ts +6 -0
  278. package/build/video/texture/texture2d.d.ts.map +1 -1
  279. package/build/video/utils/autodetect.d.ts +0 -2
  280. package/build/video/webgl/batchers/batcher.d.ts +0 -9
  281. package/build/video/webgl/batchers/batcher.d.ts.map +1 -1
  282. package/build/video/webgl/batchers/lit_quad_batcher.d.ts +2 -0
  283. package/build/video/webgl/batchers/lit_quad_batcher.d.ts.map +1 -1
  284. package/build/video/webgl/batchers/material_batcher.d.ts +4 -2
  285. package/build/video/webgl/batchers/material_batcher.d.ts.map +1 -1
  286. package/build/video/webgl/batchers/mesh_batcher.d.ts +0 -3
  287. package/build/video/webgl/batchers/mesh_batcher.d.ts.map +1 -1
  288. package/build/video/webgl/batchers/quad_batcher.d.ts +4 -0
  289. package/build/video/webgl/batchers/quad_batcher.d.ts.map +1 -1
  290. package/build/video/webgl/buffer/index.d.ts +0 -1
  291. package/build/video/webgl/buffer/retained_geometry.d.ts +0 -1
  292. package/build/video/webgl/glshader.d.ts +5 -3
  293. package/build/video/webgl/glshader.d.ts.map +1 -1
  294. package/build/video/webgl/renderers/tmxlayer/orthogonal.d.ts +0 -4
  295. package/build/video/webgl/texture/store.d.ts +0 -1
  296. package/build/video/webgl/webgl_renderer.d.ts +63 -24
  297. package/build/video/webgl/webgl_renderer.d.ts.map +1 -1
  298. package/build/video/webgpu/batchers/mesh_batcher.d.ts +0 -3
  299. package/build/video/webgpu/batchers/mesh_batcher.d.ts.map +1 -1
  300. package/build/video/webgpu/batchers/quad_batcher.d.ts +0 -2
  301. package/build/video/webgpu/batchers/quad_batcher.d.ts.map +1 -1
  302. package/build/video/webgpu/batchers/webgpu_batcher.d.ts +0 -2
  303. package/build/video/webgpu/batchers/webgpu_batcher.d.ts.map +1 -1
  304. package/build/video/webgpu/pipeline/cache.d.ts.map +1 -1
  305. package/build/video/webgpu/renderers/tmxlayer/orthogonal.d.ts +0 -2
  306. package/build/video/webgpu/texture/frametexture.d.ts +0 -2
  307. package/build/video/webgpu/texture/frametexture.d.ts.map +1 -1
  308. package/build/video/webgpu/texture/store.d.ts +0 -1
  309. package/build/video/webgpu/webgpu_renderer.d.ts +7 -75
  310. package/build/video/webgpu/webgpu_renderer.d.ts.map +1 -1
  311. package/package.json +2 -2
  312. package/skills/AGENTS.md +1 -1
  313. package/skills/melonjs/SKILL.md +2 -0
  314. package/skills/melonjs-3d/SKILL.md +454 -22
  315. package/skills/melonjs-3d-assets/SKILL.md +111 -10
  316. package/skills/melonjs-audio/SKILL.md +229 -8
  317. package/skills/melonjs-camera-and-drawing/SKILL.md +127 -1
  318. package/skills/melonjs-display-and-scaling/SKILL.md +273 -0
  319. package/skills/melonjs-effects-and-shaders/SKILL.md +341 -29
  320. package/skills/melonjs-events/SKILL.md +8 -6
  321. package/skills/melonjs-input/SKILL.md +147 -7
  322. package/skills/melonjs-math/SKILL.md +313 -0
  323. package/skills/melonjs-particles-and-trails/SKILL.md +189 -13
  324. package/skills/melonjs-performance/SKILL.md +131 -23
  325. package/skills/melonjs-physics/SKILL.md +103 -28
  326. package/skills/melonjs-renderables/SKILL.md +8 -2
  327. package/skills/melonjs-scenes-and-state/SKILL.md +134 -3
  328. package/skills/melonjs-sprites-and-animation/SKILL.md +9 -4
  329. package/skills/melonjs-tilemaps/SKILL.md +40 -12
  330. package/skills/melonjs-ui-and-text/SKILL.md +546 -7
  331. package/build/level/gltf/srgb.d.ts +0 -20
  332. package/build/level/gltf/srgb.d.ts.map +0 -1
@@ -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
 
@@ -184,6 +184,11 @@ v.set(10, 20, v.z); // keep it
184
184
  `pos` is an `ObservableVector3d`, whose `set(x = 0, y = 0, z = 0)` does the same
185
185
  — so `this.pos.set(x, y)` wipes the object's depth.
186
186
 
187
+ `Renderable#setPosition(x, y, z?)` is the renderable-level form and does not:
188
+ omit `z` and the depth is left exactly as it was. Reach for it whenever you
189
+ are moving an object rather than editing a vector, and keep `v.set(x, y, v.z)`
190
+ for the vector itself.
191
+
187
192
  ## 7. A settings key the class never reads is silently ignored
188
193
 
189
194
  A settings object is a plain literal: nothing rejects a key, so a name that
@@ -279,11 +284,12 @@ Hand-rolled equivalents miss the batching and the multi-backend support.
279
284
  | off-screen object never ticks | `update()` is gated on `inViewport` — set `alwaysUpdate = true` |
280
285
  | custom draw offset by half the size | centred `anchorPoint` default not zeroed |
281
286
  | spatial query never finds an object | `isKinematic` left `true` — not in the broadphase |
282
- | `z` unexpectedly 0 after a `set` | `Vector3d.set(x, y)` defaults `z` to 0 |
287
+ | `z` unexpectedly 0 after a `set` | `Vector3d.set(x, y)` defaults `z` to 0 — `setPosition(x, y)` on the renderable leaves the depth alone |
283
288
  | a settings option appears to do nothing | the class never reads that key — see section 7 |
284
289
  | `isRenderable = false` did not hide the object | it gates bounds, not drawing — use `alpha` |
285
290
 
286
291
  ## Related skills
292
+ - `melonjs-scenes-and-state` — `Tween` and the easing families, for animating any of this
287
293
 
288
294
  - `melonjs-getting-started` — Application lifecycle and the scene graph
289
295
  - `melonjs-20-migration` — the deprecated `shader` property and other pre-20 APIs
@@ -1,6 +1,6 @@
1
1
  ---
2
2
  name: melonjs-scenes-and-state
3
- description: "Use this skill for scene structure and game flow in melonJS — Stage subclasses, the state manager, transitions, pausing, the update loop, timers and tweens. Covers onResetEvent versus the constructor, state.set before state.change, the camera and world lifecycle per stage, and pause-aware timing. Triggers on: Stage, state, state.set, state.change, state.transition, state.pause, onResetEvent, onDestroyEvent, onActivateEvent, onDeactivateEvent, PLAY, MENU, LOADING, update loop, GAME_UPDATE, timer, setTimeout, setInterval, Tween, freeze."
3
+ description: "Use this skill for scene structure and game flow in melonJS — Stage subclasses, the state manager, transitions, pausing, the update loop, timers and tweens. Covers onResetEvent versus the constructor, state.set before state.change, the camera and world lifecycle per stage, and pause-aware timing. Triggers on: Tween, easing, fade out, flash, pulse, punch, shrink back, ease in, ease out, animate over time, countdown in update, Stage, state, state.set, state.change, state.transition, state.pause, onResetEvent, onDestroyEvent, onActivateEvent, onDeactivateEvent, PLAY, MENU, LOADING, update loop, GAME_UPDATE, timer, setTimeout, setInterval, Tween, freeze."
4
4
  license: MIT
5
5
  ---
6
6
 
@@ -165,6 +165,18 @@ Returning nothing is falsy and the object can appear frozen while its state move
165
165
  `dt` is milliseconds since the last frame and is the right basis for motion —
166
166
  the engine already paces it. Do not reach for `performance.now()`.
167
167
 
168
+ **Smooth a value toward a target with `math.damp`, not with `lerp` per
169
+ frame.** `lerp(current, target, 0.1)` once per frame moves further on a slow
170
+ frame than on a fast one, so the feel drifts with the frame rate:
171
+
172
+ ```js
173
+ this.speed = math.damp(this.speed, targetSpeed, 5, dt / 1000);
174
+ ```
175
+
176
+ `damp(current, target, lambda, dt)` takes SECONDS, so divide `dt`. Higher
177
+ `lambda` converges faster. See `melonjs-camera-and-drawing` for the camera's
178
+ own `follow()` damping, which is already frame-rate independent for you.
179
+
168
180
  A common idiom for a per-frame game controller with nothing to draw is a
169
181
  `Renderable(0, 0, 1, 1)` with `alwaysUpdate = true` and an empty `draw()`.
170
182
 
@@ -182,6 +194,17 @@ timer.clearInterval(id); // in the Stage's onDestroyEvent
182
194
  `onActivateEvent` / `onDeactivateEvent` on a stage. Those two are `Renderable`
183
195
  hooks; put per-renderable teardown there instead.
184
196
 
197
+ **The outgoing stage is destroyed before the incoming one is reset.** That
198
+ ordering is what makes "each stage owns what it started" work: a scene can
199
+ release a resource in `onDestroyEvent` and the next scene can claim the same
200
+ one in `onResetEvent` without the teardown arriving late and undoing it.
201
+
202
+ What a stage starts, it must end: `input.registerPointerEvent` regions,
203
+ `event.on` subscriptions and running `Tween`s all outlive the stage that made
204
+ them. Music is the exception rather than the rule, since `audio.playTrack()`
205
+ stops the track it replaces, so `stopTrack()` in `onDestroyEvent` is only
206
+ needed where the next screen has no music of its own.
207
+
185
208
  Engine timers are **pause-aware**. `window.setTimeout` keeps firing while the
186
209
  game is paused, which produces enemies spawning behind a pause menu. Pass
187
210
  `false` as the third argument — `timer.setInterval(fn, 500, false)` — for one
@@ -191,10 +214,63 @@ countdown that should not freeze needs. (That argument was ignored by
191
214
 
192
215
  ## Tweens
193
216
 
217
+ ### You are hand-rolling a tween if you write this
218
+
219
+ The shape, in any of its spellings. If you are adding a field that counts
220
+ milliseconds and dividing it by a constant to get a `0..1`, stop:
221
+
194
222
  ```js
195
- import { Tween, pool } from "melonjs";
223
+ // ✗ a tween, written out longhand
224
+ private flashMs = 0;
225
+ // ... in update(dt)
226
+ if (this.flashMs > 0) {
227
+ this.flashMs -= dt;
228
+ const k = this.flashMs / FLASH_MS; // ← the 0..1
229
+ effect.setUniform("uIntensity", k * k); // ← and a curve, by hand
230
+ }
231
+ ```
232
+
233
+ ```js
234
+ // ✓ the same thing
235
+ const driver = { k: 1 };
236
+ new Tween(driver)
237
+ .to({ k: 0 }, { duration: FLASH_MS })
238
+ .easing(Tween.Easing.Quadratic.In) // the curve, named
239
+ .onUpdate(() => effect.setUniform("uIntensity", driver.k))
240
+ .start();
241
+ ```
242
+
243
+ The tells, any one of which is enough: a `*Ms` or `*Age` field that only
244
+ `update()` touches; a division by a `*_MS` constant; `k * k`, `(1 - k) ** 2` or
245
+ `** 1.4` written inline, which is an easing curve spelled by hand; an
246
+ `if (x <= 0)` arm that exists only to clean up at the end, which is
247
+ `onComplete`; a second timer counting the same duration to chain what happens
248
+ next, which is `delay`.
249
+
250
+ It matters beyond tidiness: a hand-rolled fade needs something to tick it, and
251
+ an effect that is NOT a renderable (one living on the camera, say) has nothing
252
+ that will. That forces an `update(dt)` method and a call site in the game loop
253
+ whose only job is to drive the fade. A tween updates itself, so both disappear.
254
+
255
+ ### When NOT to reach for one
256
+
257
+ Four shapes that look similar and are not tweens:
258
+
259
+ | shape | what it is | use |
260
+ | --- | --- | --- |
261
+ | approaching a value that keeps MOVING | a follow, not an animation | `math.damp` |
262
+ | a loop that never ends | oscillation | a sine of your own clock |
263
+ | a gate: cooldown, spawn interval, invulnerability window | a timer, nothing is interpolated | a plain countdown |
264
+ | the same effect on dozens of live objects | per-instance churn | a hand-rolled countdown really is cheaper |
196
265
 
197
- const t = pool.pull("Tween", sprite.pos) // registered name is "Tween"
266
+ The rule in one line: **fixed duration, known endpoint, one-shot, few
267
+ instances.** All four, or it is not a tween.
268
+
269
+
270
+ ```js
271
+ import { getPool, Tween } from "melonjs";
272
+
273
+ const t = getPool("tween").get(sprite.pos) // typed pool, release when done
198
274
  .to({ x: 300 }, { duration: 500 }) // options object, not a number
199
275
  .easing(Tween.Easing.Quadratic.Out)
200
276
  .onComplete(() => { /* … */ })
@@ -216,6 +292,61 @@ Four traps:
216
292
  - **Stop a tween before destroying its target**, or `onUpdate` fires against a
217
293
  dead renderable.
218
294
 
295
+ **To animate something that is not a property, tween a holder and push the
296
+ value in `onUpdate`.** A shader uniform and a light's intensity are both set
297
+ through a method, so there is nothing for `to()` to interpolate directly. The
298
+ callback is invoked with the tweened object as `this` and the eased progress
299
+ `0..1` as its argument:
300
+
301
+ ```js
302
+ const fade = { level: 1 };
303
+ getPool("tween").get(fade)
304
+ .to({ level: 0 }, { duration: 400 })
305
+ .easing(Tween.Easing.Quadratic.Out)
306
+ .onUpdate(function () {
307
+ effect.setUniform("uIntensity", this.level);
308
+ muzzleLight.intensity = this.level * 3;
309
+ })
310
+ .start();
311
+ ```
312
+
313
+ Use a `function`, not an arrow, if you want `this` to be the tweened object;
314
+ an arrow keeps the enclosing `this` and you read the holder by name instead.
315
+ For a handful of pooled objects a hand-rolled countdown in `update()` is
316
+ cheaper than a `Tween` each — this is the right tool for one-off effects, not
317
+ for every particle.
318
+
319
+ ### Pick the easing, not just the duration
320
+
321
+ Eleven families, each with `In`, `Out` and `InOut`. `Out` is what most UI
322
+ wants: the value arrives decisively instead of creeping in. The two worth
323
+ knowing by name beyond the power curves:
324
+
325
+ | family | what it does |
326
+ | --- | --- |
327
+ | `Back` | **overshoots past the target and settles back**, which is impact: a stamp, a button press, anything that should LAND rather than arrive |
328
+ | `Bounce` | lands and bounces, for something dropping onto a surface |
329
+
330
+ ```js
331
+ // a stamp: scale falls to 1 and springs through it
332
+ const driver = { scale: 5 };
333
+ new Tween(driver)
334
+ .to({ scale: 1 }, { duration: 420 })
335
+ .easing(Tween.Easing.Back.Out)
336
+ .onUpdate(() => { label.currentTransform.identity(); label.scale(driver.scale); })
337
+ .onComplete(() => camera.shake(12, 400)) // the thump, when it truly lands
338
+ .start();
339
+ ```
340
+
341
+ `Back` and `Elastic` **leave the range** between your start and end, so clamp
342
+ anything that cannot take it, an opacity or a colour channel above all. The
343
+ overshoot follows the direction of travel: a value tweened DOWN overshoots
344
+ below its target.
345
+
346
+ Reach for `onComplete` for anything that must happen on arrival, rather than a
347
+ second timer counting the same duration. `delay` in the `to()` options chains
348
+ the next one without a timer either.
349
+
219
350
  ## Guard teardown-adjacent callbacks
220
351
 
221
352
  Callbacks can fire while a stage is being torn down, when the current state is
@@ -103,7 +103,7 @@ Packing into one atlas keeps everything on a single binding.
103
103
  ## Visual properties
104
104
 
105
105
  ```js
106
- sprite.tint.setColor(255, 128, 0); // multiply tint
106
+ sprite.setTint("#ff8000"); // multiply tint
107
107
  sprite.alpha = 0.5;
108
108
  sprite.flipX(true); // mirror horizontally
109
109
  sprite.flipY(true);
@@ -141,9 +141,14 @@ The insets default to a quarter of the frame.
141
141
  Frequently spawned sprites should be pooled:
142
142
 
143
143
  ```js
144
- pool.register("bullet", Bullet, true); // true = recyclable
145
- const b = pool.pull("bullet", x, y); // new Bullet(x, y), or onResetEvent(x, y) on a reused one
146
- world.removeChild(b); // returns it to the pool automatically
144
+ import { createPool } from "melonjs";
145
+
146
+ const bulletPool = createPool((x, y) => { // me.pool is deprecated
147
+ const instance = new Bullet(x, y);
148
+ return { instance, reset: (x, y) => instance.onResetEvent(x, y) };
149
+ });
150
+ const b = bulletPool.get(x, y); // new Bullet(x, y), or reset(x, y) on a reused one
151
+ world.removeChild(b); // returns it to bulletPool automatically
147
152
  ```
148
153
 
149
154
  Two consequences:
@@ -1,6 +1,6 @@
1
1
  ---
2
2
  name: melonjs-tilemaps
3
- description: "Use this skill for Tiled maps in melonJS — loading TMX/TSX levels, spawning entities from Tiled objects, collision shapes authored in Tiled, isometric and hexagonal maps, and image layers. Covers the pool.register name contract, camera bounds, compressed maps needing the inflate plugin, and the level director API. Triggers on: Tiled, TMX, TSX, tilemap, level.load, level.load async, await level.load, tileset, ImageLayer, isometric, hexagonal, staggered, pool.register, Collectable, Trigger, object layer, collision layer, parallax."
3
+ description: "Use this skill for Tiled maps in melonJS — loading TMX/TSX levels, spawning entities from Tiled objects, collision shapes authored in Tiled, isometric and hexagonal maps, and image layers. Covers registerTiledObjectClass and the pool.register name contract, camera bounds, compressed maps needing the inflate plugin, and the level director API. Triggers on: Tiled, TMX, TSX, tilemap, level.load, level.load async, await level.load, tileset, ImageLayer, isometric, hexagonal, staggered, pool.register, Collectable, Trigger, object layer, collision layer, parallax, registerTiledObjectClass, registerTiledObjectFactory."
4
4
  license: MIT
5
5
  ---
6
6
 
@@ -38,6 +38,10 @@ also skip `src` and pass the map inline via `data` (with `format: "json"` or
38
38
  `level <id> not found` for an unknown id — synchronously, in both forms, because
39
39
  that is a typo rather than a load failure.
40
40
 
41
+ Those `game.` defaults are the engine's own, and `game` is whichever
42
+ `Application` finished `init()` last. **Pass `container` explicitly** from a
43
+ `Stage`, which has the right one: `level.load("map", { container: this.app.world })`.
44
+
41
45
  **`level.load` is deferred while the game loop is running.** It calls
42
46
  `state.stop()` and finishes the load on a timer, after the current frame, so by
43
47
  default it returns `true` before anything is in the world. Two ways to sequence
@@ -72,19 +76,30 @@ Tiled **class**, then its **name**, then the structural fallbacks `"text"`,
72
76
  `"tile"` and `"shape"`.
73
77
 
74
78
  ```js
75
- pool.register("mainPlayer", PlayerEntity); // ← matches Tiled class OR name
79
+ import { registerTiledObjectClass, registerTiledObjectFactory } from "melonjs";
80
+
81
+ registerTiledObjectClass("Enemy", Enemy); // ← matches Tiled class OR name
82
+ registerTiledObjectFactory("Spine", (settings, map) => { /* → Renderable */ });
76
83
  level.load("map1");
77
84
  ```
78
85
 
79
- `pool.register(className, classObj, recycling)` also registers the class as a
80
- Tiled object factory (and again under an `me.`-prefixed alias), unless you set
81
- `pool.autoRegisterTiled = false`. The dedicated entry points are:
86
+ These are the entry points to use. The registry is Tiled's own, held by the
87
+ object factory, and has nothing to do with object pooling.
82
88
 
83
- ```js
84
- import { registerTiledObjectClass, registerTiledObjectFactory } from "melonjs";
89
+ `pool.register(className, classObj)` **also** works and registers a Tiled
90
+ factory as a side effect, under the name and again under an `me.`-prefixed
91
+ alias, unless you set `pool.autoRegisterTiled = false`. That is the older
92
+ spelling, kept working for maps and games written against it, and it now
93
+ prints a one-off deprecation notice: `me.pool` is deprecated since 18.0.0.
85
94
 
86
- registerTiledObjectClass("Enemy", Enemy); // new Enemy(x, y, settings)
87
- registerTiledObjectFactory("Spine", (settings, map) => { /* → Renderable */ });
95
+ Its third argument no longer buys anything here. It used to make Tiled
96
+ objects recyclable; they are constructed directly now, and the container
97
+ returns children to typed pools rather than to the name-keyed one. To pool a
98
+ class you spawn constantly, give it a `createPool` and register it for Tiled
99
+ separately:
100
+
101
+ ```js
102
+ registerTiledObjectClass("mainPlayer", PlayerEntity);
88
103
  ```
89
104
 
90
105
  Register **before** loading. With no match the object falls through to the
@@ -94,11 +109,24 @@ not error, it just has none of your behaviour.
94
109
  `registerTiledObjectClass` **throws** if you register a *different* constructor
95
110
  under a name already taken (re-registering the same one is a no-op).
96
111
  `registerTiledObjectFactory` overwrites and only `console.warn`s, so it is the
97
- one to use for overriding a built-in such as `"shape"`.
112
+ one to use for replacing something already registered.
113
+
114
+ **Overriding a built-in name always works.** The engine's own classes are
115
+ DEFAULTS: they fill a name nothing else has claimed, and yours takes it over
116
+ whenever you register, before or after a map has loaded.
117
+
118
+ ```js
119
+ registerTiledObjectClass("Trigger", MyTrigger); // whenever you like
120
+ ```
121
+
122
+ The throw is for a clash between two of *your* classes under one name. For
123
+ that case `registerTiledObjectFactory` overwrites and only warns.
98
124
 
99
125
  melonJS pre-registers `Renderable`, `Sprite`, `NineSliceSprite`, `Text`,
100
- `BitmapText`, `ImageLayer`, `ColorLayer`, `Light2d`, `Collectable` and `Trigger`
101
- as Tiled classes, so `Collectable` and `Trigger` work out of the box.
126
+ `BitmapText`, `ImageLayer`, `ColorLayer`, `Light2d`, `Collectable`, `Trigger`
127
+ and `Entity` as Tiled classes, so `Collectable` and `Trigger` work out of the
128
+ box. Each is registered under its `me.`-prefixed alias as well, so a map
129
+ authored against melonJS 1.x finds them where it looks.
102
130
 
103
131
  A `Trigger` forwards a **fixed list** of settings to `level.load()` — not
104
132
  whatever you pass it. Today that list is `container`, `onLoaded`, `flatten`,