minimojs 1.0.0-alpha.33 → 1.0.0-alpha.34

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package/dist/minimo.d.ts CHANGED
@@ -2072,9 +2072,12 @@ export declare class Game {
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  /**
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  * Plays a square-wave beep using the Web Audio API.
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  *
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- * **Square wave only.** This synthesizes a tone and needs no file. To play
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- * a recorded sound, load it with {@link Game.loadSound} and play it with
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- * {@link Game.playSound}.
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+ * **Retro tone, not a game's sound.** This synthesizes a square-wave tone and
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+ * needs no file, so it sounds like an old arcade machine. A game's music and
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+ * sound effects are audio files: declare them as `sound` entries in an asset
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+ * file, or load them with {@link Game.loadSound}, and play them with
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+ * {@link Game.playSound}. Use tones only for a deliberately retro game, or
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+ * when no audio file can be obtained.
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  *
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  * The AudioContext is created lazily on first call. Browsers require a user
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  * gesture (click, keypress) before audio can play — always call `sound()` in
@@ -2092,13 +2095,16 @@ export declare class Game {
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  * ```ts
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  * game.sound(440, 100); // 440 Hz beep for 100ms
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  * game.sound(261, 500); // middle C for 500ms
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- * game.sound(880, 50); // high beep for 50ms (jump sound)
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+ * game.sound(880, 50); // high beep for 50ms
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  * ```
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  */
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  sound(freq: number, durationMs: number): void;
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  /**
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  * Plays multiple square-wave tones in strict sequence.
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  *
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+ * Like {@link Game.sound}, this is a retro tone, not a game's sound: for
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+ * music and sound effects, play audio files with {@link Game.playSound}.
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+ *
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  * Each tuple is `[frequencyHz, durationMs]`. The next tone starts when the
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  * previous one ends.
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  *
package/dist/minimo.js CHANGED
@@ -2400,9 +2400,12 @@ export class Game {
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  /**
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  * Plays a square-wave beep using the Web Audio API.
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  *
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- * **Square wave only.** This synthesizes a tone and needs no file. To play
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- * a recorded sound, load it with {@link Game.loadSound} and play it with
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- * {@link Game.playSound}.
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+ * **Retro tone, not a game's sound.** This synthesizes a square-wave tone and
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+ * needs no file, so it sounds like an old arcade machine. A game's music and
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+ * sound effects are audio files: declare them as `sound` entries in an asset
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+ * file, or load them with {@link Game.loadSound}, and play them with
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+ * {@link Game.playSound}. Use tones only for a deliberately retro game, or
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+ * when no audio file can be obtained.
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  *
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  * The AudioContext is created lazily on first call. Browsers require a user
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  * gesture (click, keypress) before audio can play — always call `sound()` in
@@ -2420,7 +2423,7 @@ export class Game {
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  * ```ts
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  * game.sound(440, 100); // 440 Hz beep for 100ms
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  * game.sound(261, 500); // middle C for 500ms
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- * game.sound(880, 50); // high beep for 50ms (jump sound)
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+ * game.sound(880, 50); // high beep for 50ms
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  * ```
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  */
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  sound(freq, durationMs) {
@@ -2429,6 +2432,9 @@ export class Game {
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  /**
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  * Plays multiple square-wave tones in strict sequence.
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  *
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+ * Like {@link Game.sound}, this is a retro tone, not a game's sound: for
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+ * music and sound effects, play audio files with {@link Game.playSound}.
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+ *
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  * Each tuple is `[frequencyHz, durationMs]`. The next tone starts when the
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  * previous one ends.
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  *
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "minimojs",
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- "version": "1.0.0-alpha.33",
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+ "version": "1.0.0-alpha.34",
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  "description": "MinimoJS v1 — ultra-minimal, flat, deterministic 2D web game engine. Image-first sprites with emoji as a zero-asset alternative, rAF loop, TypeScript-first, LLM-friendly.",
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  "type": "module",
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  "main": "dist/minimo.js",