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1.9.3 build
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KilledByAPixel committed Aug 5, 2024
1 parent aaba794 commit 1d8c008
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Showing 9 changed files with 156 additions and 168 deletions.
46 changes: 23 additions & 23 deletions dist/littlejs.d.ts
Original file line number Diff line number Diff line change
@@ -1,6 +1,6 @@
declare module "littlejs.esm" {
/**
* LittleJS - The Tiny JavaScript Game Engine That Can!
* LittleJS - The Tiny Fast JavaScript Game Engine
* MIT License - Copyright 2021 Frank Force
*
* Engine Features
Expand Down Expand Up @@ -28,7 +28,7 @@ declare module "littlejs.esm" {
* @default
* @memberof Engine */
export const engineVersion: string;
/** Frames per second to update objects
/** Frames per second to update
* @type {Number}
* @default
* @memberof Engine */
Expand All @@ -46,7 +46,7 @@ declare module "littlejs.esm" {
* @type {Number}
* @memberof Engine */
export let frame: number;
/** Current engine time since start in seconds, derived from frame
/** Current engine time since start in seconds
* @type {Number}
* @memberof Engine */
export let time: number;
Expand All @@ -63,12 +63,12 @@ declare module "littlejs.esm" {
* @param {Boolean} isPaused
* @memberof Engine */
export function setPaused(isPaused: boolean): void;
/** Start up LittleJS engine with your callback functions
* @param {Function} gameInit - Called once after the engine starts up, setup the game
* @param {Function} gameUpdate - Called every frame at 60 frames per second, handle input and update the game state
* @param {Function} gameUpdatePost - Called after physics and objects are updated, setup camera and prepare for render
* @param {Function} gameRender - Called before objects are rendered, draw any background effects that appear behind objects
* @param {Function} gameRenderPost - Called after objects are rendered, draw effects or hud that appear above all objects
/** Startup LittleJS engine with your callback functions
* @param {Function} gameInit - Called once after the engine starts up, setup the game
* @param {Function} gameUpdate - Called every frame at 60 frames per second, handle input and update the game state
* @param {Function} gameUpdatePost - Called after physics and objects are updated, setup camera and prepare for render
* @param {Function} gameRender - Called before objects are rendered, draw any background effects that appear behind objects
* @param {Function} gameRenderPost - Called after objects are rendered, draw effects or hud that appear above all objects
* @param {Array} [imageSources=['tiles.png']] - Image to load
* @memberof Engine */
export function engineInit(gameInit: Function, gameUpdate: Function, gameUpdatePost: Function, gameRender: Function, gameRenderPost: Function, imageSources?: any[]): void;
Expand Down Expand Up @@ -109,7 +109,7 @@ declare module "littlejs.esm" {
* @default
* @memberof Debug */
export let showWatermark: boolean;
/** Asserts if the experssion is false, does not do anything in release builds
/** Asserts if the expression is false, does not do anything in release builds
* @param {Boolean} assert
* @param {Object} [output]
* @memberof Debug */
Expand Down Expand Up @@ -229,7 +229,7 @@ declare module "littlejs.esm" {
* @default
* @memberof Settings */
export let enablePhysicsSolver: boolean;
/** Default object mass for collison calcuations (how heavy objects are)
/** Default object mass for collision calcuations (how heavy objects are)
* @type {Number}
* @default
* @memberof Settings */
Expand Down Expand Up @@ -306,7 +306,7 @@ declare module "littlejs.esm" {
* @default
* @memberof Settings */
export let touchGamepadAnalog: boolean;
/** Size of virutal gamepad for touch devices in pixels
/** Size of virtual gamepad for touch devices in pixels
* @type {Number}
* @default
* @memberof Settings */
Expand Down Expand Up @@ -548,7 +548,7 @@ declare module "littlejs.esm" {
* @return {Number}
* @memberof Utilities */
export function max(valueA: number, valueB: number): number;
/** Returns the sign of value passed in (also returns 1 if 0)
/** Returns the sign of value passed in
* @param {Number} value
* @return {Number}
* @memberof Utilities */
Expand Down Expand Up @@ -580,7 +580,7 @@ declare module "littlejs.esm" {
* @returns {Number}
* @memberof Utilities */
export function distanceWrap(valueA: number, valueB: number, wrapSize?: number): number;
/** Linearly interpolates between values passed in with wrappping
/** Linearly interpolates between values passed in with wrapping
* @param {Number} percent
* @param {Number} valueA
* @param {Number} valueB
Expand All @@ -594,7 +594,7 @@ declare module "littlejs.esm" {
* @returns {Number}
* @memberof Utilities */
export function distanceAngle(angleA: number, angleB: number): number;
/** Linearly interpolates between the angles passed in with wrappping
/** Linearly interpolates between the angles passed in with wrapping
* @param {Number} percent
* @param {Number} angleA
* @param {Number} angleB
Expand Down Expand Up @@ -1378,7 +1378,7 @@ declare module "littlejs.esm" {
* @namespace Audio
*/
/**
* Sound Object - Stores a zzfx sound for later use and can be played positionally
* Sound Object - Stores a sound for later use and can be played positionally
*
* <a href=https://killedbyapixel.github.io/ZzFX/>Create sounds using the ZzFX Sound Designer.</a>
* @example
Expand All @@ -1392,7 +1392,7 @@ declare module "littlejs.esm" {
/** Create a sound object and cache the zzfx samples for later use
* @param {Array} zzfxSound - Array of zzfx parameters, ex. [.5,.5]
* @param {Number} [range=soundDefaultRange] - World space max range of sound, will not play if camera is farther away
* @param {Number} [taper=soundDefaultTaper] - At what percentage of range should it start tapering off
* @param {Number} [taper=soundDefaultTaper] - At what percentage of range should it start tapering
*/
constructor(zzfxSound: any[], range?: number, taper?: number);
/** @property {Number} - World space max range of sound, will not play if camera is farther away */
Expand Down Expand Up @@ -1493,18 +1493,18 @@ declare module "littlejs.esm" {
sampleChannels: any[];
/** Play the music
* @param {Number} [volume=1] - How much to scale volume by
* @param {Boolean} [loop=1] - True if the music should loop
* @param {Boolean} [loop] - True if the music should loop
* @return {AudioBufferSourceNode} - The audio source node
*/
playMusic(volume?: number, loop?: boolean): AudioBufferSourceNode;
}
/** Play an mp3, ogg, or wav audio from a local file or url
* @param {String} url - Location of sound file to play
* @param {String} filename - Location of sound file to play
* @param {Number} [volume] - How much to scale volume by
* @param {Boolean} [loop] - True if the music should loop
* @return {HTMLAudioElement} - The audio element for this sound
* @memberof Audio */
export function playAudioFile(url: string, volume?: number, loop?: boolean): HTMLAudioElement;
export function playAudioFile(filename: string, volume?: number, loop?: boolean): HTMLAudioElement;
/** Speak text with passed in settings
* @param {String} text - The text to speak
* @param {String} [language] - The language/accent to use (examples: en, it, ru, ja, zh)
Expand Down Expand Up @@ -1553,7 +1553,7 @@ declare module "littlejs.esm" {
* - Automatically adds self to object list
* - Will be updated and rendered each frame
* - Renders as a sprite from a tilesheet by default
* - Can have color and addtive color applied
* - Can have color and additive color applied
* - 2D Physics and collision system
* - Sorted by renderOrder
* - Objects can have children attached
Expand Down Expand Up @@ -1687,7 +1687,7 @@ declare module "littlejs.esm" {
/**
* LittleJS Tile Layer System
* - Caches arrays of tiles to off screen canvas for fast rendering
* - Unlimted numbers of layers, allocates canvases as needed
* - Unlimited numbers of layers, allocates canvases as needed
* - Interfaces with EngineObject for collision
* - Collision layer is separate from visible layers
* - It is recommended to have a visible layer that matches the collision
Expand Down Expand Up @@ -1719,7 +1719,7 @@ declare module "littlejs.esm" {
export function getTileCollisionData(pos: Vector2): number;
/** Check if collision with another object should occur
* @param {Vector2} pos
* @param {Vector2} [size=(1,1)]
* @param {Vector2} [size=(0,0)]
* @param {EngineObject} [object]
* @return {Boolean}
* @memberof TileCollision */
Expand Down
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