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feat(text,gameObject): add Text object and parent GameObject #132
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* Extract Sprite#collidesWith (#123) * chore: extract collision detection * feat(sprite): extract collision detection * apply suggested changes * feat(sprite): allow preprocessing of file through rollup-plugin * feat(sprite): allow preprocessing of file through rollup-plugin * fix test * add docs * add docs * change flag names to denote sprite * update docs * update gulpfile with new names * fix minified output * feat(text,gameObject): add Text object and parent GameObject (#132) * cleanup text * final code * transfer permutations to gameObject * fix travis * ignore * fix(gitignore) * feat: add typescript declaration file and tests (#134) * feat: add typescript support * got it working * type testing * finished * build * fix test * add typings to npm test * update comments * fix bad type * fix comments * chore: add contributing guidelines * chore: add comments, fix typos * add link * feat(button): accessible button and pointer onOut (#141) * feat(button): accessible button * update pointer tests * revert playground * feat(scene): accessible scene (#142) * feat(vector,helpers): add more vector functions, add helper functions (#146) * feat(vector,helpers): add more vector functions, add helper functions * update custom build docs * fix length prop name for livingcss bug * add missing normalize test * fix links in doc * use math.hypot * correct typo * fix typos * feat(helpers): add helper functions lerp, inverseLerp, clamp, angleToTarget, seedRand (#147) * feat(helpers): add lerp, inverseLerp, clamp * add angleToTarget * add random seed generator * fix up docs * fix(*): use draw for drawing instead of _dc * docs: typo in documentation of `Button` (#157) * feat(gridManager): add grid manager (#158) * ui manager * update doc usability and addChild * use scale instead of font * fix tests; move collision and store to helpers * have button inherit from sprite * finalize * build * fix(tileEngine): don't error for object layers (#135) * docs: assetLoaded progress example (#143) * build * fix audit * ignore generated files * only publish main files * ignore generated type file * ci: build gh-pages (#159) * build gh-pages * fix test * fix permutation test * ci: split into jobs (#160) * ci: split into jobs * fix jobs * test deploy job * full test * build docs before deploy * ci: correct command * tests: fix tests, add coverage for new features * ci: run permutations in parallel (#161) * ci: run longer permutations first * tests: update typscript tests * chore: use clamp helper in tileEngline * feat(gameObject): add opacity * chore: add semicolons, refactor events * chore: refactor code * put docs in right place * put docs in right place * docs: add docs for gameobject properties, no strict on output * docs: fix docs in updatable to be in gameObject * fix(text): get text working * feat: world calculations * fix: proxy too slow at scale, create examples * feat(scene,gameObject): lookAt object, scale gameObject in place * fix gridManager * feature complete? * feat: pointer works with multiple canvases on same page * rename gridManger to grid * docs: finalized * tests: fix tests * tests: finish tests * ci: permutations * ci: docs * ci: fix typescript * ci: cause permutation test to fail build * ci: cause permutation test to fail build * ci: ensure tests fail build * ci: should be working now * cleanup Co-authored-by: Daniel <daniel.t.dt@gmail.com> Co-authored-by: Dennis Meckel <meckel@datenschuppen.de> Co-authored-by: Andre D. Lima <andre.dantas.lima@gmail.com> Co-authored-by: Wini3D <12629729+wini3d@users.noreply.github.com>
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New Text object that can be used to render text to the game. Can handle newline characters
\n
and automatic linebreaks by passing awidth
property. Also will detectdir=rtl
on the canvas to support RTL languages. Docs and tests forthcoming.With the addition of new objects that needed to be rendered like a sprite but aren't a sprite, figured it was time to create a base class everything else could inherit from. So now Sprite is just for rect/image/animation sprites and the GameObject is for everything else dealing with position, movement, rotation, anchors, etc.