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2025-01-04 00:34:03 +01:00
parent 41829408dc
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resources/app/node_modules/@pixi/sprite/LICENSE generated vendored Normal file
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The MIT License
Copyright (c) 2013-2023 Mathew Groves, Chad Engler
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.

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"use strict";
var core = require("@pixi/core"), display = require("@pixi/display");
const tempPoint = new core.Point(), indices = new Uint16Array([0, 1, 2, 0, 2, 3]);
class Sprite extends display.Container {
/** @param texture - The texture for this sprite. */
constructor(texture) {
super(), this._anchor = new core.ObservablePoint(
this._onAnchorUpdate,
this,
texture ? texture.defaultAnchor.x : 0,
texture ? texture.defaultAnchor.y : 0
), this._texture = null, this._width = 0, this._height = 0, this._tintColor = new core.Color(16777215), this._tintRGB = null, this.tint = 16777215, this.blendMode = core.BLEND_MODES.NORMAL, this._cachedTint = 16777215, this.uvs = null, this.texture = texture || core.Texture.EMPTY, this.vertexData = new Float32Array(8), this.vertexTrimmedData = null, this._transformID = -1, this._textureID = -1, this._transformTrimmedID = -1, this._textureTrimmedID = -1, this.indices = indices, this.pluginName = "batch", this.isSprite = !0, this._roundPixels = core.settings.ROUND_PIXELS;
}
/** When the texture is updated, this event will fire to update the scale and frame. */
_onTextureUpdate() {
this._textureID = -1, this._textureTrimmedID = -1, this._cachedTint = 16777215, this._width && (this.scale.x = core.utils.sign(this.scale.x) * this._width / this._texture.orig.width), this._height && (this.scale.y = core.utils.sign(this.scale.y) * this._height / this._texture.orig.height);
}
/** Called when the anchor position updates. */
_onAnchorUpdate() {
this._transformID = -1, this._transformTrimmedID = -1;
}
/** Calculates worldTransform * vertices, store it in vertexData. */
calculateVertices() {
const texture = this._texture;
if (this._transformID === this.transform._worldID && this._textureID === texture._updateID)
return;
this._textureID !== texture._updateID && (this.uvs = this._texture._uvs.uvsFloat32), this._transformID = this.transform._worldID, this._textureID = texture._updateID;
const wt = this.transform.worldTransform, a = wt.a, b = wt.b, c = wt.c, d = wt.d, tx = wt.tx, ty = wt.ty, vertexData = this.vertexData, trim = texture.trim, orig = texture.orig, anchor = this._anchor;
let w0 = 0, w1 = 0, h0 = 0, h1 = 0;
if (trim ? (w1 = trim.x - anchor._x * orig.width, w0 = w1 + trim.width, h1 = trim.y - anchor._y * orig.height, h0 = h1 + trim.height) : (w1 = -anchor._x * orig.width, w0 = w1 + orig.width, h1 = -anchor._y * orig.height, h0 = h1 + orig.height), vertexData[0] = a * w1 + c * h1 + tx, vertexData[1] = d * h1 + b * w1 + ty, vertexData[2] = a * w0 + c * h1 + tx, vertexData[3] = d * h1 + b * w0 + ty, vertexData[4] = a * w0 + c * h0 + tx, vertexData[5] = d * h0 + b * w0 + ty, vertexData[6] = a * w1 + c * h0 + tx, vertexData[7] = d * h0 + b * w1 + ty, this._roundPixels) {
const resolution = core.settings.RESOLUTION;
for (let i = 0; i < vertexData.length; ++i)
vertexData[i] = Math.round(vertexData[i] * resolution) / resolution;
}
}
/**
* Calculates worldTransform * vertices for a non texture with a trim. store it in vertexTrimmedData.
*
* This is used to ensure that the true width and height of a trimmed texture is respected.
*/
calculateTrimmedVertices() {
if (!this.vertexTrimmedData)
this.vertexTrimmedData = new Float32Array(8);
else if (this._transformTrimmedID === this.transform._worldID && this._textureTrimmedID === this._texture._updateID)
return;
this._transformTrimmedID = this.transform._worldID, this._textureTrimmedID = this._texture._updateID;
const texture = this._texture, vertexData = this.vertexTrimmedData, orig = texture.orig, anchor = this._anchor, wt = this.transform.worldTransform, a = wt.a, b = wt.b, c = wt.c, d = wt.d, tx = wt.tx, ty = wt.ty, w1 = -anchor._x * orig.width, w0 = w1 + orig.width, h1 = -anchor._y * orig.height, h0 = h1 + orig.height;
if (vertexData[0] = a * w1 + c * h1 + tx, vertexData[1] = d * h1 + b * w1 + ty, vertexData[2] = a * w0 + c * h1 + tx, vertexData[3] = d * h1 + b * w0 + ty, vertexData[4] = a * w0 + c * h0 + tx, vertexData[5] = d * h0 + b * w0 + ty, vertexData[6] = a * w1 + c * h0 + tx, vertexData[7] = d * h0 + b * w1 + ty, this._roundPixels) {
const resolution = core.settings.RESOLUTION;
for (let i = 0; i < vertexData.length; ++i)
vertexData[i] = Math.round(vertexData[i] * resolution) / resolution;
}
}
/**
*
* Renders the object using the WebGL renderer
* @param renderer - The webgl renderer to use.
*/
_render(renderer) {
this.calculateVertices(), renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]), renderer.plugins[this.pluginName].render(this);
}
/** Updates the bounds of the sprite. */
_calculateBounds() {
const trim = this._texture.trim, orig = this._texture.orig;
!trim || trim.width === orig.width && trim.height === orig.height ? (this.calculateVertices(), this._bounds.addQuad(this.vertexData)) : (this.calculateTrimmedVertices(), this._bounds.addQuad(this.vertexTrimmedData));
}
/**
* Gets the local bounds of the sprite object.
* @param rect - Optional output rectangle.
* @returns The bounds.
*/
getLocalBounds(rect) {
return this.children.length === 0 ? (this._localBounds || (this._localBounds = new display.Bounds()), this._localBounds.minX = this._texture.orig.width * -this._anchor._x, this._localBounds.minY = this._texture.orig.height * -this._anchor._y, this._localBounds.maxX = this._texture.orig.width * (1 - this._anchor._x), this._localBounds.maxY = this._texture.orig.height * (1 - this._anchor._y), rect || (this._localBoundsRect || (this._localBoundsRect = new core.Rectangle()), rect = this._localBoundsRect), this._localBounds.getRectangle(rect)) : super.getLocalBounds.call(this, rect);
}
/**
* Tests if a point is inside this sprite
* @param point - the point to test
* @returns The result of the test
*/
containsPoint(point) {
this.worldTransform.applyInverse(point, tempPoint);
const width = this._texture.orig.width, height = this._texture.orig.height, x1 = -width * this.anchor.x;
let y1 = 0;
return tempPoint.x >= x1 && tempPoint.x < x1 + width && (y1 = -height * this.anchor.y, tempPoint.y >= y1 && tempPoint.y < y1 + height);
}
/**
* Destroys this sprite and optionally its texture and children.
* @param options - Options parameter. A boolean will act as if all options
* have been set to that value
* @param [options.children=false] - if set to true, all the children will have their destroy
* method called as well. 'options' will be passed on to those calls.
* @param [options.texture=false] - Should it destroy the current texture of the sprite as well
* @param [options.baseTexture=false] - Should it destroy the base texture of the sprite as well
*/
destroy(options) {
if (super.destroy(options), this._texture.off("update", this._onTextureUpdate, this), this._anchor = null, typeof options == "boolean" ? options : options?.texture) {
const destroyBaseTexture = typeof options == "boolean" ? options : options?.baseTexture;
this._texture.destroy(!!destroyBaseTexture);
}
this._texture = null;
}
// some helper functions..
/**
* Helper function that creates a new sprite based on the source you provide.
* The source can be - frame id, image url, video url, canvas element, video element, base texture
* @param {string|PIXI.Texture|HTMLImageElement|HTMLVideoElement|ImageBitmap|PIXI.ICanvas} source
* - Source to create texture from
* @param {object} [options] - See {@link PIXI.BaseTexture}'s constructor for options.
* @returns The newly created sprite
*/
static from(source, options) {
const texture = source instanceof core.Texture ? source : core.Texture.from(source, options);
return new Sprite(texture);
}
/**
* If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.
*
* Advantages can include sharper image quality (like text) and faster rendering on canvas.
* The main disadvantage is movement of objects may appear less smooth.
*
* To set the global default, change {@link PIXI.settings.ROUND_PIXELS}.
* @default false
*/
set roundPixels(value) {
this._roundPixels !== value && (this._transformID = -1, this._transformTrimmedID = -1), this._roundPixels = value;
}
get roundPixels() {
return this._roundPixels;
}
/** The width of the sprite, setting this will actually modify the scale to achieve the value set. */
get width() {
return Math.abs(this.scale.x) * this._texture.orig.width;
}
set width(value) {
const s = core.utils.sign(this.scale.x) || 1;
this.scale.x = s * value / this._texture.orig.width, this._width = value;
}
/** The height of the sprite, setting this will actually modify the scale to achieve the value set. */
get height() {
return Math.abs(this.scale.y) * this._texture.orig.height;
}
set height(value) {
const s = core.utils.sign(this.scale.y) || 1;
this.scale.y = s * value / this._texture.orig.height, this._height = value;
}
/**
* The anchor sets the origin point of the sprite. The default value is taken from the {@link PIXI.Texture|Texture}
* and passed to the constructor.
*
* The default is `(0,0)`, this means the sprite's origin is the top left.
*
* Setting the anchor to `(0.5,0.5)` means the sprite's origin is centered.
*
* Setting the anchor to `(1,1)` would mean the sprite's origin point will be the bottom right corner.
*
* If you pass only single parameter, it will set both x and y to the same value as shown in the example below.
* @example
* import { Sprite } from 'pixi.js';
*
* const sprite = new Sprite(Texture.WHITE);
* sprite.anchor.set(0.5); // This will set the origin to center. (0.5) is same as (0.5, 0.5).
*/
get anchor() {
return this._anchor;
}
set anchor(value) {
this._anchor.copyFrom(value);
}
/**
* The tint applied to the sprite. This is a hex value.
*
* A value of 0xFFFFFF will remove any tint effect.
* @default 0xFFFFFF
*/
get tint() {
return this._tintColor.value;
}
set tint(value) {
this._tintColor.setValue(value), this._tintRGB = this._tintColor.toLittleEndianNumber();
}
/**
* Get the tint as a RGB integer.
* @ignore
*/
get tintValue() {
return this._tintColor.toNumber();
}
/** The texture that the sprite is using. */
get texture() {
return this._texture;
}
set texture(value) {
this._texture !== value && (this._texture && this._texture.off("update", this._onTextureUpdate, this), this._texture = value || core.Texture.EMPTY, this._cachedTint = 16777215, this._textureID = -1, this._textureTrimmedID = -1, value && (value.baseTexture.valid ? this._onTextureUpdate() : value.once("update", this._onTextureUpdate, this)));
}
}
exports.Sprite = Sprite;
//# sourceMappingURL=Sprite.js.map

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import { Point, ObservablePoint, Color, BLEND_MODES, Texture, settings, utils, Rectangle } from "@pixi/core";
import { Container, Bounds } from "@pixi/display";
const tempPoint = new Point(), indices = new Uint16Array([0, 1, 2, 0, 2, 3]);
class Sprite extends Container {
/** @param texture - The texture for this sprite. */
constructor(texture) {
super(), this._anchor = new ObservablePoint(
this._onAnchorUpdate,
this,
texture ? texture.defaultAnchor.x : 0,
texture ? texture.defaultAnchor.y : 0
), this._texture = null, this._width = 0, this._height = 0, this._tintColor = new Color(16777215), this._tintRGB = null, this.tint = 16777215, this.blendMode = BLEND_MODES.NORMAL, this._cachedTint = 16777215, this.uvs = null, this.texture = texture || Texture.EMPTY, this.vertexData = new Float32Array(8), this.vertexTrimmedData = null, this._transformID = -1, this._textureID = -1, this._transformTrimmedID = -1, this._textureTrimmedID = -1, this.indices = indices, this.pluginName = "batch", this.isSprite = !0, this._roundPixels = settings.ROUND_PIXELS;
}
/** When the texture is updated, this event will fire to update the scale and frame. */
_onTextureUpdate() {
this._textureID = -1, this._textureTrimmedID = -1, this._cachedTint = 16777215, this._width && (this.scale.x = utils.sign(this.scale.x) * this._width / this._texture.orig.width), this._height && (this.scale.y = utils.sign(this.scale.y) * this._height / this._texture.orig.height);
}
/** Called when the anchor position updates. */
_onAnchorUpdate() {
this._transformID = -1, this._transformTrimmedID = -1;
}
/** Calculates worldTransform * vertices, store it in vertexData. */
calculateVertices() {
const texture = this._texture;
if (this._transformID === this.transform._worldID && this._textureID === texture._updateID)
return;
this._textureID !== texture._updateID && (this.uvs = this._texture._uvs.uvsFloat32), this._transformID = this.transform._worldID, this._textureID = texture._updateID;
const wt = this.transform.worldTransform, a = wt.a, b = wt.b, c = wt.c, d = wt.d, tx = wt.tx, ty = wt.ty, vertexData = this.vertexData, trim = texture.trim, orig = texture.orig, anchor = this._anchor;
let w0 = 0, w1 = 0, h0 = 0, h1 = 0;
if (trim ? (w1 = trim.x - anchor._x * orig.width, w0 = w1 + trim.width, h1 = trim.y - anchor._y * orig.height, h0 = h1 + trim.height) : (w1 = -anchor._x * orig.width, w0 = w1 + orig.width, h1 = -anchor._y * orig.height, h0 = h1 + orig.height), vertexData[0] = a * w1 + c * h1 + tx, vertexData[1] = d * h1 + b * w1 + ty, vertexData[2] = a * w0 + c * h1 + tx, vertexData[3] = d * h1 + b * w0 + ty, vertexData[4] = a * w0 + c * h0 + tx, vertexData[5] = d * h0 + b * w0 + ty, vertexData[6] = a * w1 + c * h0 + tx, vertexData[7] = d * h0 + b * w1 + ty, this._roundPixels) {
const resolution = settings.RESOLUTION;
for (let i = 0; i < vertexData.length; ++i)
vertexData[i] = Math.round(vertexData[i] * resolution) / resolution;
}
}
/**
* Calculates worldTransform * vertices for a non texture with a trim. store it in vertexTrimmedData.
*
* This is used to ensure that the true width and height of a trimmed texture is respected.
*/
calculateTrimmedVertices() {
if (!this.vertexTrimmedData)
this.vertexTrimmedData = new Float32Array(8);
else if (this._transformTrimmedID === this.transform._worldID && this._textureTrimmedID === this._texture._updateID)
return;
this._transformTrimmedID = this.transform._worldID, this._textureTrimmedID = this._texture._updateID;
const texture = this._texture, vertexData = this.vertexTrimmedData, orig = texture.orig, anchor = this._anchor, wt = this.transform.worldTransform, a = wt.a, b = wt.b, c = wt.c, d = wt.d, tx = wt.tx, ty = wt.ty, w1 = -anchor._x * orig.width, w0 = w1 + orig.width, h1 = -anchor._y * orig.height, h0 = h1 + orig.height;
if (vertexData[0] = a * w1 + c * h1 + tx, vertexData[1] = d * h1 + b * w1 + ty, vertexData[2] = a * w0 + c * h1 + tx, vertexData[3] = d * h1 + b * w0 + ty, vertexData[4] = a * w0 + c * h0 + tx, vertexData[5] = d * h0 + b * w0 + ty, vertexData[6] = a * w1 + c * h0 + tx, vertexData[7] = d * h0 + b * w1 + ty, this._roundPixels) {
const resolution = settings.RESOLUTION;
for (let i = 0; i < vertexData.length; ++i)
vertexData[i] = Math.round(vertexData[i] * resolution) / resolution;
}
}
/**
*
* Renders the object using the WebGL renderer
* @param renderer - The webgl renderer to use.
*/
_render(renderer) {
this.calculateVertices(), renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]), renderer.plugins[this.pluginName].render(this);
}
/** Updates the bounds of the sprite. */
_calculateBounds() {
const trim = this._texture.trim, orig = this._texture.orig;
!trim || trim.width === orig.width && trim.height === orig.height ? (this.calculateVertices(), this._bounds.addQuad(this.vertexData)) : (this.calculateTrimmedVertices(), this._bounds.addQuad(this.vertexTrimmedData));
}
/**
* Gets the local bounds of the sprite object.
* @param rect - Optional output rectangle.
* @returns The bounds.
*/
getLocalBounds(rect) {
return this.children.length === 0 ? (this._localBounds || (this._localBounds = new Bounds()), this._localBounds.minX = this._texture.orig.width * -this._anchor._x, this._localBounds.minY = this._texture.orig.height * -this._anchor._y, this._localBounds.maxX = this._texture.orig.width * (1 - this._anchor._x), this._localBounds.maxY = this._texture.orig.height * (1 - this._anchor._y), rect || (this._localBoundsRect || (this._localBoundsRect = new Rectangle()), rect = this._localBoundsRect), this._localBounds.getRectangle(rect)) : super.getLocalBounds.call(this, rect);
}
/**
* Tests if a point is inside this sprite
* @param point - the point to test
* @returns The result of the test
*/
containsPoint(point) {
this.worldTransform.applyInverse(point, tempPoint);
const width = this._texture.orig.width, height = this._texture.orig.height, x1 = -width * this.anchor.x;
let y1 = 0;
return tempPoint.x >= x1 && tempPoint.x < x1 + width && (y1 = -height * this.anchor.y, tempPoint.y >= y1 && tempPoint.y < y1 + height);
}
/**
* Destroys this sprite and optionally its texture and children.
* @param options - Options parameter. A boolean will act as if all options
* have been set to that value
* @param [options.children=false] - if set to true, all the children will have their destroy
* method called as well. 'options' will be passed on to those calls.
* @param [options.texture=false] - Should it destroy the current texture of the sprite as well
* @param [options.baseTexture=false] - Should it destroy the base texture of the sprite as well
*/
destroy(options) {
if (super.destroy(options), this._texture.off("update", this._onTextureUpdate, this), this._anchor = null, typeof options == "boolean" ? options : options?.texture) {
const destroyBaseTexture = typeof options == "boolean" ? options : options?.baseTexture;
this._texture.destroy(!!destroyBaseTexture);
}
this._texture = null;
}
// some helper functions..
/**
* Helper function that creates a new sprite based on the source you provide.
* The source can be - frame id, image url, video url, canvas element, video element, base texture
* @param {string|PIXI.Texture|HTMLImageElement|HTMLVideoElement|ImageBitmap|PIXI.ICanvas} source
* - Source to create texture from
* @param {object} [options] - See {@link PIXI.BaseTexture}'s constructor for options.
* @returns The newly created sprite
*/
static from(source, options) {
const texture = source instanceof Texture ? source : Texture.from(source, options);
return new Sprite(texture);
}
/**
* If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.
*
* Advantages can include sharper image quality (like text) and faster rendering on canvas.
* The main disadvantage is movement of objects may appear less smooth.
*
* To set the global default, change {@link PIXI.settings.ROUND_PIXELS}.
* @default false
*/
set roundPixels(value) {
this._roundPixels !== value && (this._transformID = -1, this._transformTrimmedID = -1), this._roundPixels = value;
}
get roundPixels() {
return this._roundPixels;
}
/** The width of the sprite, setting this will actually modify the scale to achieve the value set. */
get width() {
return Math.abs(this.scale.x) * this._texture.orig.width;
}
set width(value) {
const s = utils.sign(this.scale.x) || 1;
this.scale.x = s * value / this._texture.orig.width, this._width = value;
}
/** The height of the sprite, setting this will actually modify the scale to achieve the value set. */
get height() {
return Math.abs(this.scale.y) * this._texture.orig.height;
}
set height(value) {
const s = utils.sign(this.scale.y) || 1;
this.scale.y = s * value / this._texture.orig.height, this._height = value;
}
/**
* The anchor sets the origin point of the sprite. The default value is taken from the {@link PIXI.Texture|Texture}
* and passed to the constructor.
*
* The default is `(0,0)`, this means the sprite's origin is the top left.
*
* Setting the anchor to `(0.5,0.5)` means the sprite's origin is centered.
*
* Setting the anchor to `(1,1)` would mean the sprite's origin point will be the bottom right corner.
*
* If you pass only single parameter, it will set both x and y to the same value as shown in the example below.
* @example
* import { Sprite } from 'pixi.js';
*
* const sprite = new Sprite(Texture.WHITE);
* sprite.anchor.set(0.5); // This will set the origin to center. (0.5) is same as (0.5, 0.5).
*/
get anchor() {
return this._anchor;
}
set anchor(value) {
this._anchor.copyFrom(value);
}
/**
* The tint applied to the sprite. This is a hex value.
*
* A value of 0xFFFFFF will remove any tint effect.
* @default 0xFFFFFF
*/
get tint() {
return this._tintColor.value;
}
set tint(value) {
this._tintColor.setValue(value), this._tintRGB = this._tintColor.toLittleEndianNumber();
}
/**
* Get the tint as a RGB integer.
* @ignore
*/
get tintValue() {
return this._tintColor.toNumber();
}
/** The texture that the sprite is using. */
get texture() {
return this._texture;
}
set texture(value) {
this._texture !== value && (this._texture && this._texture.off("update", this._onTextureUpdate, this), this._texture = value || Texture.EMPTY, this._cachedTint = 16777215, this._textureID = -1, this._textureTrimmedID = -1, value && (value.baseTexture.valid ? this._onTextureUpdate() : value.once("update", this._onTextureUpdate, this)));
}
}
export {
Sprite
};
//# sourceMappingURL=Sprite.mjs.map

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"use strict";
var Sprite = require("./Sprite.js");
exports.Sprite = Sprite.Sprite;
//# sourceMappingURL=index.js.map

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{"version":3,"file":"index.js","sources":[],"sourcesContent":[],"names":[],"mappings":";;;"}

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import { Sprite } from "./Sprite.mjs";
export {
Sprite
};
//# sourceMappingURL=index.mjs.map

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{"version":3,"file":"index.mjs","sources":[],"sourcesContent":[],"names":[],"mappings":";"}

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{
"name": "@pixi/sprite",
"version": "7.4.2",
"main": "lib/index.js",
"module": "lib/index.mjs",
"types": "lib/index.d.ts",
"exports": {
".": {
"import": {
"types": "./lib/index.d.ts",
"default": "./lib/index.mjs"
},
"require": {
"types": "./lib/index.d.ts",
"default": "./lib/index.js"
}
}
},
"description": "Base object for textured objects rendered to the screen",
"author": "Mat Groves",
"homepage": "http://pixijs.com/",
"license": "MIT",
"repository": {
"type": "git",
"url": "https://github.com/pixijs/pixijs.git"
},
"publishConfig": {
"access": "public"
},
"files": [
"lib",
"*.d.ts"
],
"peerDependencies": {
"@pixi/core": "7.4.2",
"@pixi/display": "7.4.2"
}
}