update new doc members
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@ -327,21 +327,33 @@ lib.startGameLoop(function () {
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});
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});
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```
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```
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Note: Sprite images have to be loaded. This is done asynchronously, meaning a sprite might not appear on the canvas after the first call to `drawSprite`.
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Note: Sprite images have to be loaded. This is done asynchronously, meaning a sprite might not
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appear on the canvas after the first call to `drawSprite`.
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Note: The sprite images are cached internally on it's `name`, `width` and `height` property. If these are values are different between calls, new sprite images will be loaded. This means that after a resize, the sprite may not appear immediately.
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Note: The sprite images are cached internally on it's `name`, `width` and `height` property. If
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these are values are different between calls, new sprite images will be loaded. This means that
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after a resize, the sprite may not appear immediately.
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### `drawSpriteRotated`
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### `drawSpriteRotated`
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```ts
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```ts
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lib.drawSpriteRotated(x: number, y: number, width: number, height: number, name: string, angle: number) -> void
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lib.drawSpriteRotated(
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x: number,
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y: number,
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width: number,
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height: number,
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name: string,
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angle: number
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) -> void
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```
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```
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Same as `drawSprite`, but the sprite is rotate according to the `angle` parameter, specified in radians (meaning a full rotation is `2 * Math.PI`.) The sprite is rotated around the **center**.
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Same as `drawSprite`, but the sprite is rotated according to the `angle` parameter, specified in
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radians (meaning a full rotation is `2 * Math.PI`.) The sprite is rotated around the **center**.
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Note: Angles have a granularity/precision of 360 steps per rotation. This is becuse sprite images are cached internally on `angle` in addition to `name`, `width` and `height`.
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Note: Angles have a granularity/precision of 360 steps per rotation. This is because sprite images
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are cached internally on `angle` in addition to `name`, `width` and `height`.
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See also [`drawSprite`](#Lib-drawSprite).
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See also: [`drawSprite`](#Lib-drawSprite)
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### `drawRect`
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### `drawRect`
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@ -370,15 +382,23 @@ lib.startGameLoop(function () {
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### `drawLine`
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### `drawLine`
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```ts
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```ts
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lib.drawLine(x0: number, y0: number, x1: number, y1: number, thickness: number, color: string) -> void
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lib.drawLine(
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x0: number, y0: number,
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x1: number, y1: number,
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thickness: number,
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color: Color
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) -> void
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```
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```
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Draws a line.
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Draws a line from `(x0, y0)` to `(x1, y1)`, with a thickness of `thickness` and a
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[Color](#Models-Color).
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See also: [`Models.Color`](#Models-Color)
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### `drawPath`
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### `drawPath`
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```ts
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```ts
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lib.drawPath(path: [number, number][], color: string) -> void
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lib.drawPath(path: [number, number][], color: Color) -> void
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```
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```
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Fills an arbitrary polygon with [`Color`](#Models-Color).
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Fills an arbitrary polygon with [`Color`](#Models-Color).
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@ -396,15 +416,17 @@ lib.drawPath([
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Note: The `path` array must contain at minimum 1 element.
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Note: The `path` array must contain at minimum 1 element.
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See also: [`Models.Color`](#Models-Color)
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### `drawPathLine`
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### `drawPathLine`
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```ts
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```ts
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lib.drawPathLine(path: [number, number][], thickness: number, color: string) -> void
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lib.drawPathLine(path: [number, number][], thickness: number, color: Color) -> void
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```
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```
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Draws the outline of an arbitrary polygon.
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Draws the outline of an arbitrary polygon.
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See also [`drawPath`](#Lib-drawPath).
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See also: [`drawPath`](#Lib-drawPath), [`drawLine`](#Lib-drawLine)
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### `onMouseMove`
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### `onMouseMove`
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@ -525,4 +547,4 @@ The opposite of [`lib.onClick`](#Lib-onClick)
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`lib.MouseButton.Left`, `lib.MouseButton.Right`, `lib.MouseButton.Middle`
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`lib.MouseButton.Left`, `lib.MouseButton.Right`, `lib.MouseButton.Middle`
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A method of accessing [`Model.MouseButton`](#Model-MouseButton)
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A way to access [`Model.MouseButton`](#Model-MouseButton) values
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