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Add visible character control to Text and BitmapText (#1411)
Add `visibleCharacters` and `visibleRatio` properties to both Text and
BitmapText for progressive text reveal and typewriter effects. Animate
`visibleRatio` with Tween for character-by-character text display.
BitmapText: skip glyph rendering past the visible count in the draw loop.
Text: substring each line before fillText/strokeText, re-render canvas
texture when visibleCharacters changes.
Also add `repeatDelay` to Tween — delay before each repeat cycle.
Clean up outdated `me.` references in Text/BitmapText JSDoc examples.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Copy file name to clipboardExpand all lines: README.md
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- 3D mesh rendering with OBJ/MTL model loading, perspective projection and hardware depth testing
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- Built-in shader effects (Flash, Outline, Glow, Dissolve, CRT, Hologram, etc.) and custom shader support via `ShaderEffect` for per-sprite fragment effects (WebGL)
Copy file name to clipboardExpand all lines: packages/melonjs/CHANGELOG.md
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## [19.2.0] (melonJS 2) - _unreleased_
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### Added
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- Text: `visibleCharacters` and `visibleRatio` properties on Text and BitmapText for progressive text reveal and typewriter effects. Animate `visibleRatio` with Tween for character-by-character text display.
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- Tween: `repeatDelay(ms)` method and `repeatDelay` option in `to()` — adds a delay before each repeat cycle.
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- Camera: FBO-based post-processing pipeline — assign a `ShaderEffect` to any camera's `shader` property to apply full-screen post-effects (vignette, scanlines, desaturation, etc.). Works with multiple cameras independently (e.g. main camera + minimap with different effects). Renderer manages FBO lifecycle via `beginPostEffect()`/`endPostEffect()`/`blitEffect()` methods.
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- Renderable: multi-pass post-effect chaining — `postEffects` array replaces single `shader` property. Multiple effects are applied in sequence via FBO ping-pong (e.g. `sprite.addPostEffect(new DesaturateEffect(r)); sprite.addPostEffect(new InvertEffect(r));`). Single-effect renderables use a zero-overhead `customShader` fast path (no FBO). Camera manages its own FBO lifecycle; per-sprite effects use a separate FBO pair.
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- Renderable: `addPostEffect(effect)`, `getPostEffect(EffectClass?)`, `removePostEffect(effect)`, `clearPostEffects()` — manage post-processing shader effects on any renderable
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