Renamed to elm-messenger/messenger-core. That is where the repository lives now. It has not been published as a package under the new name.
Versions published as linsyking/messenger-core still install under that name. 34 versions of 52 come from the new location (see their notes). 7 versions could not be recovered and cannot be installed.
Rerouted (renamed, verified). The GitHub user or repository was renamed. The tag is still there, at the new name. The Lamdera package server serves a copy recovered from https://github.com/elm-messenger/messenger-core.
What we checked: The repo moved to github.com/elm-messenger/messenger-core. Rebuilt with git archive from commit a3e8f98eb35e of https://github.com/elm-messenger/messenger-core (zip prefix linsyking-messenger-core-f27cb21/, America/Los_Angeles times): the zip is byte-identical to the one package.elm-lang.org recorded, SHA-1 495bf88e40bb3574a0d956668b488cc6a86890f3.
The Lamdera compiler uses this copy and prints a one-line notice saying so. elm itself fails to download this version.
Details · package.elm-lang.org's zip: https://github.com/linsyking/messenger-core/zipball/12.1.0/
User Configuration for the messenger.
userdata is a custom type which can store any data in the game.
users can save their own global data and implement local storage here.
scenemsg is another custom type which represents the message type users wants
to send to a scene when switching scenes.
initScene represents the scene users get startinitSceneMsg represents the message to initialize the start sceneglobalDataCodec is for local storage, users can encode the any data in global data
and user data to storage them, and decode them when reopen the game.
This globalData is a subset of the real global data, removing all internal data structuresvirtualSize represents how users want their game be virtual sized. In other words,
users make their game in the virtual size, and the game will be resized due to the browser window size
but keeping the aspect ratiodebug option determines whether enable some simple debugging tools or not
remember to disable it when releasing gamebackground determines the background of the game
transparent background and colored background is already preparedtimeInterval See TimeIntervalports stores the ports that users must provide.The ports that the user must provide to the messenger.
Learn more about ports here
A colored background.
A transparent background. You should use this for release.
Resources
allTexture stores all the texture assets users will use in the game. The path is based on the project folder.
format: Dict name pathallSpriteSheets stores all the sprite sheets users set for this game. users should both
name the sprite sheets and every single sprite. Using it by format: "sheet_name.sprite_name"
Sprite sheets are useful when managing the art recourses or making frame-by-frame animationsallAudio stores all the audio assets users will use in the game. format: Dict name pathThe number of sprites in the game.
Time interval between every two frames.
Fixedrepresents the fixed time interval between every two frames. The value is the time interval in milliseconds.Animationwill use the browser'srequestAnimationFrameto update the game. The frame rate will be dependent on your device. This will make the animation looks smoother.