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excalibur

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Excalibur.js is a simple JavaScript game engine with TypeScript bindings for making 2D games in HTML5 Canvas. Our mission is to make web game development as simple as possible.

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import { Vector } from '../Math/vector'; import { EventEmitter, EventKey, Handler, Subscription } from '../EventEmitter'; import { PointerEvents } from './PointerEventReceiver'; import { Engine } from '../Engine'; export declare class PointerAbstraction { events: EventEmitter<PointerEvents>; /** * The last position on the document this pointer was at. Can be `null` if pointer was never active. */ lastPagePos: Vector; /** * The last position on the screen this pointer was at. Can be `null` if pointer was never active. */ lastScreenPos: Vector; /** * The last position in the game world coordinates this pointer was at. Can be `null` if pointer was never active. */ lastWorldPos: Vector; constructor(); emit<TEventName extends EventKey<PointerEvents>>(eventName: TEventName, event: PointerEvents[TEventName]): void; emit(eventName: string, event?: any): void; on<TEventName extends EventKey<PointerEvents>>(eventName: TEventName, handler: Handler<PointerEvents[TEventName]>): Subscription; on(eventName: string, handler: Handler<unknown>): Subscription; once<TEventName extends EventKey<PointerEvents>>(eventName: TEventName, handler: Handler<PointerEvents[TEventName]>): Subscription; once(eventName: string, handler: Handler<unknown>): Subscription; off<TEventName extends EventKey<PointerEvents>>(eventName: TEventName, handler: Handler<PointerEvents[TEventName]>): void; off(eventName: string, handler: Handler<unknown>): void; off(eventName: string): void; /** * Called internally by excalibur to keep pointers up to date * @internal * @param engine */ _updateWorldPosition(engine: Engine): void; private _onPointerMove; private _onPointerDown; }