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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 * as Events from '../Events'; import { PointerEvent } from '../Input/PointerEvent'; import { WheelEvent } from '../Input/WheelEvent'; export interface PointerEvents { on(eventName: Events.pointerup, handler: (event: PointerEvent) => void): void; on(eventName: Events.pointerdown, handler: (event: PointerEvent) => void): void; on(eventName: Events.pointerenter, handler: (event: PointerEvent) => void): void; on(eventName: Events.pointerleave, handler: (event: PointerEvent) => void): void; on(eventName: Events.pointermove, handler: (event: PointerEvent) => void): void; on(eventName: Events.pointercancel, handler: (event: PointerEvent) => void): void; on(eventName: Events.pointerwheel, handler: (event: WheelEvent) => void): void; on(eventName: Events.pointerdragstart, handler: (event: PointerEvent) => void): void; on(eventName: Events.pointerdragend, handler: (event: PointerEvent) => void): void; on(eventName: Events.pointerdragenter, handler: (event: PointerEvent) => void): void; on(eventName: Events.pointerdragleave, handler: (event: PointerEvent) => void): void; on(eventName: Events.pointerdragmove, handler: (event: PointerEvent) => void): void; once(eventName: Events.pointerup, handler: (event: PointerEvent) => void): void; once(eventName: Events.pointerdown, handler: (event: PointerEvent) => void): void; once(eventName: Events.pointerenter, handler: (event: PointerEvent) => void): void; once(eventName: Events.pointerleave, handler: (event: PointerEvent) => void): void; once(eventName: Events.pointermove, handler: (event: PointerEvent) => void): void; once(eventName: Events.pointercancel, handler: (event: PointerEvent) => void): void; once(eventName: Events.pointerwheel, handler: (event: WheelEvent) => void): void; once(eventName: Events.pointerdragstart, handler: (event: PointerEvent) => void): void; once(eventName: Events.pointerdragend, handler: (event: PointerEvent) => void): void; once(eventName: Events.pointerdragenter, handler: (event: PointerEvent) => void): void; once(eventName: Events.pointerdragleave, handler: (event: PointerEvent) => void): void; once(eventName: Events.pointerdragmove, handler: (event: PointerEvent) => void): void; off(eventName: Events.pointerup, handler?: (event: PointerEvent) => void): void; off(eventName: Events.pointerdown, handler?: (event: PointerEvent) => void): void; off(eventName: Events.pointerenter, handler?: (event: PointerEvent) => void): void; off(eventName: Events.pointerleave, handler?: (event: PointerEvent) => void): void; off(eventName: Events.pointermove, handler?: (event: PointerEvent) => void): void; off(eventName: Events.pointercancel, handler?: (event: PointerEvent) => void): void; off(eventName: Events.pointerwheel, handler?: (event: WheelEvent) => void): void; off(eventName: Events.pointerdragstart, handler?: (event: PointerEvent) => void): void; off(eventName: Events.pointerdragend, handler?: (event: PointerEvent) => void): void; off(eventName: Events.pointerdragenter, handler?: (event: PointerEvent) => void): void; off(eventName: Events.pointerdragleave, handler?: (event: PointerEvent) => void): void; off(eventName: Events.pointerdragmove, handler?: (event: PointerEvent) => void): void; }