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shaku

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A simple and effective JavaScript game development framework that knows its place!

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declare const _exports: { _callbacks: { mousedown: (event: any) => void; mouseup: (event: any) => void; mousemove: (event: any) => void; keydown: (event: any) => void; keyup: (event: any) => void; blur: (event: any) => void; wheel: (event: any) => void; touchstart: (event: any) => void; touchend: (event: any) => void; touchmove: (event: any) => void; contextmenu: (event: any) => void; }; _targetElement: Window & typeof globalThis; preventDefaults: boolean; disableMouseWheelAutomaticScrolling: boolean; disableContextMenu: boolean; delegateTouchInputToMouse: boolean; delegateGamepadInputToKeys: boolean; resetOnFocusLoss: boolean; defaultDoublePressInterval: number; readonly MouseButtons: { left: number; middle: number; right: number; }; readonly KeyboardKeys: { backspace: number; tab: number; enter: number; shift: number; ctrl: number; alt: number; break: number; caps_lock: number; escape: number; page_up: number; page_down: number; end: number; home: number; left: number; up: number; right: number; down: number; insert: number; delete: number; space: number; n0: number; n1: number; n2: number; n3: number; n4: number; n5: number; n6: number; n7: number; n8: number; n9: number; a: number; b: number; c: number; d: number; e: number; f: number; g: number; h: number; i: number; j: number; k: number; l: number; m: number; n: number; o: number; p: number; q: number; r: number; s: number; t: number; u: number; v: number; w: number; x: number; y: number; z: number; left_window_key: number; right_window_key: number; select_key: number; numpad_0: number; numpad_1: number; numpad_2: number; numpad_3: number; numpad_4: number; numpad_5: number; numpad_6: number; numpad_7: number; numpad_8: number; numpad_9: number; multiply: number; add: number; subtract: number; decimal_point: number; divide: number; f1: number; f2: number; f3: number; f4: number; f5: number; f6: number; f7: number; f8: number; f9: number; f10: number; f11: number; f12: number; numlock: number; scroll_lock: number; semicolon: number; equal_sign: number; plus: number; comma: number; dash: number; minus: number; period: number; forward_slash: number; grave_accent: number; open_bracket: number; back_slash: number; close_braket: number; single_quote: number; }; readonly TouchKeyCode: string; setup(): any; _customKeys: any; startFrame(): void; _gamepadsData: any[] | Gamepad[]; _defaultGamepad: any; _defaultGamepadIndex: number; _queriedGamepadStates: {}; destroy(): void; setTargetElement(element: any): void; "__#12@#_resetAll"(keepMousePosition?: boolean): void; _mousePos: import("../utils/vector2"); _mousePrevPos: import("../utils/vector2"); _mouseState: {}; _mouseWheel: any; _touchPosition: import("../utils/vector2"); _isTouching: boolean; _touchStarted: boolean; _touchEnded: boolean; _keyboardState: {}; _keyboardPrevState: {}; _keyboardPressed: {}; _keyboardReleased: {}; _mousePressed: {}; _mouseReleased: {}; _customStates: {}; _customPressed: {}; _customReleased: {}; _lastCustomReleasedTime: {}; _lastCustomPressedTime: {}; _prevLastCustomReleasedTime: {}; _prevLastCustomPressedTime: {}; _lastMouseReleasedTime: {}; _lastKeyReleasedTime: {}; _lastTouchReleasedTime: number; _lastMousePressedTime: {}; _lastKeyPressedTime: {}; _lastTouchPressedTime: number; _prevLastMouseReleasedTime: {}; _prevLastKeyReleasedTime: {}; _prevLastTouchReleasedTime: number; _prevLastMousePressedTime: {}; _prevLastKeyPressedTime: {}; _prevLastTouchPressedTime: number; gamepad(index?: number): import("./gamepad"); gamepadId(index?: number): string; gamepadIds(): string[]; readonly touchPosition: import("../utils/vector2"); readonly touching: boolean; readonly touchStarted: boolean; readonly touchEnded: boolean; setCustomState(code: string, value: boolean): void; readonly mousePosition: import("../utils/vector2"); readonly prevMousePosition: import("../utils/vector2"); readonly mouseDelta: import("../utils/vector2"); readonly mouseMoving: boolean; mousePressed(button?: number): boolean; mouseDown(button?: number): boolean; mouseUp(button?: number): boolean; mouseReleased(button?: number): boolean; keyDown(key: number): boolean; keyUp(key: number): boolean; keyReleased(key: any): boolean; keyPressed(key: number): boolean; readonly shiftDown: boolean; readonly ctrlDown: boolean; readonly altDown: boolean; readonly anyKeyPressed: boolean; readonly anyKeyDown: boolean; readonly anyMouseButtonPressed: boolean; readonly anyMouseButtonDown: boolean; "__#12@#_getValueWithCode"(code: string, mouseCheck: Function, keyboardCheck: Function, touchValue: any, customValues: any): any; down(code: string | string[]): boolean; released(code: string | string[]): boolean; pressed(code: string | string[]): boolean; lastReleaseTime(code: string): number; lastPressTime(code: string): number; doublePressed(code: string | string[], maxInterval: number): boolean; doubleReleased(code: string | string[], maxInterval: number): boolean; readonly mouseWheelSign: number; readonly mouseWheel: number; endFrame(): void; "__#12@#_getKeyboardKeyCode"(event: any): any; _onBlur(event: any): void; _onMouseWheel(event: any): void; _onKeyDown(event: any): void; _onKeyUp(event: any): void; _getTouchEventPosition(event: any): import("../utils/vector2"); _onTouchStart(event: any): void; _onTouchEnd(event: any): void; _onTouchMove(event: any): void; _onMouseDown(event: any): void; _onMouseUp(event: any): void; _mouseButtonDown(button: any): void; _mouseButtonUp(button: any): void; _onMouseMove(event: any): void; _normalizeMousePos(): void; _getEvent(event: any): any; }; export = _exports; //# sourceMappingURL=index.d.ts.map