excalibur 0.33.0-alpha.113 → 0.33.0-alpha.116

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -462,7 +462,7 @@ export declare class Actor extends Entity implements Eventable, PointerEvents, C
462
462
  */
463
463
  unkill(): void;
464
464
  /**
465
- * Indicates wether the actor has been killed.
465
+ * Indicates whether the actor has been killed.
466
466
  */
467
467
  isKilled(): boolean;
468
468
  /**
@@ -1,4 +1,4 @@
1
- /*! excalibur - 0.33.0-alpha.113+5653886 - 2026-5-2
1
+ /*! excalibur - 0.33.0-alpha.116+bf78936 - 2026-5-11
2
2
  https://github.com/excaliburjs/Excalibur
3
3
  Copyright (c) 2026 Excalibur.js <https://github.com/excaliburjs/Excalibur/graphs/contributors>
4
4
  Licensed BSD-2-Clause
@@ -20672,7 +20672,7 @@ If you want to do custom drawing, use Actor.graphics, or any onPreDraw or onPost
20672
20672
  this.isActive = true;
20673
20673
  }
20674
20674
  /**
20675
- * Indicates wether the actor has been killed.
20675
+ * Indicates whether the actor has been killed.
20676
20676
  */
20677
20677
  isKilled() {
20678
20678
  return !this.isActive;
@@ -25835,6 +25835,13 @@ If you want to do custom drawing, use Actor.graphics, or any onPreDraw or onPost
25835
25835
  };
25836
25836
  _Timer._MAX_ID = 0;
25837
25837
  let Timer = _Timer;
25838
+ var PointerType = /* @__PURE__ */ ((PointerType2) => {
25839
+ PointerType2["Touch"] = "Touch";
25840
+ PointerType2["Mouse"] = "Mouse";
25841
+ PointerType2["Pen"] = "Pen";
25842
+ PointerType2["Unknown"] = "Unknown";
25843
+ return PointerType2;
25844
+ })(PointerType || {});
25838
25845
  function hasNestedEvents(object) {
25839
25846
  return object && object._dispatchPointerEvents && object._processPointerToObject;
25840
25847
  }
@@ -26034,16 +26041,20 @@ If you want to do custom drawing, use Actor.graphics, or any onPreDraw or onPost
26034
26041
  }
26035
26042
  _processEnterLeaveAndEmit(receiver, object, lastUpDownMoveEvents) {
26036
26043
  for (const event of lastUpDownMoveEvents) {
26037
- if (event.active && object.active() && this._entered(object, event.pointerId)) {
26044
+ const isActive = event.active && object.active();
26045
+ const isTouchOrPenEvent = event.pointerType === PointerType.Pen || event.pointerType === PointerType.Touch;
26046
+ if (isActive && // enter can happen on move
26047
+ (this._entered(object, event.pointerId) || // or enter can happen on pointer down
26048
+ isTouchOrPenEvent && event.type === "down" && this._objectCurrentlyUnderPointer(object, event.pointerId))) {
26038
26049
  object.events.emit("pointerenter", event);
26039
26050
  if (receiver.isDragging(event.pointerId)) {
26040
26051
  object.events.emit("pointerdragenter", event);
26041
26052
  }
26042
26053
  break;
26043
26054
  }
26044
- if (event.active && object.active() && // leave can happen on move
26055
+ if (isActive && // leave can happen on move
26045
26056
  (this._left(object, event.pointerId) || // or leave can happen on pointer up
26046
- this._objectCurrentlyUnderPointer(object, event.pointerId) && event.type === "up")) {
26057
+ isTouchOrPenEvent && event.type === "up" && this._objectCurrentlyUnderPointer(object, event.pointerId))) {
26047
26058
  object.events.emit("pointerleave", event);
26048
26059
  if (receiver.isDragging(event.pointerId)) {
26049
26060
  object.events.emit("pointerdragleave", event);
@@ -28251,9 +28262,12 @@ If you want to do custom drawing, use Actor.graphics, or any onPreDraw or onPost
28251
28262
  }
28252
28263
  ActionsSystem.priority = SystemPriority.Higher;
28253
28264
  const GamepadEvents = {
28265
+ GamepadConnect: "connect",
28266
+ GamepadDisconnect: "disconnect",
28254
28267
  GamepadButton: "button",
28255
28268
  GamepadButtonDown: "buttondown",
28256
- GamepadButtonUp: "buttonup"
28269
+ GamepadButtonUp: "buttonup",
28270
+ GamepadAxis: "axis"
28257
28271
  };
28258
28272
  class Gamepads {
28259
28273
  constructor() {
@@ -29122,13 +29136,6 @@ If you want to do custom drawing, use Actor.graphics, or any onPreDraw or onPost
29122
29136
  PointerButton2["NoButton"] = "NoButton";
29123
29137
  return PointerButton2;
29124
29138
  })(PointerButton || {});
29125
- var PointerType = /* @__PURE__ */ ((PointerType2) => {
29126
- PointerType2["Touch"] = "Touch";
29127
- PointerType2["Mouse"] = "Mouse";
29128
- PointerType2["Pen"] = "Pen";
29129
- PointerType2["Unknown"] = "Unknown";
29130
- return PointerType2;
29131
- })(PointerType || {});
29132
29139
  function isTouchEvent(value) {
29133
29140
  return globalThis.TouchEvent && value instanceof globalThis.TouchEvent;
29134
29141
  }
@@ -34994,7 +35001,7 @@ Read more about this issue at https://excaliburjs.com/docs/performance`
34994
35001
  this._count += count;
34995
35002
  }
34996
35003
  }
34997
- const EX_VERSION = "0.33.0-alpha.113+5653886";
35004
+ const EX_VERSION = "0.33.0-alpha.116+bf78936";
34998
35005
  polyfill();
34999
35006
  exports2.ActionCompleteEvent = ActionCompleteEvent;
35000
35007
  exports2.ActionContext = ActionContext;
@@ -35124,6 +35131,7 @@ Read more about this issue at https://excaliburjs.com/docs/performance`
35124
35131
  exports2.GamepadButtonEvent = GamepadButtonEvent;
35125
35132
  exports2.GamepadConnectEvent = GamepadConnectEvent;
35126
35133
  exports2.GamepadDisconnectEvent = GamepadDisconnectEvent;
35134
+ exports2.GamepadEvents = GamepadEvents;
35127
35135
  exports2.Gamepads = Gamepads;
35128
35136
  exports2.GarbageCollector = GarbageCollector;
35129
35137
  exports2.Gif = Gif;
@@ -1,4 +1,4 @@
1
- /*! excalibur - 0.33.0-alpha.113+5653886 - 2026-5-2
1
+ /*! excalibur - 0.33.0-alpha.116+bf78936 - 2026-5-11
2
2
  https://github.com/excaliburjs/Excalibur
3
3
  Copyright (c) 2026 Excalibur.js <https://github.com/excaliburjs/Excalibur/graphs/contributors>
4
4
  Licensed BSD-2-Clause
@@ -20672,7 +20672,7 @@ If you want to do custom drawing, use Actor.graphics, or any onPreDraw or onPost
20672
20672
  this.isActive = true;
20673
20673
  }
20674
20674
  /**
20675
- * Indicates wether the actor has been killed.
20675
+ * Indicates whether the actor has been killed.
20676
20676
  */
20677
20677
  isKilled() {
20678
20678
  return !this.isActive;
@@ -25835,6 +25835,13 @@ If you want to do custom drawing, use Actor.graphics, or any onPreDraw or onPost
25835
25835
  };
25836
25836
  _Timer._MAX_ID = 0;
25837
25837
  let Timer = _Timer;
25838
+ var PointerType = /* @__PURE__ */ ((PointerType2) => {
25839
+ PointerType2["Touch"] = "Touch";
25840
+ PointerType2["Mouse"] = "Mouse";
25841
+ PointerType2["Pen"] = "Pen";
25842
+ PointerType2["Unknown"] = "Unknown";
25843
+ return PointerType2;
25844
+ })(PointerType || {});
25838
25845
  function hasNestedEvents(object) {
25839
25846
  return object && object._dispatchPointerEvents && object._processPointerToObject;
25840
25847
  }
@@ -26034,16 +26041,20 @@ If you want to do custom drawing, use Actor.graphics, or any onPreDraw or onPost
26034
26041
  }
26035
26042
  _processEnterLeaveAndEmit(receiver, object, lastUpDownMoveEvents) {
26036
26043
  for (const event of lastUpDownMoveEvents) {
26037
- if (event.active && object.active() && this._entered(object, event.pointerId)) {
26044
+ const isActive = event.active && object.active();
26045
+ const isTouchOrPenEvent = event.pointerType === PointerType.Pen || event.pointerType === PointerType.Touch;
26046
+ if (isActive && // enter can happen on move
26047
+ (this._entered(object, event.pointerId) || // or enter can happen on pointer down
26048
+ isTouchOrPenEvent && event.type === "down" && this._objectCurrentlyUnderPointer(object, event.pointerId))) {
26038
26049
  object.events.emit("pointerenter", event);
26039
26050
  if (receiver.isDragging(event.pointerId)) {
26040
26051
  object.events.emit("pointerdragenter", event);
26041
26052
  }
26042
26053
  break;
26043
26054
  }
26044
- if (event.active && object.active() && // leave can happen on move
26055
+ if (isActive && // leave can happen on move
26045
26056
  (this._left(object, event.pointerId) || // or leave can happen on pointer up
26046
- this._objectCurrentlyUnderPointer(object, event.pointerId) && event.type === "up")) {
26057
+ isTouchOrPenEvent && event.type === "up" && this._objectCurrentlyUnderPointer(object, event.pointerId))) {
26047
26058
  object.events.emit("pointerleave", event);
26048
26059
  if (receiver.isDragging(event.pointerId)) {
26049
26060
  object.events.emit("pointerdragleave", event);
@@ -28251,9 +28262,12 @@ If you want to do custom drawing, use Actor.graphics, or any onPreDraw or onPost
28251
28262
  }
28252
28263
  ActionsSystem.priority = SystemPriority.Higher;
28253
28264
  const GamepadEvents = {
28265
+ GamepadConnect: "connect",
28266
+ GamepadDisconnect: "disconnect",
28254
28267
  GamepadButton: "button",
28255
28268
  GamepadButtonDown: "buttondown",
28256
- GamepadButtonUp: "buttonup"
28269
+ GamepadButtonUp: "buttonup",
28270
+ GamepadAxis: "axis"
28257
28271
  };
28258
28272
  class Gamepads {
28259
28273
  constructor() {
@@ -29122,13 +29136,6 @@ If you want to do custom drawing, use Actor.graphics, or any onPreDraw or onPost
29122
29136
  PointerButton2["NoButton"] = "NoButton";
29123
29137
  return PointerButton2;
29124
29138
  })(PointerButton || {});
29125
- var PointerType = /* @__PURE__ */ ((PointerType2) => {
29126
- PointerType2["Touch"] = "Touch";
29127
- PointerType2["Mouse"] = "Mouse";
29128
- PointerType2["Pen"] = "Pen";
29129
- PointerType2["Unknown"] = "Unknown";
29130
- return PointerType2;
29131
- })(PointerType || {});
29132
29139
  function isTouchEvent(value) {
29133
29140
  return globalThis.TouchEvent && value instanceof globalThis.TouchEvent;
29134
29141
  }
@@ -34994,7 +35001,7 @@ Read more about this issue at https://excaliburjs.com/docs/performance`
34994
35001
  this._count += count;
34995
35002
  }
34996
35003
  }
34997
- const EX_VERSION = "0.33.0-alpha.113+5653886";
35004
+ const EX_VERSION = "0.33.0-alpha.116+bf78936";
34998
35005
  polyfill();
34999
35006
  exports2.ActionCompleteEvent = ActionCompleteEvent;
35000
35007
  exports2.ActionContext = ActionContext;
@@ -35124,6 +35131,7 @@ Read more about this issue at https://excaliburjs.com/docs/performance`
35124
35131
  exports2.GamepadButtonEvent = GamepadButtonEvent;
35125
35132
  exports2.GamepadConnectEvent = GamepadConnectEvent;
35126
35133
  exports2.GamepadDisconnectEvent = GamepadDisconnectEvent;
35134
+ exports2.GamepadEvents = GamepadEvents;
35127
35135
  exports2.Gamepads = Gamepads;
35128
35136
  exports2.GarbageCollector = GarbageCollector;
35129
35137
  exports2.Gif = Gif;