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.
- package/build/dist/actor.d.ts +1 -1
- package/build/dist/excalibur.development.js +22 -14
- package/build/dist/excalibur.js +22 -14
- package/build/dist/excalibur.min.development.js +20 -20
- package/build/dist/excalibur.min.js +20 -20
- package/build/dist/index.d.ts +1 -1
- package/build/esm/excalibur.development.js +22 -14
- package/build/esm/excalibur.js +22 -14
- package/build/esm/excalibur.min.development.js +157 -149
- package/build/esm/excalibur.min.js +157 -149
- package/package.json +1 -1
package/build/dist/actor.d.ts
CHANGED
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@@ -462,7 +462,7 @@ export declare class Actor extends Entity implements Eventable, PointerEvents, C
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462
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*/
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unkill(): void;
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/**
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-
* Indicates
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* Indicates whether the actor has been killed.
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*/
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isKilled(): boolean;
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/**
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@@ -1,4 +1,4 @@
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1
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-
/*! excalibur - 0.33.0-alpha.
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1
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+
/*! excalibur - 0.33.0-alpha.116+bf78936 - 2026-5-11
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2
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https://github.com/excaliburjs/Excalibur
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Copyright (c) 2026 Excalibur.js <https://github.com/excaliburjs/Excalibur/graphs/contributors>
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Licensed BSD-2-Clause
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@@ -20672,7 +20672,7 @@ If you want to do custom drawing, use Actor.graphics, or any onPreDraw or onPost
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this.isActive = true;
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}
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/**
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-
* Indicates
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* Indicates whether the actor has been killed.
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*/
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isKilled() {
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return !this.isActive;
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@@ -25835,6 +25835,13 @@ If you want to do custom drawing, use Actor.graphics, or any onPreDraw or onPost
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};
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_Timer._MAX_ID = 0;
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let Timer = _Timer;
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+
var PointerType = /* @__PURE__ */ ((PointerType2) => {
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PointerType2["Touch"] = "Touch";
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PointerType2["Mouse"] = "Mouse";
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PointerType2["Pen"] = "Pen";
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PointerType2["Unknown"] = "Unknown";
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return PointerType2;
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})(PointerType || {});
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function hasNestedEvents(object) {
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return object && object._dispatchPointerEvents && object._processPointerToObject;
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}
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@@ -26034,16 +26041,20 @@ If you want to do custom drawing, use Actor.graphics, or any onPreDraw or onPost
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}
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_processEnterLeaveAndEmit(receiver, object, lastUpDownMoveEvents) {
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for (const event of lastUpDownMoveEvents) {
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-
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+
const isActive = event.active && object.active();
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const isTouchOrPenEvent = event.pointerType === PointerType.Pen || event.pointerType === PointerType.Touch;
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if (isActive && // enter can happen on move
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(this._entered(object, event.pointerId) || // or enter can happen on pointer down
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isTouchOrPenEvent && event.type === "down" && this._objectCurrentlyUnderPointer(object, event.pointerId))) {
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object.events.emit("pointerenter", event);
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if (receiver.isDragging(event.pointerId)) {
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object.events.emit("pointerdragenter", event);
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}
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break;
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}
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-
if (
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+
if (isActive && // leave can happen on move
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(this._left(object, event.pointerId) || // or leave can happen on pointer up
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-
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isTouchOrPenEvent && event.type === "up" && this._objectCurrentlyUnderPointer(object, event.pointerId))) {
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object.events.emit("pointerleave", event);
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if (receiver.isDragging(event.pointerId)) {
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object.events.emit("pointerdragleave", event);
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@@ -28251,9 +28262,12 @@ If you want to do custom drawing, use Actor.graphics, or any onPreDraw or onPost
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}
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ActionsSystem.priority = SystemPriority.Higher;
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const GamepadEvents = {
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GamepadConnect: "connect",
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GamepadDisconnect: "disconnect",
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GamepadButton: "button",
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GamepadButtonDown: "buttondown",
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-
GamepadButtonUp: "buttonup"
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GamepadButtonUp: "buttonup",
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GamepadAxis: "axis"
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};
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class Gamepads {
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constructor() {
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@@ -29122,13 +29136,6 @@ If you want to do custom drawing, use Actor.graphics, or any onPreDraw or onPost
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PointerButton2["NoButton"] = "NoButton";
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return PointerButton2;
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})(PointerButton || {});
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-
var PointerType = /* @__PURE__ */ ((PointerType2) => {
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-
PointerType2["Touch"] = "Touch";
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29127
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-
PointerType2["Mouse"] = "Mouse";
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29128
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-
PointerType2["Pen"] = "Pen";
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29129
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-
PointerType2["Unknown"] = "Unknown";
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-
return PointerType2;
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-
})(PointerType || {});
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function isTouchEvent(value) {
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return globalThis.TouchEvent && value instanceof globalThis.TouchEvent;
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}
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@@ -34994,7 +35001,7 @@ Read more about this issue at https://excaliburjs.com/docs/performance`
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this._count += count;
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}
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}
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-
const EX_VERSION = "0.33.0-alpha.
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35004
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+
const EX_VERSION = "0.33.0-alpha.116+bf78936";
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polyfill();
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exports2.ActionCompleteEvent = ActionCompleteEvent;
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exports2.ActionContext = ActionContext;
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@@ -35124,6 +35131,7 @@ Read more about this issue at https://excaliburjs.com/docs/performance`
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exports2.GamepadButtonEvent = GamepadButtonEvent;
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exports2.GamepadConnectEvent = GamepadConnectEvent;
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exports2.GamepadDisconnectEvent = GamepadDisconnectEvent;
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+
exports2.GamepadEvents = GamepadEvents;
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exports2.Gamepads = Gamepads;
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exports2.GarbageCollector = GarbageCollector;
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exports2.Gif = Gif;
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package/build/dist/excalibur.js
CHANGED
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@@ -1,4 +1,4 @@
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1
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-
/*! excalibur - 0.33.0-alpha.
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1
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+
/*! excalibur - 0.33.0-alpha.116+bf78936 - 2026-5-11
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2
2
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https://github.com/excaliburjs/Excalibur
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3
3
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Copyright (c) 2026 Excalibur.js <https://github.com/excaliburjs/Excalibur/graphs/contributors>
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4
4
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Licensed BSD-2-Clause
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@@ -20672,7 +20672,7 @@ If you want to do custom drawing, use Actor.graphics, or any onPreDraw or onPost
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20672
20672
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this.isActive = true;
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20673
20673
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}
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20674
20674
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/**
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|
20675
|
-
* Indicates
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20675
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+
* Indicates whether the actor has been killed.
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20676
20676
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*/
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20677
20677
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isKilled() {
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20678
20678
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return !this.isActive;
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@@ -25835,6 +25835,13 @@ If you want to do custom drawing, use Actor.graphics, or any onPreDraw or onPost
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25835
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};
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25836
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_Timer._MAX_ID = 0;
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25837
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let Timer = _Timer;
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25838
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+
var PointerType = /* @__PURE__ */ ((PointerType2) => {
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25839
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+
PointerType2["Touch"] = "Touch";
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25840
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+
PointerType2["Mouse"] = "Mouse";
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25841
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+
PointerType2["Pen"] = "Pen";
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25842
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+
PointerType2["Unknown"] = "Unknown";
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25843
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return PointerType2;
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25844
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})(PointerType || {});
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25838
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function hasNestedEvents(object) {
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25839
25846
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return object && object._dispatchPointerEvents && object._processPointerToObject;
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25840
25847
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}
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@@ -26034,16 +26041,20 @@ If you want to do custom drawing, use Actor.graphics, or any onPreDraw or onPost
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26034
26041
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}
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|
26035
26042
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_processEnterLeaveAndEmit(receiver, object, lastUpDownMoveEvents) {
|
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26036
26043
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for (const event of lastUpDownMoveEvents) {
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26037
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-
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26044
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+
const isActive = event.active && object.active();
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26045
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+
const isTouchOrPenEvent = event.pointerType === PointerType.Pen || event.pointerType === PointerType.Touch;
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26046
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+
if (isActive && // enter can happen on move
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26047
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+
(this._entered(object, event.pointerId) || // or enter can happen on pointer down
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26048
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+
isTouchOrPenEvent && event.type === "down" && this._objectCurrentlyUnderPointer(object, event.pointerId))) {
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26038
26049
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object.events.emit("pointerenter", event);
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26039
26050
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if (receiver.isDragging(event.pointerId)) {
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26040
26051
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object.events.emit("pointerdragenter", event);
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26041
26052
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}
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break;
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26054
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}
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26044
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-
if (
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26055
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+
if (isActive && // leave can happen on move
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26045
26056
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(this._left(object, event.pointerId) || // or leave can happen on pointer up
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26046
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-
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26057
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+
isTouchOrPenEvent && event.type === "up" && this._objectCurrentlyUnderPointer(object, event.pointerId))) {
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26047
26058
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object.events.emit("pointerleave", event);
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26048
26059
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if (receiver.isDragging(event.pointerId)) {
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26049
26060
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object.events.emit("pointerdragleave", event);
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@@ -28251,9 +28262,12 @@ If you want to do custom drawing, use Actor.graphics, or any onPreDraw or onPost
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28251
28262
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}
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28252
28263
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ActionsSystem.priority = SystemPriority.Higher;
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28253
28264
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const GamepadEvents = {
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28265
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+
GamepadConnect: "connect",
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28266
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+
GamepadDisconnect: "disconnect",
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28254
28267
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GamepadButton: "button",
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28255
28268
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GamepadButtonDown: "buttondown",
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28256
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-
GamepadButtonUp: "buttonup"
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28269
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+
GamepadButtonUp: "buttonup",
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28270
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+
GamepadAxis: "axis"
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28257
28271
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};
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28258
28272
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class Gamepads {
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28259
28273
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constructor() {
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@@ -29122,13 +29136,6 @@ If you want to do custom drawing, use Actor.graphics, or any onPreDraw or onPost
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29122
29136
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PointerButton2["NoButton"] = "NoButton";
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29137
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return PointerButton2;
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29124
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})(PointerButton || {});
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29125
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-
var PointerType = /* @__PURE__ */ ((PointerType2) => {
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29126
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-
PointerType2["Touch"] = "Touch";
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29127
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-
PointerType2["Mouse"] = "Mouse";
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29128
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-
PointerType2["Pen"] = "Pen";
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29129
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-
PointerType2["Unknown"] = "Unknown";
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29130
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-
return PointerType2;
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29131
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-
})(PointerType || {});
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29132
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function isTouchEvent(value) {
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29133
29140
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return globalThis.TouchEvent && value instanceof globalThis.TouchEvent;
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29134
29141
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}
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@@ -34994,7 +35001,7 @@ Read more about this issue at https://excaliburjs.com/docs/performance`
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34994
35001
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this._count += count;
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34995
35002
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}
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34996
35003
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}
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34997
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-
const EX_VERSION = "0.33.0-alpha.
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35004
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+
const EX_VERSION = "0.33.0-alpha.116+bf78936";
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34998
35005
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polyfill();
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34999
35006
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exports2.ActionCompleteEvent = ActionCompleteEvent;
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35000
35007
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exports2.ActionContext = ActionContext;
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@@ -35124,6 +35131,7 @@ Read more about this issue at https://excaliburjs.com/docs/performance`
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35124
35131
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exports2.GamepadButtonEvent = GamepadButtonEvent;
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35125
35132
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exports2.GamepadConnectEvent = GamepadConnectEvent;
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35126
35133
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exports2.GamepadDisconnectEvent = GamepadDisconnectEvent;
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35134
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+
exports2.GamepadEvents = GamepadEvents;
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35127
35135
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exports2.Gamepads = Gamepads;
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35128
35136
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exports2.GarbageCollector = GarbageCollector;
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35129
35137
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exports2.Gif = Gif;
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