star-canvas 0.1.9 → 0.1.10
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/dist/index.d.cts +4 -4
- package/dist/index.d.ts +4 -4
- package/package.json +1 -1
package/dist/index.d.cts
CHANGED
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@@ -64,7 +64,7 @@ interface GameContext {
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64
64
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loop: (tick: GameTick) => GameLoop;
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65
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/** The dedicated UI overlay manager. */
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readonly ui: GameUI;
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67
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-
/**
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67
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+
/** @deprecated Use g.tap/g.pointer coordinates directly — they're already in canvas-space. */
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68
68
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toStagePoint: (e: {
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69
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clientX: number;
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clientY: number;
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@@ -77,11 +77,11 @@ interface GameContext {
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x: number;
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y: number;
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}>() => DragState<T>;
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80
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-
/**
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+
/** @deprecated Use g.tap polling in the game loop instead. */
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onTap: (handler: InputHandler) => void;
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82
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-
/**
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82
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/** @deprecated Use g.pointer polling in the game loop instead. */
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onMove: (handler: InputHandler) => void;
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84
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-
/**
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84
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+
/** @deprecated Use g.released polling in the game loop instead. */
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onRelease: (handler: InputHandler) => void;
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/** Tap this frame (pointerdown). Null if none. Canvas-space coords. Read in your game loop. */
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readonly tap: {
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package/dist/index.d.ts
CHANGED
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@@ -64,7 +64,7 @@ interface GameContext {
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64
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loop: (tick: GameTick) => GameLoop;
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/** The dedicated UI overlay manager. */
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66
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readonly ui: GameUI;
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67
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-
/**
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67
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+
/** @deprecated Use g.tap/g.pointer coordinates directly — they're already in canvas-space. */
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68
68
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toStagePoint: (e: {
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69
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clientX: number;
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clientY: number;
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@@ -77,11 +77,11 @@ interface GameContext {
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77
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x: number;
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y: number;
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}>() => DragState<T>;
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80
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-
/**
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80
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+
/** @deprecated Use g.tap polling in the game loop instead. */
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onTap: (handler: InputHandler) => void;
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82
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-
/**
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82
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+
/** @deprecated Use g.pointer polling in the game loop instead. */
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83
83
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onMove: (handler: InputHandler) => void;
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84
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-
/**
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84
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+
/** @deprecated Use g.released polling in the game loop instead. */
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85
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onRelease: (handler: InputHandler) => void;
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/** Tap this frame (pointerdown). Null if none. Canvas-space coords. Read in your game loop. */
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readonly tap: {
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