mirror of
https://github.com/photonstorm/phaser
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Added Game Events
This commit is contained in:
parent
0e2e059546
commit
777eb1b44a
29 changed files with 303 additions and 123 deletions
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2018 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* The Add Animation Event.
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*
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2018 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* The Animation Complete Event.
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*
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2018 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* The Animation Repeat Event.
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*
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2018 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* The Animation Restart Event.
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*
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2018 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* The Animation Start Event.
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*
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2018 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* The Pause All Animations Event.
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*
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2018 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* The Remove Animation Event.
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*
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2018 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* The Resume All Animations Event.
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*
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2018 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* The Sprite Animation Complete Event.
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*
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2018 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* The Sprite Animation Key Complete Event.
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*
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2018 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* The Sprite Animation Key Repeat Event.
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*
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2018 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* The Sprite Animation Key Restart Event.
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*
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2018 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* The Sprite Animation Key Start Event.
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*
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2018 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* The Sprite Animation Key Update Event.
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*
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2018 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* The Sprite Animation Repeat Event.
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*
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2018 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* The Sprite Animation Restart Event.
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*
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2018 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* The Sprite Animation Start Event.
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*
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2018 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* The Sprite Animation Update Event.
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*
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145
src/boot/Game.js
145
src/boot/Game.js
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var Device = require('../device');
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var DOMContentLoaded = require('../dom/DOMContentLoaded');
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var EventEmitter = require('eventemitter3');
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var Events = require('./events');
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var InputManager = require('../input/InputManager');
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var PluginCache = require('../plugins/PluginCache');
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var PluginManager = require('../plugins/PluginManager');
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DOMContentLoaded(this.boot.bind(this));
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},
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/**
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* Game boot event.
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*
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* This is an internal event dispatched when the game has finished booting, but before it is ready to start running.
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* The global systems use this event to know when to set themselves up, dispatching their own `ready` events as required.
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*
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* @event Phaser.Game#boot
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*/
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/**
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* This method is called automatically when the DOM is ready. It is responsible for creating the renderer,
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* displaying the Debug Header, adding the game canvas to the DOM and emitting the 'boot' event.
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eventEmitter.on('focus', this.onFocus, this);
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},
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/**
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* Game Pre-Step event.
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*
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* Listen for it using the event type `prestep`.
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*
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* This event is dispatched before the main Step starts.
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* By this point none of the Scene updates have happened.
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* Hook into it from plugins or systems that need to update before the Scene Manager does.
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*
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* @event Phaser.Game#prestepEvent
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* @param {number} time - The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.
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* @param {number} delta - The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.
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*/
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/**
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* Game Step event.
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*
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* Listen for it using the event type `step`.
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*
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* This event is dispatched after Pre-Step and before the Scene Manager steps.
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* Hook into it from plugins or systems that need to update before the Scene Manager does, but after core Systems.
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*
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* @event Phaser.Game#stepEvent
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* @param {number} time - The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.
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* @param {number} delta - The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.
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*/
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/**
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* Game Post-Step event.
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*
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* Listen for it using the event type `poststep`.
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*
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* This event is dispatched after the Scene Manager has updated.
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* Hook into it from plugins or systems that need to do things before the render starts.
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*
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* @event Phaser.Game#poststepEvent
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* @param {number} time - The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.
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* @param {number} delta - The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.
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*/
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/**
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* Game Pre-Render event.
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*
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* Listen for it using the event type `prerender`.
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*
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* This event is dispatched immediately before any of the Scenes have started to render.
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* The renderer will already have been initialized this frame, clearing itself and preparing to receive
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* the Scenes for rendering, but it won't have actually drawn anything yet.
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*
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* @event Phaser.Game#prerenderEvent
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* @param {(Phaser.Renderer.Canvas.CanvasRenderer|Phaser.Renderer.WebGL.WebGLRenderer)} renderer - A reference to the current renderer.
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*/
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/**
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* Game Post-Render event.
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*
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* Listen for it using the event type `postrender`.
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*
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* This event is dispatched right at the end of the render process.
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* Every Scene will have rendered and drawn to the canvas.
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*
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* @event Phaser.Game#postrenderEvent
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* @param {(Phaser.Renderer.Canvas.CanvasRenderer|Phaser.Renderer.WebGL.WebGLRenderer)} renderer - A reference to the current renderer.
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*/
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/**
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* The main Game Step. Called automatically by the Time Step, once per browser frame (typically as a result of
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* Request Animation Frame, or Set Timeout on very old browsers.)
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* It will then render each Scene in turn, via the Renderer. This process emits `prerender` and `postrender` events.
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*
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* @method Phaser.Game#step
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* @fires Phaser.Game#prestepEvent
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* @fires Phaser.Game#stepEvent
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* @fires Phaser.Game#poststepEvent
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* @fires Phaser.Game#prerenderEvent
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* @fires Phaser.Game#postrenderEvent
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* @fires Phaser.Game.Events#PRE_STEP_EVENT
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* @fires Phaser.Game.Events#STEP_EVENT
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* @fires Phaser.Game.Events#POST_STEP_EVENT
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* @fires Phaser.Game.Events#PRE_RENDER_EVENT
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* @fires Phaser.Game.Events#POST_RENDER_EVENT
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* @since 3.0.0
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*
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* @param {number} time - The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.
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// Global Managers like Input and Sound update in the prestep
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eventEmitter.emit('prestep', time, delta);
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eventEmitter.emit(Events.PRE_STEP, time, delta);
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// This is mostly meant for user-land code and plugins
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eventEmitter.emit('step', time, delta);
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eventEmitter.emit(Events.STEP, time, delta);
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// Update the Scene Manager and all active Scenes
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// Our final event before rendering starts
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eventEmitter.emit('poststep', time, delta);
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eventEmitter.emit(Events.POST_STEP, time, delta);
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var renderer = this.renderer;
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renderer.preRender();
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eventEmitter.emit('prerender', renderer, time, delta);
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eventEmitter.emit(Events.PRE_RENDER, renderer, time, delta);
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// The main render loop. Iterates all Scenes and all Cameras in those scenes, rendering to the renderer instance.
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// The final event before the step repeats. Your last chance to do anything to the canvas before it all starts again.
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eventEmitter.emit('postrender', renderer, time, delta);
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eventEmitter.emit(Events.POST_RENDER, renderer, time, delta);
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},
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/**
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// Global Managers
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eventEmitter.emit('prestep', time, delta);
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eventEmitter.emit(Events.PRE_STEP, time, delta);
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eventEmitter.emit('step', time, delta);
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eventEmitter.emit(Events.STEP, time, delta);
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// Scenes
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this.scene.update(time, delta);
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eventEmitter.emit('poststep', time, delta);
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eventEmitter.emit(Events.POST_STEP, time, delta);
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// Render
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eventEmitter.emit('prerender');
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eventEmitter.emit(Events.PRE_RENDER);
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eventEmitter.emit('postrender');
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eventEmitter.emit(Events.POST_RENDER);
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},
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/**
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* Game Pause event.
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*
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* Listen for it using the event type `pause`.
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*
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* This event is dispatched when the game loop enters a paused state, usually as a result of the Visibility Handler.
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*
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* @event Phaser.Game#pauseEvent
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*/
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/**
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* Called automatically by the Visibility Handler.
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* This will pause the main loop and then emit a pause event.
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*
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* @method Phaser.Game#onHidden
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* @protected
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* @fires Phaser.Game#pauseEvent
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* @fires Phaser.Game.Events#PAUSE
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* @since 3.0.0
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*/
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onHidden: function ()
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{
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this.loop.pause();
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this.events.emit('pause');
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this.events.emit(Events.PAUSE);
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},
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/**
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* Game Resume event.
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*
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* Listen for it using the event type `resume`.
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*
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* This event is dispatched when the game loop leaves a paused state and resumes running.
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*
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* @event Phaser.Game#resumeEvent
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*/
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/**
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* Called automatically by the Visibility Handler.
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* This will resume the main loop and then emit a resume event.
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*
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* @method Phaser.Game#onVisible
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* @protected
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* @fires Phaser.Game#resumeEvent
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* @fires Phaser.Game.Events#RESUME
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* @since 3.0.0
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*/
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onVisible: function ()
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{
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this.loop.resume();
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this.events.emit('resume');
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this.events.emit(Events.RESUME);
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},
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/**
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return this.loop.frame.time;
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},
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/**
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* Game Destroy event.
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*
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* Listen for it using the event type `destroy`.
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*
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* @event Phaser.Game#destroyEvent
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*/
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/**
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* Flags this Game instance as needing to be destroyed on the next frame.
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* It will wait until the current frame has completed and then call `runDestroy` internally.
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* memory being held by the core Phaser plugins. If you do need to create another game instance on the same page, leave this as `false`.
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*
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* @method Phaser.Game#destroy
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* @fires Phaser.Game#destroyEvent
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* @fires Phaser.Game.Events#DESTROY
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* @since 3.0.0
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*
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* @param {boolean} removeCanvas - Set to `true` if you would like the parent canvas element removed from the DOM, or `false` to leave it in place.
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*/
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runDestroy: function ()
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{
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this.events.emit('destroy');
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this.events.emit(Events.DESTROY);
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this.events.removeAllListeners();
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15
src/boot/events/BOOT_EVENT.js
Normal file
15
src/boot/events/BOOT_EVENT.js
Normal file
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2018 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* The Game Boot Event.
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*
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* This event is dispatched when the Phaser Game instance has finished booting, but before it is ready to start running.
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* The global systems use this event to know when to set themselves up, dispatching their own `ready` events as required.
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*
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* @event Phaser.Game.Events#BOOT
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*/
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module.exports = 'boot';
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16
src/boot/events/DESTROY_EVENT.js
Normal file
16
src/boot/events/DESTROY_EVENT.js
Normal file
|
@ -0,0 +1,16 @@
|
|||
/**
|
||||
* @author Richard Davey <rich@photonstorm.com>
|
||||
* @copyright 2018 Photon Storm Ltd.
|
||||
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
||||
*/
|
||||
|
||||
/**
|
||||
* The Game Destroy Event.
|
||||
*
|
||||
* This event is dispatched when the game instance has been told to destroy itself.
|
||||
* Lots of internal systems listen to this event in order to clear themselves out.
|
||||
* Custom plugins and game code should also do the same.
|
||||
*
|
||||
* @event Phaser.Game.Events#DESTROY
|
||||
*/
|
||||
module.exports = 'destroy';
|
14
src/boot/events/PAUSE_EVENT.js
Normal file
14
src/boot/events/PAUSE_EVENT.js
Normal file
|
@ -0,0 +1,14 @@
|
|||
/**
|
||||
* @author Richard Davey <rich@photonstorm.com>
|
||||
* @copyright 2018 Photon Storm Ltd.
|
||||
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
||||
*/
|
||||
|
||||
/**
|
||||
* The Game Pause Event.
|
||||
*
|
||||
* This event is dispatched when the Game loop enters a paused state, usually as a result of the Visibility Handler.
|
||||
*
|
||||
* @event Phaser.Game.Events#PAUSE
|
||||
*/
|
||||
module.exports = 'pause';
|
19
src/boot/events/POST_RENDER_EVENT.js
Normal file
19
src/boot/events/POST_RENDER_EVENT.js
Normal file
|
@ -0,0 +1,19 @@
|
|||
/**
|
||||
* @author Richard Davey <rich@photonstorm.com>
|
||||
* @copyright 2018 Photon Storm Ltd.
|
||||
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
||||
*/
|
||||
|
||||
/**
|
||||
* The Game Post-Render Event.
|
||||
*
|
||||
* This event is dispatched right at the end of the render process.
|
||||
*
|
||||
* Every Scene will have rendered and been drawn to the canvas by the time this event is fired.
|
||||
* Use it for any last minute post-processing before the next game step begins.
|
||||
*
|
||||
* @event Phaser.Game.Events#POST_RENDER
|
||||
*
|
||||
* @param {(Phaser.Renderer.Canvas.CanvasRenderer|Phaser.Renderer.WebGL.WebGLRenderer)} renderer - A reference to the current renderer being used by the Game instance.
|
||||
*/
|
||||
module.exports = 'postrender';
|
18
src/boot/events/POST_STEP_EVENT.js
Normal file
18
src/boot/events/POST_STEP_EVENT.js
Normal file
|
@ -0,0 +1,18 @@
|
|||
/**
|
||||
* @author Richard Davey <rich@photonstorm.com>
|
||||
* @copyright 2018 Photon Storm Ltd.
|
||||
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
||||
*/
|
||||
|
||||
/**
|
||||
* The Game Post-Step Event.
|
||||
*
|
||||
* This event is dispatched after the Scene Manager has updated.
|
||||
* Hook into it from plugins or systems that need to do things before the render starts.
|
||||
*
|
||||
* @event Phaser.Game.Events#POST_STEP
|
||||
*
|
||||
* @param {number} time - The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.
|
||||
* @param {number} delta - The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.
|
||||
*/
|
||||
module.exports = 'poststep';
|
18
src/boot/events/PRE_RENDER_EVENT.js
Normal file
18
src/boot/events/PRE_RENDER_EVENT.js
Normal file
|
@ -0,0 +1,18 @@
|
|||
/**
|
||||
* @author Richard Davey <rich@photonstorm.com>
|
||||
* @copyright 2018 Photon Storm Ltd.
|
||||
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
||||
*/
|
||||
|
||||
/**
|
||||
* The Game Pre-Render Event.
|
||||
*
|
||||
* This event is dispatched immediately before any of the Scenes have started to render.
|
||||
*
|
||||
* The renderer will already have been initialized this frame, clearing itself and preparing to receive the Scenes for rendering, but it won't have actually drawn anything yet.
|
||||
*
|
||||
* @event Phaser.Game.Events#PRE_RENDER
|
||||
*
|
||||
* @param {(Phaser.Renderer.Canvas.CanvasRenderer|Phaser.Renderer.WebGL.WebGLRenderer)} renderer - A reference to the current renderer being used by the Game instance.
|
||||
*/
|
||||
module.exports = 'prerender';
|
18
src/boot/events/PRE_STEP_EVENT.js
Normal file
18
src/boot/events/PRE_STEP_EVENT.js
Normal file
|
@ -0,0 +1,18 @@
|
|||
/**
|
||||
* @author Richard Davey <rich@photonstorm.com>
|
||||
* @copyright 2018 Photon Storm Ltd.
|
||||
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
||||
*/
|
||||
|
||||
/**
|
||||
* The Game Pre-Step Event.
|
||||
*
|
||||
* This event is dispatched before the main Game Step starts. By this point in the game cycle none of the Scene updates have yet happened.
|
||||
* Hook into it from plugins or systems that need to update before the Scene Manager does.
|
||||
*
|
||||
* @event Phaser.Game.Events#PRE_STEP
|
||||
*
|
||||
* @param {number} time - The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.
|
||||
* @param {number} delta - The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.
|
||||
*/
|
||||
module.exports = 'prestep';
|
14
src/boot/events/RESUME_EVENT.js
Normal file
14
src/boot/events/RESUME_EVENT.js
Normal file
|
@ -0,0 +1,14 @@
|
|||
/**
|
||||
* @author Richard Davey <rich@photonstorm.com>
|
||||
* @copyright 2018 Photon Storm Ltd.
|
||||
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
||||
*/
|
||||
|
||||
/**
|
||||
* The Game Resume Event.
|
||||
*
|
||||
* This event is dispatched when the game loop leaves a paused state and resumes running.
|
||||
*
|
||||
* @event Phaser.Game.Events#RESUME
|
||||
*/
|
||||
module.exports = 'resume';
|
18
src/boot/events/STEP_EVENT.js
Normal file
18
src/boot/events/STEP_EVENT.js
Normal file
|
@ -0,0 +1,18 @@
|
|||
/**
|
||||
* @author Richard Davey <rich@photonstorm.com>
|
||||
* @copyright 2018 Photon Storm Ltd.
|
||||
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
||||
*/
|
||||
|
||||
/**
|
||||
* The Game Step Event.
|
||||
*
|
||||
* This event is dispatched after the Game Pre-Step and before the Scene Manager steps.
|
||||
* Hook into it from plugins or systems that need to update before the Scene Manager does, but after the core Systems have.
|
||||
*
|
||||
* @event Phaser.Game.Events#STEP
|
||||
*
|
||||
* @param {number} time - The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.
|
||||
* @param {number} delta - The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.
|
||||
*/
|
||||
module.exports = 'step';
|
23
src/boot/events/index.js
Normal file
23
src/boot/events/index.js
Normal file
|
@ -0,0 +1,23 @@
|
|||
/**
|
||||
* @author Richard Davey <rich@photonstorm.com>
|
||||
* @copyright 2018 Photon Storm Ltd.
|
||||
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
||||
*/
|
||||
|
||||
/**
|
||||
* @namespace Phaser.Game.Events
|
||||
*/
|
||||
|
||||
module.exports = {
|
||||
|
||||
BOOT: require('./BOOT_EVENT'),
|
||||
DESTROY: require('./DESTROY_EVENT'),
|
||||
PAUSE: require('./PAUSE_EVENT'),
|
||||
POST_RENDER: require('./POST_RENDER_EVENT'),
|
||||
POST_STEP: require('./POST_STEP_EVENT'),
|
||||
PRE_RENDER: require('./PRE_RENDER_EVENT'),
|
||||
PRE_STEP: require('./PRE_STEP_EVENT'),
|
||||
RESUME: require('./RESUME_EVENT'),
|
||||
STEP: require('./STEP_EVENT')
|
||||
|
||||
};
|
Loading…
Add table
Reference in a new issue