GameObjEventMap
: {update
: [GameObj]Triggered every frame
fixedUpdate
: [GameObj]Triggered every frame at a fixed 50fps rate
draw
: [GameObj]Triggered every frame before update
add
: [GameObj]Triggered when object is added
destroy
: [GameObj]Triggered when object is destroyed
use
: [GameObj, string]Triggered when component is used
unuse
: [GameObj, string]Triggered when component is unused
tag
: [GameObj, string]Triggered when tag is added
untag
: [GameObj, string]Triggered when tag is removed
collide
: [GameObj, GameObj, Collision]Triggered when object collides with another object From area component
collideUpdate
: [GameObj, GameObj, Collision]Triggered every frame when object collides with another object From area component
collideEnd
: [GameObj, GameObj, Collision]Triggered when object stops colliding with another object From area component
hurt
: [GameObj,Triggered when object is hurted From health component
heal
: [GameObj,Triggered when object is healed From health component
death
: [GameObj]Triggered when object dies From health component
beforePhysicsResolve
: [GameObj,Triggered before physics resolves From body component
physicsResolve
: [GameObj,Triggered after physics resolves From body component
ground
: [GameObj]Triggered when object is on the ground From body component
fall
: [GameObj]Triggered when object is falling From body component
fallOff
: [GameObj]Triggered when object stops falling From body component
headbutt
: [GameObj]Triggered when object head butt something (like Mario with brick) From body component
land
: [GameObj]Triggered when an object lands on this object From body component
headbutted
: [GameObj]Triggered when object is headbutted by another object From body component
doubleJump
: [GameObj]Triggered when object double jumps From doubleJump component
exitView
: [GameObj]Triggered when object goes out of view From offscreen component
enterView
: [GameObj]Triggered when object enters view From offscreen component
animStart
: [GameObj,Triggered when a sprite animation starts From sprite component
animEnd
: [GameObj,Triggered when a sprite animation ends From sprite component
targetReached
: [GameObj, GameObj]From agent component
patrolFinished
: [GameObj]From patrol component
objectSpotted
: [GameObj, GameObj[]]From sentry component
animateChannelFinished
: [GameObj,From animate component
animateFinished
: [GameObj]From animate component
spatialMapChanged
: [GameObj]From level of addLevel function
Game Object events with their arguments.
If looking for use it with obj.on()
, ignore first parameter (Game Obj)
group
Events