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, NamedTupleMember
]
Triggered when object is hurted
From health component
heal:
[
GameObj, NamedTupleMember
]
Triggered when object is healed
From health component
death:
[
GameObj
]
Triggered when object dies
From health component
beforePhysicsResolve:
[
GameObj, NamedTupleMember
]
Triggered before physics resolves
From body component
physicsResolve:
[
GameObj, NamedTupleMember
]
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, NamedTupleMember
]
Triggered when a sprite animation starts
From sprite component
animEnd:
[
GameObj, NamedTupleMember
]
Triggered when a sprite animation ends
From sprite component
navigationNext:
[
GameObj, GameObj, Vec2
]
From agent component
navigationEnded:
[
GameObj, GameObj
]
From agent component
navigationStarted:
[
GameObj, GameObj
]
From agent component
targetReached:
[
GameObj, GameObj
]
From agent component
patrolFinished:
[
GameObj
]
From patrol component
objectSpotted:
[
GameObj, GameObj[]
]
From sentry component
animateChannelFinished:
[
GameObj, NamedTupleMember
]
From animate component
animateFinished:
[
GameObj
]
From animate component
spatialMapChanged:
[
GameObj
]
From level of addLevel function
navigationMapInvalid:
[
GameObj
]
From level of addLevel function
navigationMapChanged:
[
GameObj
]
From level of addLevel function
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, NamedTupleMember ]
Triggered when object is hurted From health component
heal: [ GameObj, NamedTupleMember ]
Triggered when object is healed From health component
death: [ GameObj ]
Triggered when object dies From health component
beforePhysicsResolve: [ GameObj, NamedTupleMember ]
Triggered before physics resolves From body component
physicsResolve: [ GameObj, NamedTupleMember ]
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, NamedTupleMember ]
Triggered when a sprite animation starts From sprite component
animEnd: [ GameObj, NamedTupleMember ]
Triggered when a sprite animation ends From sprite component
navigationNext: [ GameObj, GameObj, Vec2 ]
From agent component
navigationEnded: [ GameObj, GameObj ]
From agent component
navigationStarted: [ GameObj, GameObj ]
From agent component
targetReached: [ GameObj, GameObj ]
From agent component
patrolFinished: [ GameObj ]
From patrol component
objectSpotted: [ GameObj, GameObj[] ]
From sentry component
animateChannelFinished: [ GameObj, NamedTupleMember ]
From animate component
animateFinished: [ GameObj ]
From animate component
spatialMapChanged: [ GameObj ]
From level of addLevel function
navigationMapInvalid: [ GameObj ]
From level of addLevel function
navigationMapChanged: [ 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