Type

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,
Parsing error with NamedTupleMember
]

Triggered when object is hurted From health component

heal

: [GameObj,
Parsing error with NamedTupleMember
]

Triggered when object is healed From health component

death

: [GameObj]

Triggered when object dies From health component

beforePhysicsResolve

: [GameObj,
Parsing error with NamedTupleMember
]

Triggered before physics resolves From body component

physicsResolve

: [GameObj,
Parsing error with 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,
Parsing error with NamedTupleMember
]

Triggered when a sprite animation starts From sprite component

animEnd

: [GameObj,
Parsing error with 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,
Parsing error with 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

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Layer

Miscalenous