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

Game Object events with their arguments. If looking for use it with `obj.on()`, ignore first parameter (Game Obj)

groupEvents

kaplay logo

Misc

Layer