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Events

Index

Enumerations

EventTypes

EventTypes:

ActionComplete

ActionComplete: actioncomplete

ActionStart

ActionStart: actionstart

Activate

Activate: activate

Add

Add: add

Axis

Axis: axis

Button

Button: button

Cancel

Cancel: cancel

CollisionEnd

CollisionEnd: collisionend

CollisionStart

CollisionStart: collisionstart

Connect

Connect: connect

Deactivate

Deactivate: deactivate

Disconnect

Disconnect: disconnect

Down

Down: down

Enter

Enter: enter

EnterTrigger

EnterTrigger: enter

EnterViewport

EnterViewport: enterviewport

ExitTrigger

ExitTrigger: exit

ExitViewport

ExitViewport: exitviewport

Hidden

Hidden: hidden

Hold

Hold: hold

Initialize

Initialize: initialize

Kill

Kill: kill

Leave

Leave: leave

Move

Move: move

PointerCancel

PointerCancel: pointercancel

PointerDown

PointerDown: pointerdown

PointerDragEnd

PointerDragEnd: pointerdragend

PointerDragEnter

PointerDragEnter: pointerdragenter

PointerDragLeave

PointerDragLeave: pointerdragleave

PointerDragMove

PointerDragMove: pointerdragmove

PointerDragStart

PointerDragStart: pointerdragstart

PointerEnter

PointerEnter: pointerenter

PointerLeave

PointerLeave: pointerleave

PointerMove

PointerMove: pointermove

PointerUp

PointerUp: pointerup

PointerWheel

PointerWheel: pointerwheel

PostCollision

PostCollision: postcollision

PostDebugDraw

PostDebugDraw: postdebugdraw

PostDraw

PostDraw: postdraw

PostFrame

PostFrame: postframe

PostKill

PostKill: postkill

PostUpdate

PostUpdate: postupdate

PreCollision

PreCollision: precollision

PreDebugDraw

PreDebugDraw: predebugdraw

PreDraw

PreDraw: predraw

PreFrame

PreFrame: preframe

PreKill

PreKill: prekill

PreUpdate

PreUpdate: preupdate

Press

Press: press

Release

Release: release

Remove

Remove: remove

Start

Start: start

Stop

Stop: stop

Up

Up: up

Visible

Visible: visible

Wheel

Wheel: wheel

Classes

ActionCompleteEvent

ActionCompleteEvent:

Event thrown on an Actor when an action completes.

constructor

publicaction

action: Action

publicother

other: Entity<any>

Other target object for this event

publictarget

target: Entity<any>

Target object for this event.

publicbubbles

  • get bubbles(): boolean
  • set bubbles(value: boolean): void
  • If set to false, prevents event from propagating to other actors. If true it will be propagated to all actors that apply.


    Returns boolean

  • Parameters

    • value: boolean

    Returns void

publicstopPropagation

  • stopPropagation(): void
  • Prevents event from bubbling


    Returns void

ActionStartEvent

ActionStartEvent:

Event thrown on an Actor when an action starts.

constructor

publicaction

action: Action

publicother

other: Entity<any>

Other target object for this event

publictarget

target: Entity<any>

Target object for this event.

publicbubbles

  • get bubbles(): boolean
  • set bubbles(value: boolean): void
  • If set to false, prevents event from propagating to other actors. If true it will be propagated to all actors that apply.


    Returns boolean

  • Parameters

    • value: boolean

    Returns void

publicstopPropagation

  • stopPropagation(): void
  • Prevents event from bubbling


    Returns void

ActivateEvent

ActivateEvent<TData>:

Event thrown on a Scene on activation


Type parameters

  • TData = undefined

constructor

publiccontext

context: SceneActivationContext<TData>

The context for the scene activation

publicother

other: Scene<unknown>

Other target object for this event

publictarget

target: Scene<unknown>

Target object for this event.

publicbubbles

  • get bubbles(): boolean
  • set bubbles(value: boolean): void
  • If set to false, prevents event from propagating to other actors. If true it will be propagated to all actors that apply.


    Returns boolean

  • Parameters

    • value: boolean

    Returns void

publicstopPropagation

  • stopPropagation(): void
  • Prevents event from bubbling


    Returns void

AddEvent

AddEvent<T>:

Event thrown on an [[Actor]] when an Actor added to scene.


Type parameters

constructor

  • Type parameters

    Parameters

    Returns AddEvent<T>

publicengine

engine: Engine<any>

publicother

other: T

Other target object for this event

publictarget

target: T

Target object for this event.

publicbubbles

  • get bubbles(): boolean
  • set bubbles(value: boolean): void
  • If set to false, prevents event from propagating to other actors. If true it will be propagated to all actors that apply.


    Returns boolean

  • Parameters

    • value: boolean

    Returns void

publicstopPropagation

  • stopPropagation(): void
  • Prevents event from bubbling


    Returns void

CollisionEndEvent

CollisionEndEvent<T>:

Event thrown when the actor is no longer colliding with another


Type parameters

constructor

publiclastContact

lastContact: CollisionContact

publicother

other: T

Other target object for this event

publicside

side: Side

publictarget

target: T

Target object for this event.

publicactor

  • get actor(): T
  • set actor(actor: T): void
  • Returns T

  • Parameters

    • actor: T

    Returns void

publicbubbles

  • get bubbles(): boolean
  • set bubbles(value: boolean): void
  • If set to false, prevents event from propagating to other actors. If true it will be propagated to all actors that apply.


    Returns boolean

  • Parameters

    • value: boolean

    Returns void

publicstopPropagation

  • stopPropagation(): void
  • Prevents event from bubbling


    Returns void

CollisionPostSolveEvent

CollisionPostSolveEvent<T>:

Type parameters

  • T

constructor

publiccontact

publicintersection

intersection: Vector

publicother

other: T

publicside

side: Side

publictarget

target: T

CollisionPreSolveEvent

CollisionPreSolveEvent<T>:

Type parameters

  • T

constructor

publiccontact

publicintersection

intersection: Vector

publicother

other: T

publicside

side: Side

publictarget

target: T

CollisionStartEvent

CollisionStartEvent<T>:

Event thrown the first time an actor collides with another, after an actor is in contact normal collision events are fired.


Type parameters

constructor

publiccontact

publicother

other: T

publicside

side: Side

publictarget

target: T

Target object for this event.

publicactor

  • get actor(): T
  • set actor(actor: T): void
  • Returns T

  • Parameters

    • actor: T

    Returns void

publicbubbles

  • get bubbles(): boolean
  • set bubbles(value: boolean): void
  • If set to false, prevents event from propagating to other actors. If true it will be propagated to all actors that apply.


    Returns boolean

  • Parameters

    • value: boolean

    Returns void

publicstopPropagation

  • stopPropagation(): void
  • Prevents event from bubbling


    Returns void

ContactEndEvent

ContactEndEvent<T>:

Type parameters

  • T

constructor

publiclastContact

lastContact: CollisionContact

publicother

other: T

publicside

side: Side

publictarget

target: T

ContactStartEvent

ContactStartEvent<T>:

Type parameters

  • T

constructor

publiccontact

publicother

other: T

publicside

side: Side

publictarget

target: T

DeactivateEvent

DeactivateEvent:

Event thrown on a Scene on deactivation

constructor

publiccontext

context: SceneActivationContext<never>

The context for the scene deactivation

publicother

other: Scene<unknown>

Other target object for this event

publictarget

target: Scene<unknown>

Target object for this event.

publicbubbles

  • get bubbles(): boolean
  • set bubbles(value: boolean): void
  • If set to false, prevents event from propagating to other actors. If true it will be propagated to all actors that apply.


    Returns boolean

  • Parameters

    • value: boolean

    Returns void

publicstopPropagation

  • stopPropagation(): void
  • Prevents event from bubbling


    Returns void

EnterTriggerEvent

EnterTriggerEvent:

Base event type in Excalibur that all other event types derive from. Not all event types are thrown on all Excalibur game objects, some events are unique to a type, others are not.

constructor

publicentity

entity: Entity<any>

publicother

other: Trigger

Other target object for this event

publictarget

target: Trigger

Target object for this event.

publicbubbles

  • get bubbles(): boolean
  • set bubbles(value: boolean): void
  • If set to false, prevents event from propagating to other actors. If true it will be propagated to all actors that apply.


    Returns boolean

  • Parameters

    • value: boolean

    Returns void

publicstopPropagation

  • stopPropagation(): void
  • Prevents event from bubbling


    Returns void

EnterViewPortEvent

EnterViewPortEvent:

Event thrown on an Actor when any part of the graphics bounds are on screen.

constructor

publicother

other: Entity<any>

Other target object for this event

publictarget

target: Entity<any>

Target object for this event.

publicbubbles

  • get bubbles(): boolean
  • set bubbles(value: boolean): void
  • If set to false, prevents event from propagating to other actors. If true it will be propagated to all actors that apply.


    Returns boolean

  • Parameters

    • value: boolean

    Returns void

publicstopPropagation

  • stopPropagation(): void
  • Prevents event from bubbling


    Returns void

ExitTriggerEvent

ExitTriggerEvent:

Base event type in Excalibur that all other event types derive from. Not all event types are thrown on all Excalibur game objects, some events are unique to a type, others are not.

constructor

publicentity

entity: Entity<any>

publicother

other: Trigger

Other target object for this event

publictarget

target: Trigger

Target object for this event.

publicbubbles

  • get bubbles(): boolean
  • set bubbles(value: boolean): void
  • If set to false, prevents event from propagating to other actors. If true it will be propagated to all actors that apply.


    Returns boolean

  • Parameters

    • value: boolean

    Returns void

publicstopPropagation

  • stopPropagation(): void
  • Prevents event from bubbling


    Returns void

ExitViewPortEvent

ExitViewPortEvent:

Event thrown on an Actor when the graphics bounds completely leaves the screen.

constructor

publicother

other: Entity<any>

Other target object for this event

publictarget

target: Entity<any>

Target object for this event.

publicbubbles

  • get bubbles(): boolean
  • set bubbles(value: boolean): void
  • If set to false, prevents event from propagating to other actors. If true it will be propagated to all actors that apply.


    Returns boolean

  • Parameters

    • value: boolean

    Returns void

publicstopPropagation

  • stopPropagation(): void
  • Prevents event from bubbling


    Returns void

GameEvent

GameEvent<T, U>:

Base event type in Excalibur that all other event types derive from. Not all event types are thrown on all Excalibur game objects, some events are unique to a type, others are not.


Type parameters

  • T
  • U = T

constructor

publicother

other: U

Other target object for this event

publictarget

target: T

Target object for this event.

publicbubbles

  • get bubbles(): boolean
  • set bubbles(value: boolean): void
  • If set to false, prevents event from propagating to other actors. If true it will be propagated to all actors that apply.


    Returns boolean

  • Parameters

    • value: boolean

    Returns void

publicstopPropagation

  • stopPropagation(): void
  • Prevents event from bubbling


    Returns void

GameStartEvent

GameStartEvent:

The 'start' event is emitted on engine when has started and is ready for interaction.

constructor

publicother

other: Engine<any>

Other target object for this event

publictarget

target: Engine<any>

Target object for this event.

publicbubbles

  • get bubbles(): boolean
  • set bubbles(value: boolean): void
  • If set to false, prevents event from propagating to other actors. If true it will be propagated to all actors that apply.


    Returns boolean

  • Parameters

    • value: boolean

    Returns void

publicstopPropagation

  • stopPropagation(): void
  • Prevents event from bubbling


    Returns void

GameStopEvent

GameStopEvent:

The 'stop' event is emitted on engine when has been stopped and will no longer take input, update or draw.

constructor

publicother

other: Engine<any>

Other target object for this event

publictarget

target: Engine<any>

Target object for this event.

publicbubbles

  • get bubbles(): boolean
  • set bubbles(value: boolean): void
  • If set to false, prevents event from propagating to other actors. If true it will be propagated to all actors that apply.


    Returns boolean

  • Parameters

    • value: boolean

    Returns void

publicstopPropagation

  • stopPropagation(): void
  • Prevents event from bubbling


    Returns void

GamepadAxisEvent

GamepadAxisEvent:

Gamepad axis event. See Gamepads for information on responding to controller input. Gamepad instances receive this event;

constructor

  • Parameters

    • axis: Axes

      The Gamepad axis

    • value: number

      A numeric value between -1 and 1

    • target: Gamepad

    Returns GamepadAxisEvent

publicaxis

axis: Axes

The Gamepad axis

publicother

other: Gamepad

Other target object for this event

publictarget

target: Gamepad

Target object for this event.

publicvalue

value: number

A numeric value between -1 and 1

publicbubbles

  • get bubbles(): boolean
  • set bubbles(value: boolean): void
  • If set to false, prevents event from propagating to other actors. If true it will be propagated to all actors that apply.


    Returns boolean

  • Parameters

    • value: boolean

    Returns void

publicstopPropagation

  • stopPropagation(): void
  • Prevents event from bubbling


    Returns void

GamepadButtonEvent

GamepadButtonEvent:

Gamepad button event. See Gamepads for information on responding to controller input. Gamepad instances receive this event;

constructor

publicbutton

button: Buttons

The Gamepad button

publicother

other: Gamepad

Other target object for this event

publictarget

target: Gamepad

Target object for this event.

publicvalue

value: number

A numeric value between 0 and 1

publicbubbles

  • get bubbles(): boolean
  • set bubbles(value: boolean): void
  • If set to false, prevents event from propagating to other actors. If true it will be propagated to all actors that apply.


    Returns boolean

  • Parameters

    • value: boolean

    Returns void

publicstopPropagation

  • stopPropagation(): void
  • Prevents event from bubbling


    Returns void

GamepadConnectEvent

GamepadConnectEvent:

Event received when a gamepad is connected to Excalibur. Gamepads receives this event.

constructor

publicgamepad

gamepad: Gamepad

publicindex

index: number

publicother

other: Gamepad

Other target object for this event

publictarget

target: Gamepad

Target object for this event.

publicbubbles

  • get bubbles(): boolean
  • set bubbles(value: boolean): void
  • If set to false, prevents event from propagating to other actors. If true it will be propagated to all actors that apply.


    Returns boolean

  • Parameters

    • value: boolean

    Returns void

publicstopPropagation

  • stopPropagation(): void
  • Prevents event from bubbling


    Returns void

GamepadDisconnectEvent

GamepadDisconnectEvent:

Event received when a gamepad is disconnected from Excalibur. Gamepads receives this event.

constructor

publicgamepad

gamepad: Gamepad

publicindex

index: number

publicother

other: Gamepad

Other target object for this event

publictarget

target: Gamepad

Target object for this event.

publicbubbles

  • get bubbles(): boolean
  • set bubbles(value: boolean): void
  • If set to false, prevents event from propagating to other actors. If true it will be propagated to all actors that apply.


    Returns boolean

  • Parameters

    • value: boolean

    Returns void

publicstopPropagation

  • stopPropagation(): void
  • Prevents event from bubbling


    Returns void

HiddenEvent

HiddenEvent:

Event received by the Engine when the browser window is hidden from all screens.

constructor

publicother

other: Engine<any>

Other target object for this event

publictarget

target: Engine<any>

Target object for this event.

publicbubbles

  • get bubbles(): boolean
  • set bubbles(value: boolean): void
  • If set to false, prevents event from propagating to other actors. If true it will be propagated to all actors that apply.


    Returns boolean

  • Parameters

    • value: boolean

    Returns void

publicstopPropagation

  • stopPropagation(): void
  • Prevents event from bubbling


    Returns void

InitializeEvent

InitializeEvent<T>:

Event thrown on an Actor, Scene, and Engine only once before the first update call


Type parameters

constructor

publicengine

engine: Engine<any>

The reference to the current engine

publicother

other: T

Other target object for this event

publictarget

target: T

Target object for this event.

publicbubbles

  • get bubbles(): boolean
  • set bubbles(value: boolean): void
  • If set to false, prevents event from propagating to other actors. If true it will be propagated to all actors that apply.


    Returns boolean

  • Parameters

    • value: boolean

    Returns void

publicstopPropagation

  • stopPropagation(): void
  • Prevents event from bubbling


    Returns void

KillEvent

KillEvent:

The 'kill' event is emitted on actors when it is killed. The target is the actor that was killed.

constructor

  • Parameters

    Returns KillEvent

publicother

other: Entity<any>

Other target object for this event

publictarget

target: Entity<any>

Target object for this event.

publicbubbles

  • get bubbles(): boolean
  • set bubbles(value: boolean): void
  • If set to false, prevents event from propagating to other actors. If true it will be propagated to all actors that apply.


    Returns boolean

  • Parameters

    • value: boolean

    Returns void

publicstopPropagation

  • stopPropagation(): void
  • Prevents event from bubbling


    Returns void

PostCollisionEvent

PostCollisionEvent<T>:

Event thrown on an actor when a collision has been resolved (body reacted) this frame


Type parameters

constructor

  • Type parameters

    Parameters

    • actor: T

      The actor the event was thrown on

    • other: T

      The actor that did collide with the current actor

    • side: Side

      The side that did collide with the current actor

    • intersection: Vector

      Intersection vector

    • contact: CollisionContact

    Returns PostCollisionEvent<T>

publiccontact

publicintersection

intersection: Vector

Intersection vector

publicother

other: T

The actor that did collide with the current actor

publicside

side: Side

The side that did collide with the current actor

publictarget

target: T

Target object for this event.

publicactor

  • get actor(): T
  • set actor(actor: T): void
  • Returns T

  • Parameters

    • actor: T

    Returns void

publicbubbles

  • get bubbles(): boolean
  • set bubbles(value: boolean): void
  • If set to false, prevents event from propagating to other actors. If true it will be propagated to all actors that apply.


    Returns boolean

  • Parameters

    • value: boolean

    Returns void

publicstopPropagation

  • stopPropagation(): void
  • Prevents event from bubbling


    Returns void

PostDebugDrawEvent

PostDebugDrawEvent:

The 'postdebugdraw' event is emitted on actors, scenes, and engine after debug drawing starts.

constructor

publicctx

publicother

other: Entity<any> | Actor | Engine<any> | Scene<unknown>

Other target object for this event

publictarget

target: Entity<any> | Actor | Engine<any> | Scene<unknown>

Target object for this event.

publicbubbles

  • get bubbles(): boolean
  • set bubbles(value: boolean): void
  • If set to false, prevents event from propagating to other actors. If true it will be propagated to all actors that apply.


    Returns boolean

  • Parameters

    • value: boolean

    Returns void

publicstopPropagation

  • stopPropagation(): void
  • Prevents event from bubbling


    Returns void

PostDrawEvent

PostDrawEvent:

The 'postdraw' event is emitted on actors, scenes, and engine after drawing finishes. Actors' postdraw happens inside their graphics transform so that all drawing takes place with the actor as the origin.

constructor

publicctx

publicelapsedMs

elapsedMs: number

publicother

other: Entity<any> | Engine<any> | Scene<unknown> | TileMap

Other target object for this event

publictarget

target: Entity<any> | Engine<any> | Scene<unknown> | TileMap

Target object for this event.

publicbubbles

  • get bubbles(): boolean
  • set bubbles(value: boolean): void
  • If set to false, prevents event from propagating to other actors. If true it will be propagated to all actors that apply.


    Returns boolean

  • Parameters

    • value: boolean

    Returns void

publicstopPropagation

  • stopPropagation(): void
  • Prevents event from bubbling


    Returns void

PostFrameEvent

PostFrameEvent:

The 'postframe' event is emitted on the engine, after a frame ends.

constructor

publicengine

engine: Engine<any>

publicother

other: Engine<any>

Other target object for this event

publicstats

stats: FrameStats

publictarget

target: Engine<any>

Target object for this event.

publicbubbles

  • get bubbles(): boolean
  • set bubbles(value: boolean): void
  • If set to false, prevents event from propagating to other actors. If true it will be propagated to all actors that apply.


    Returns boolean

  • Parameters

    • value: boolean

    Returns void

publicstopPropagation

  • stopPropagation(): void
  • Prevents event from bubbling


    Returns void

PostKillEvent

PostKillEvent:

The 'postkill' event is emitted directly after the actor is killed.

constructor

publicother

other: Actor

Other target object for this event

publictarget

target: Actor

Target object for this event.

publicbubbles

  • get bubbles(): boolean
  • set bubbles(value: boolean): void
  • If set to false, prevents event from propagating to other actors. If true it will be propagated to all actors that apply.


    Returns boolean

  • Parameters

    • value: boolean

    Returns void

publicstopPropagation

  • stopPropagation(): void
  • Prevents event from bubbling


    Returns void

PostTransformDrawEvent

PostTransformDrawEvent:

The 'posttransformdraw' event is emitted on actors/entities after all graphics have been draw and transforms reset. Useful if you need to completely custom the draw after everything is done.

constructor

publicctx

publicelapsedMs

elapsedMs: number

publicother

other: Entity<any>

Other target object for this event

publictarget

target: Entity<any>

Target object for this event.

publicbubbles

  • get bubbles(): boolean
  • set bubbles(value: boolean): void
  • If set to false, prevents event from propagating to other actors. If true it will be propagated to all actors that apply.


    Returns boolean

  • Parameters

    • value: boolean

    Returns void

publicstopPropagation

  • stopPropagation(): void
  • Prevents event from bubbling


    Returns void

PostUpdateEvent

PostUpdateEvent<T>:

The 'postupdate' event is emitted on actors, scenes, camera, and engine after the update ends.


Type parameters

constructor

publicelapsedMs

elapsedMs: number

publicengine

engine: Engine<any>

publicother

other: T

Other target object for this event

publictarget

target: T

Target object for this event.

publicbubbles

  • get bubbles(): boolean
  • set bubbles(value: boolean): void
  • If set to false, prevents event from propagating to other actors. If true it will be propagated to all actors that apply.


    Returns boolean

  • Parameters

    • value: boolean

    Returns void

publicstopPropagation

  • stopPropagation(): void
  • Prevents event from bubbling


    Returns void

PreCollisionEvent

PreCollisionEvent<T>:

Event thrown on an actor when a collision will occur this frame if it resolves


Type parameters

constructor

publiccontact

publicintersection

intersection: Vector

Intersection vector

publicother

other: T

The actor that will collided with the current actor

publicside

side: Side

The side that will be collided with the current actor

publictarget

target: T

Target object for this event.

publicbubbles

  • get bubbles(): boolean
  • set bubbles(value: boolean): void
  • If set to false, prevents event from propagating to other actors. If true it will be propagated to all actors that apply.


    Returns boolean

  • Parameters

    • value: boolean

    Returns void

publicstopPropagation

  • stopPropagation(): void
  • Prevents event from bubbling


    Returns void

PreDebugDrawEvent

PreDebugDrawEvent:

The 'predebugdraw' event is emitted on actors, scenes, and engine before debug drawing starts.

constructor

publicctx

publicother

other: Entity<any> | Actor | Engine<any> | Scene<unknown>

Other target object for this event

publictarget

target: Entity<any> | Actor | Engine<any> | Scene<unknown>

Target object for this event.

publicbubbles

  • get bubbles(): boolean
  • set bubbles(value: boolean): void
  • If set to false, prevents event from propagating to other actors. If true it will be propagated to all actors that apply.


    Returns boolean

  • Parameters

    • value: boolean

    Returns void

publicstopPropagation

  • stopPropagation(): void
  • Prevents event from bubbling


    Returns void

PreDrawEvent

PreDrawEvent:

The 'predraw' event is emitted on actors, scenes, and engine before drawing starts. Actors' predraw happens inside their graphics transform so that all drawing takes place with the actor as the origin.

constructor

publicctx

publicelapsedMs

elapsedMs: number

publicother

other: Entity<any> | Engine<any> | Scene<unknown> | TileMap

Other target object for this event

publictarget

target: Entity<any> | Engine<any> | Scene<unknown> | TileMap

Target object for this event.

publicbubbles

  • get bubbles(): boolean
  • set bubbles(value: boolean): void
  • If set to false, prevents event from propagating to other actors. If true it will be propagated to all actors that apply.


    Returns boolean

  • Parameters

    • value: boolean

    Returns void

publicstopPropagation

  • stopPropagation(): void
  • Prevents event from bubbling


    Returns void

PreFrameEvent

PreFrameEvent:

The 'preframe' event is emitted on the engine, before the frame begins.

constructor

publicengine

engine: Engine<any>

publicother

other: Engine<any>

Other target object for this event

publicprevStats

prevStats: FrameStats

publictarget

target: Engine<any>

Target object for this event.

publicbubbles

  • get bubbles(): boolean
  • set bubbles(value: boolean): void
  • If set to false, prevents event from propagating to other actors. If true it will be propagated to all actors that apply.


    Returns boolean

  • Parameters

    • value: boolean

    Returns void

publicstopPropagation

  • stopPropagation(): void
  • Prevents event from bubbling


    Returns void

PreKillEvent

PreKillEvent:

The 'prekill' event is emitted directly before an actor is killed.

constructor

publicother

other: Actor

Other target object for this event

publictarget

target: Actor

Target object for this event.

publicbubbles

  • get bubbles(): boolean
  • set bubbles(value: boolean): void
  • If set to false, prevents event from propagating to other actors. If true it will be propagated to all actors that apply.


    Returns boolean

  • Parameters

    • value: boolean

    Returns void

publicstopPropagation

  • stopPropagation(): void
  • Prevents event from bubbling


    Returns void

PreTransformDrawEvent

PreTransformDrawEvent:

The 'pretransformdraw' event is emitted on actors/entities before any graphics transforms have taken place. Useful if you need to completely customize the draw or modify the transform before drawing in the draw step (for example needing latest camera positions)

constructor

publicctx

publicelapsedMs

elapsedMs: number

publicother

other: Entity<any>

Other target object for this event

publictarget

target: Entity<any>

Target object for this event.

publicbubbles

  • get bubbles(): boolean
  • set bubbles(value: boolean): void
  • If set to false, prevents event from propagating to other actors. If true it will be propagated to all actors that apply.


    Returns boolean

  • Parameters

    • value: boolean

    Returns void

publicstopPropagation

  • stopPropagation(): void
  • Prevents event from bubbling


    Returns void

PreUpdateEvent

PreUpdateEvent<T>:

The 'preupdate' event is emitted on actors, scenes, camera, and engine before the update starts.


Type parameters

constructor

publicelapsedMs

elapsedMs: number

publicengine

engine: Engine<any>

publicother

other: T

Other target object for this event

publictarget

target: T

Target object for this event.

publicbubbles

  • get bubbles(): boolean
  • set bubbles(value: boolean): void
  • If set to false, prevents event from propagating to other actors. If true it will be propagated to all actors that apply.


    Returns boolean

  • Parameters

    • value: boolean

    Returns void

publicstopPropagation

  • stopPropagation(): void
  • Prevents event from bubbling


    Returns void

RemoveEvent

RemoveEvent<T>:

Event thrown on an [[Actor]] when an Actor removed from scene.


Type parameters

constructor

publicengine

engine: Engine<any>

publicother

other: T

Other target object for this event

publictarget

target: T

Target object for this event.

publicbubbles

  • get bubbles(): boolean
  • set bubbles(value: boolean): void
  • If set to false, prevents event from propagating to other actors. If true it will be propagated to all actors that apply.


    Returns boolean

  • Parameters

    • value: boolean

    Returns void

publicstopPropagation

  • stopPropagation(): void
  • Prevents event from bubbling


    Returns void

VisibleEvent

VisibleEvent:

Event received by the Engine when the browser window is visible on a screen.

constructor

publicother

other: Engine<any>

Other target object for this event

publictarget

target: Engine<any>

Target object for this event.

publicbubbles

  • get bubbles(): boolean
  • set bubbles(value: boolean): void
  • If set to false, prevents event from propagating to other actors. If true it will be propagated to all actors that apply.


    Returns boolean

  • Parameters

    • value: boolean

    Returns void

publicstopPropagation

  • stopPropagation(): void
  • Prevents event from bubbling


    Returns void

Type Aliases

activate

activate: activate

add

add: add

axis

axis: axis

button

button: button

cancel

cancel: cancel

collisionend

collisionend: collisionend

collisionstart

collisionstart: collisionstart

connect

connect: connect

deactivate

deactivate: deactivate

disconnect

disconnect: disconnect

down

down: down

enter

enter: enter

entertrigger

entertrigger: enter

enterviewport

enterviewport: enterviewport

exittrigger

exittrigger: exit

exitviewport

exitviewport: exitviewport

hidden

hidden: hidden

hold

hold: hold

initialize

initialize: initialize

kill

kill: kill

leave

leave: leave

move

move: move

pointercancel

pointercancel: pointercancel

pointerdown

pointerdown: pointerdown

pointerdragend

pointerdragend: pointerdragend

pointerdragenter

pointerdragenter: pointerdragenter

pointerdragleave

pointerdragleave: pointerdragleave

pointerdragmove

pointerdragmove: pointerdragmove

pointerdragstart

pointerdragstart: pointerdragstart

pointerenter

pointerenter: pointerenter

pointerleave

pointerleave: pointerleave

pointermove

pointermove: pointermove

pointerup

pointerup: pointerup

pointerwheel

pointerwheel: pointerwheel

postcollision

postcollision: postcollision

postdebugdraw

postdebugdraw: postdebugdraw

postdraw

postdraw: postdraw

postframe

postframe: postframe

postkill

postkill: postkill

postupdate

postupdate: postupdate

precollision

precollision: precollision

predebugdraw

predebugdraw: predebugdraw

predraw

predraw: predraw

preframe

preframe: preframe

prekill

prekill: prekill

press

press: press

preupdate

preupdate: preupdate

release

release: release

remove

remove: remove

start

start: start

stop

stop: stop

subscribe

subscribe: subscribe

unsubscribe

unsubscribe: unsubscribe

up

up: up

visible

visible: visible

wheel

wheel: wheel