GameObjEventMap: update:
[
GameObj
]
Triggered every frame
Triggered every frame at a fixed 50fps rate
draw:
[
GameObj
]
Triggered every frame before update
add:
[
GameObj
]
Triggered when object is added
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
click:
[
GameObj
]
Triggered when an object is clicked.
From `area()` component.
hover:
[
GameObj
]
Triggered when an object is hovered.
From `area()` component.
Triggered when an object stops being hovered.
From `area()` component.
Triggered when an object is being hovered.
From `area()` component.
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
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
Triggered when object stops falling
From body component
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
Triggered when object is headbutted by another object
From body component
Triggered when object double jumps
From doubleJump component
Triggered when object goes out of view
From offscreen component
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
From agent component
From agent component
From agent component
From agent component
From patrol component
From sentry component
From animate component
From animate component
From level of addLevel function
From level of addLevel function
From level of addLevel function
Game Object events with their arguments.
If looking for use it with `obj.on()`, ignore first parameter (Game Obj)