Namespace: Events

Phaser.Scenes. Events

Events


BOOT

The Scene Systems Boot Event.

This event is dispatched by a Scene during the Scene Systems boot process. Primarily used by Scene Plugins.

Listen to it from a Scene using this.scene.events.on('boot', listener).

Parameters:
Name Type Description
sys Phaser.Scenes.Systems

A reference to the Scene Systems class of the Scene that emitted this event.

Source: src/scene/events/BOOT_EVENT.js (Line 7)

DESTROY

The Scene Systems Destroy Event.

This event is dispatched by a Scene during the Scene Systems destroy process.

Listen to it from a Scene using this.scene.events.on('destroy', listener).

You should destroy any resources that may be in use by your Scene in this event handler.

Parameters:
Name Type Description
sys Phaser.Scenes.Systems

A reference to the Scene Systems class of the Scene that emitted this event.

Source: src/scene/events/DESTROY_EVENT.js (Line 7)

PAUSE

The Scene Systems Pause Event.

This event is dispatched by a Scene when it is paused, either directly via the pause method, or as an action from another Scene.

Listen to it from a Scene using this.scene.events.on('pause', listener).

Parameters:
Name Type Argument Description
sys Phaser.Scenes.Systems

A reference to the Scene Systems class of the Scene that emitted this event.

data any <optional>

An optional data object that was passed to this Scene when it was paused.

Source: src/scene/events/PAUSE_EVENT.js (Line 7)

POST_UPDATE

The Scene Systems Post Update Event.

This event is dispatched by a Scene during the main game loop step.

The event flow for a single step of a Scene is as follows:

  1. PRE_UPDATE
  2. UPDATE
  3. The Scene.update method is called, if it exists
  4. POST_UPDATE
  5. RENDER

Listen to it from a Scene using this.scene.events.on('postupdate', listener).

A Scene will only run its step if it is active.

Parameters:
Name Type Description
sys Phaser.Scenes.Systems

A reference to the Scene Systems class of the Scene that emitted this event.

time number

The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.

delta number

The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.

Source: src/scene/events/POST_UPDATE_EVENT.js (Line 7)

PRE_UPDATE

The Scene Systems Pre Update Event.

This event is dispatched by a Scene during the main game loop step.

The event flow for a single step of a Scene is as follows:

  1. PRE_UPDATE
  2. UPDATE
  3. The Scene.update method is called, if it exists
  4. POST_UPDATE
  5. RENDER

Listen to it from a Scene using this.scene.events.on('preupdate', listener).

A Scene will only run its step if it is active.

Parameters:
Name Type Description
sys Phaser.Scenes.Systems

A reference to the Scene Systems class of the Scene that emitted this event.

time number

The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.

delta number

The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.

Source: src/scene/events/PRE_UPDATE_EVENT.js (Line 7)

READY

The Scene Systems Ready Event.

This event is dispatched by a Scene during the Scene Systems start process. By this point in the process the Scene is now fully active and rendering. This event is meant for your game code to use, as all plugins have responded to the earlier 'start' event.

Listen to it from a Scene using this.scene.events.on('ready', listener).

Parameters:
Name Type Argument Description
sys Phaser.Scenes.Systems

A reference to the Scene Systems class of the Scene that emitted this event.

data any <optional>

An optional data object that was passed to this Scene when it was started.

Source: src/scene/events/READY_EVENT.js (Line 7)

RENDER

The Scene Systems Render Event.

This event is dispatched by a Scene during the main game loop step.

The event flow for a single step of a Scene is as follows:

  1. PRE_UPDATE
  2. UPDATE
  3. The Scene.update method is called, if it exists
  4. POST_UPDATE
  5. RENDER

Listen to it from a Scene using this.scene.events.on('render', listener).

A Scene will only render if it is visible and active. By the time this event is dispatched, the Scene will have already been rendered.

Parameters:
Name Type Description
renderer Phaser.Renderer.Canvas.CanvasRenderer | Phaser.Renderer.WebGL.WebGLRenderer

The renderer that rendered the Scene.

Source: src/scene/events/RENDER_EVENT.js (Line 7)

RESUME

The Scene Systems Resume Event.

This event is dispatched by a Scene when it is resumed from a paused state, either directly via the resume method, or as an action from another Scene.

Listen to it from a Scene using this.scene.events.on('resume', listener).

Parameters:
Name Type Argument Description
sys Phaser.Scenes.Systems

A reference to the Scene Systems class of the Scene that emitted this event.

data any <optional>

An optional data object that was passed to this Scene when it was resumed.

Source: src/scene/events/RESUME_EVENT.js (Line 7)

SHUTDOWN

The Scene Systems Shutdown Event.

This event is dispatched by a Scene during the Scene Systems shutdown process.

Listen to it from a Scene using this.scene.events.on('shutdown', listener).

You should free-up any resources that may be in use by your Scene in this event handler, on the understanding that the Scene may, at any time, become active again. A shutdown Scene is not 'destroyed', it's simply not currently active. Use the DESTROY event to completely clear resources.

Parameters:
Name Type Argument Description
sys Phaser.Scenes.Systems

A reference to the Scene Systems class of the Scene that emitted this event.

data any <optional>

An optional data object that was passed to this Scene when it was shutdown.

Source: src/scene/events/SHUTDOWN_EVENT.js (Line 7)

SLEEP

The Scene Systems Sleep Event.

This event is dispatched by a Scene when it is sent to sleep, either directly via the sleep method, or as an action from another Scene.

Listen to it from a Scene using this.scene.events.on('sleep', listener).

Parameters:
Name Type Argument Description
sys Phaser.Scenes.Systems

A reference to the Scene Systems class of the Scene that emitted this event.

data any <optional>

An optional data object that was passed to this Scene when it was sent to sleep.

Source: src/scene/events/SLEEP_EVENT.js (Line 7)

START

The Scene Systems Start Event.

This event is dispatched by a Scene during the Scene Systems start process. Primarily used by Scene Plugins.

Listen to it from a Scene using this.scene.events.on('start', listener).

Parameters:
Name Type Description
sys Phaser.Scenes.Systems

A reference to the Scene Systems class of the Scene that emitted this event.

Source: src/scene/events/START_EVENT.js (Line 7)

TRANSITION_COMPLETE

The Scene Transition Complete Event.

This event is dispatched by the Target Scene of a transition.

It happens when the transition process has completed. This occurs when the duration timer equals or exceeds the duration of the transition.

Listen to it from a Scene using this.scene.events.on('transitioncomplete', listener).

The Scene Transition event flow is as follows:

  1. TRANSITION_OUT - the Scene that started the transition will emit this event.
  2. TRANSITION_INIT - the Target Scene will emit this event if it has an init method.
  3. TRANSITION_START - the Target Scene will emit this event after its create method is called, OR ...
  4. TRANSITION_WAKE - the Target Scene will emit this event if it was asleep and has been woken-up to be transitioned to.
  5. TRANSITION_COMPLETE - the Target Scene will emit this event when the transition finishes.
Parameters:
Name Type Description
scene Phaser.Scene

The Scene on which the transitioned completed.

Source: src/scene/events/TRANSITION_COMPLETE_EVENT.js (Line 7)

TRANSITION_INIT

The Scene Transition Init Event.

This event is dispatched by the Target Scene of a transition.

It happens immediately after the Scene.init method is called. If the Scene does not have an init method, this event is not dispatched.

Listen to it from a Scene using this.scene.events.on('transitioninit', listener).

The Scene Transition event flow is as follows:

  1. TRANSITION_OUT - the Scene that started the transition will emit this event.
  2. TRANSITION_INIT - the Target Scene will emit this event if it has an init method.
  3. TRANSITION_START - the Target Scene will emit this event after its create method is called, OR ...
  4. TRANSITION_WAKE - the Target Scene will emit this event if it was asleep and has been woken-up to be transitioned to.
  5. TRANSITION_COMPLETE - the Target Scene will emit this event when the transition finishes.
Parameters:
Name Type Description
from Phaser.Scene

A reference to the Scene that is being transitioned from.

duration number

The duration of the transition in ms.

Source: src/scene/events/TRANSITION_INIT_EVENT.js (Line 7)

TRANSITION_OUT

The Scene Transition Out Event.

This event is dispatched by a Scene when it initiates a transition to another Scene.

Listen to it from a Scene using this.scene.events.on('transitionout', listener).

The Scene Transition event flow is as follows:

  1. TRANSITION_OUT - the Scene that started the transition will emit this event.
  2. TRANSITION_INIT - the Target Scene will emit this event if it has an init method.
  3. TRANSITION_START - the Target Scene will emit this event after its create method is called, OR ...
  4. TRANSITION_WAKE - the Target Scene will emit this event if it was asleep and has been woken-up to be transitioned to.
  5. TRANSITION_COMPLETE - the Target Scene will emit this event when the transition finishes.
Parameters:
Name Type Description
target Phaser.Scene

A reference to the Scene that is being transitioned to.

duration number

The duration of the transition in ms.

Source: src/scene/events/TRANSITION_OUT_EVENT.js (Line 7)

TRANSITION_START

The Scene Transition Start Event.

This event is dispatched by the Target Scene of a transition, only if that Scene was not asleep.

It happens immediately after the Scene.create method is called. If the Scene does not have a create method, this event is dispatched anyway.

If the Target Scene was sleeping then the TRANSITION_WAKE event is dispatched instead of this event.

Listen to it from a Scene using this.scene.events.on('transitionstart', listener).

The Scene Transition event flow is as follows:

  1. TRANSITION_OUT - the Scene that started the transition will emit this event.
  2. TRANSITION_INIT - the Target Scene will emit this event if it has an init method.
  3. TRANSITION_START - the Target Scene will emit this event after its create method is called, OR ...
  4. TRANSITION_WAKE - the Target Scene will emit this event if it was asleep and has been woken-up to be transitioned to.
  5. TRANSITION_COMPLETE - the Target Scene will emit this event when the transition finishes.
Parameters:
Name Type Description
from Phaser.Scene

A reference to the Scene that is being transitioned from.

duration number

The duration of the transition in ms.

Source: src/scene/events/TRANSITION_START_EVENT.js (Line 7)

TRANSITION_WAKE

The Scene Transition Wake Event.

This event is dispatched by the Target Scene of a transition, only if that Scene was asleep before the transition began. If the Scene was not asleep the TRANSITION_START event is dispatched instead.

Listen to it from a Scene using this.scene.events.on('transitionwake', listener).

The Scene Transition event flow is as follows:

  1. TRANSITION_OUT - the Scene that started the transition will emit this event.
  2. TRANSITION_INIT - the Target Scene will emit this event if it has an init method.
  3. TRANSITION_START - the Target Scene will emit this event after its create method is called, OR ...
  4. TRANSITION_WAKE - the Target Scene will emit this event if it was asleep and has been woken-up to be transitioned to.
  5. TRANSITION_COMPLETE - the Target Scene will emit this event when the transition finishes.
Parameters:
Name Type Description
from Phaser.Scene

A reference to the Scene that is being transitioned from.

duration number

The duration of the transition in ms.

Source: src/scene/events/TRANSITION_WAKE_EVENT.js (Line 7)

UPDATE

The Scene Systems Update Event.

This event is dispatched by a Scene during the main game loop step.

The event flow for a single step of a Scene is as follows:

  1. PRE_UPDATE
  2. UPDATE
  3. The Scene.update method is called, if it exists
  4. POST_UPDATE
  5. RENDER

Listen to it from a Scene using this.scene.events.on('update', listener).

A Scene will only run its step if it is active.

Parameters:
Name Type Description
sys Phaser.Scenes.Systems

A reference to the Scene Systems class of the Scene that emitted this event.

time number

The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.

delta number

The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.

Source: src/scene/events/UPDATE_EVENT.js (Line 7)

WAKE

The Scene Systems Wake Event.

This event is dispatched by a Scene when it is woken from sleep, either directly via the wake method, or as an action from another Scene.

Listen to it from a Scene using this.scene.events.on('wake', listener).

Parameters:
Name Type Argument Description
sys Phaser.Scenes.Systems

A reference to the Scene Systems class of the Scene that emitted this event.

data any <optional>

An optional data object that was passed to this Scene when it was woken up.

Source: src/scene/events/WAKE_EVENT.js (Line 7)