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Events


ADD_ANIMATION

The Add Animation Event.

This event is dispatched when a new animation is added to the global Animation Manager.

This can happen either as a result of an animation instance being added to the Animation Manager, or the Animation Manager creating a new animation directly.

Parameters:
Name Type Description
key string

The key of the Animation that was added to the global Animation Manager.

animation Phaser.Animations.Animation

An instance of the newly created Animation.

Since: 3.0.0
Source: src/animations/events/ADD_ANIMATION_EVENT.js (Line 7)

ANIMATION_COMPLETE

The Animation Complete Event.

This event is dispatched by a Sprite when an animation playing on it completes playback. This happens when the animation gets to the end of its sequence, factoring in any delays or repeats it may have to process.

An animation that is set to loop, or repeat forever, will never fire this event, because it never actually completes. If you need to handle this, listen for the ANIMATION_STOP event instead, as this is emitted when the animation is stopped directly.

Listen for it on the Sprite using sprite.on('animationcomplete', listener)

The animation event flow is as follows:

  1. ANIMATION_START
  2. ANIMATION_UPDATE (repeated for however many frames the animation has)
  3. ANIMATION_REPEAT (only if the animation is set to repeat, it then emits more update events after this)
  4. ANIMATION_COMPLETE (only if there is a finite, or zero, repeat count)
  5. ANIMATION_COMPLETE_KEY (only if there is a finite, or zero, repeat count)

If the animation is stopped directly, the ANIMATION_STOP event is dispatched instead of ANIMATION_COMPLETE.

If the animation is restarted while it is already playing, ANIMATION_RESTART is emitted.

Parameters:
Name Type Description
animation Phaser.Animations.Animation

A reference to the Animation that completed.

frame Phaser.Animations.AnimationFrame

The current Animation Frame of the Animation.

gameObject Phaser.GameObjects.Sprite

A reference to the Game Object on which the animation updated.

frameKey string

The unique key of the Animation Frame within the Animation.

Since: 3.50.0
Source: src/animations/events/ANIMATION_COMPLETE_EVENT.js (Line 7)

ANIMATION_COMPLETE_KEY

The Animation Complete Dynamic Key Event.

This event is dispatched by a Sprite when an animation playing on it completes playback. This happens when the animation gets to the end of its sequence, factoring in any delays or repeats it may have to process.

An animation that is set to loop, or repeat forever, will never fire this event, because it never actually completes. If you need to handle this, listen for the ANIMATION_STOP event instead, as this is emitted when the animation is stopped directly.

The difference between this and the ANIMATION_COMPLETE event is that this one has a dynamic event name that contains the name of the animation within it. For example, if you had an animation called explode you could listen for the completion of that specific animation by using: sprite.on('animationcomplete-explode', listener). Or, if you wish to use types: sprite.on(Phaser.Animations.Events.ANIMATION_COMPLETE_KEY + 'explode', listener).

The animation event flow is as follows:

  1. ANIMATION_START
  2. ANIMATION_UPDATE (repeated for however many frames the animation has)
  3. ANIMATION_REPEAT (only if the animation is set to repeat, it then emits more update events after this)
  4. ANIMATION_COMPLETE (only if there is a finite, or zero, repeat count)
  5. ANIMATION_COMPLETE_KEY (only if there is a finite, or zero, repeat count)

If the animation is stopped directly, the ANIMATION_STOP event is dispatched instead of ANIMATION_COMPLETE.

If the animation is restarted while it is already playing, ANIMATION_RESTART is emitted.

Parameters:
Name Type Description
animation Phaser.Animations.Animation

A reference to the Animation that completed.

frame Phaser.Animations.AnimationFrame

The current Animation Frame of the Animation.

gameObject Phaser.GameObjects.Sprite

A reference to the Game Object on which the animation updated.

frameKey string

The unique key of the Animation Frame within the Animation.

Since: 3.50.0
Source: src/animations/events/ANIMATION_COMPLETE_KEY_EVENT.js (Line 7)

ANIMATION_REPEAT

The Animation Repeat Event.

This event is dispatched by a Sprite when an animation repeats playing on it. This happens if the animation was created, or played, with a repeat value specified.

An animation will repeat when it reaches the end of its sequence.

Listen for it on the Sprite using sprite.on('animationrepeat', listener)

The animation event flow is as follows:

  1. ANIMATION_START
  2. ANIMATION_UPDATE (repeated for however many frames the animation has)
  3. ANIMATION_REPEAT (only if the animation is set to repeat, it then emits more update events after this)
  4. ANIMATION_COMPLETE (only if there is a finite, or zero, repeat count)
  5. ANIMATION_COMPLETE_KEY (only if there is a finite, or zero, repeat count)

If the animation is stopped directly, the ANIMATION_STOP event is dispatched instead of ANIMATION_COMPLETE.

If the animation is restarted while it is already playing, ANIMATION_RESTART is emitted.

Parameters:
Name Type Description
animation Phaser.Animations.Animation

A reference to the Animation that has repeated.

frame Phaser.Animations.AnimationFrame

The current Animation Frame of the Animation.

gameObject Phaser.GameObjects.Sprite

A reference to the Game Object on which the animation repeated.

frameKey string

The unique key of the Animation Frame within the Animation.

Since: 3.50.0
Source: src/animations/events/ANIMATION_REPEAT_EVENT.js (Line 7)

ANIMATION_RESTART

The Animation Restart Event.

This event is dispatched by a Sprite when an animation restarts playing on it. This only happens when the Sprite.anims.restart method is called.

Listen for it on the Sprite using sprite.on('animationrestart', listener)

The animation event flow is as follows:

  1. ANIMATION_START
  2. ANIMATION_UPDATE (repeated for however many frames the animation has)
  3. ANIMATION_REPEAT (only if the animation is set to repeat, it then emits more update events after this)
  4. ANIMATION_COMPLETE (only if there is a finite, or zero, repeat count)
  5. ANIMATION_COMPLETE_KEY (only if there is a finite, or zero, repeat count)

If the animation is stopped directly, the ANIMATION_STOP event is dispatched instead of ANIMATION_COMPLETE.

If the animation is restarted while it is already playing, ANIMATION_RESTART is emitted.

Parameters:
Name Type Description
animation Phaser.Animations.Animation

A reference to the Animation that has restarted.

frame Phaser.Animations.AnimationFrame

The current Animation Frame of the Animation.

gameObject Phaser.GameObjects.Sprite

A reference to the Game Object on which the animation restarted.

frameKey string

The unique key of the Animation Frame within the Animation.

Since: 3.50.0
Source: src/animations/events/ANIMATION_RESTART_EVENT.js (Line 7)

ANIMATION_START

The Animation Start Event.

This event is dispatched by a Sprite when an animation starts playing on it. This happens when the animation is played, factoring in any delay that may have been specified. This event happens after the delay has expired and prior to the first update event.

Listen for it on the Sprite using sprite.on('animationstart', listener)

The animation event flow is as follows:

  1. ANIMATION_START
  2. ANIMATION_UPDATE (repeated for however many frames the animation has)
  3. ANIMATION_REPEAT (only if the animation is set to repeat, it then emits more update events after this)
  4. ANIMATION_COMPLETE (only if there is a finite, or zero, repeat count)
  5. ANIMATION_COMPLETE_KEY (only if there is a finite, or zero, repeat count)

If the animation is stopped directly, the ANIMATION_STOP event is dispatched instead of ANIMATION_COMPLETE.

If the animation is restarted while it is already playing, ANIMATION_RESTART is emitted.

Parameters:
Name Type Description
animation Phaser.Animations.Animation

A reference to the Animation that has started.

frame Phaser.Animations.AnimationFrame

The current Animation Frame of the Animation.

gameObject Phaser.GameObjects.Sprite

A reference to the Game Object on which the animation started.

frameKey string

The unique key of the Animation Frame within the Animation.

Since: 3.50.0
Source: src/animations/events/ANIMATION_START_EVENT.js (Line 7)

ANIMATION_STOP

The Animation Stop Event.

This event is dispatched by a Sprite when an animation is stopped on it. An animation will only be stopeed if a method such as Sprite.stop or Sprite.anims.stopAfterDelay is called. It can also be emitted if a new animation is started before the current one completes.

Listen for it on the Sprite using sprite.on('animationstop', listener)

The animation event flow is as follows:

  1. ANIMATION_START
  2. ANIMATION_UPDATE (repeated for however many frames the animation has)
  3. ANIMATION_REPEAT (only if the animation is set to repeat, it then emits more update events after this)
  4. ANIMATION_COMPLETE (only if there is a finite, or zero, repeat count)
  5. ANIMATION_COMPLETE_KEY (only if there is a finite, or zero, repeat count)

If the animation is stopped directly, the ANIMATION_STOP event is dispatched instead of ANIMATION_COMPLETE.

If the animation is restarted while it is already playing, ANIMATION_RESTART is emitted.

Parameters:
Name Type Description
animation Phaser.Animations.Animation

A reference to the Animation that has stopped.

frame Phaser.Animations.AnimationFrame

The current Animation Frame of the Animation.

gameObject Phaser.GameObjects.Sprite

A reference to the Game Object on which the animation stopped.

frameKey string

The unique key of the Animation Frame within the Animation.

Since: 3.50.0
Source: src/animations/events/ANIMATION_STOP_EVENT.js (Line 7)

ANIMATION_UPDATE

The Animation Update Event.

This event is dispatched by a Sprite when an animation playing on it updates. This happens when the animation changes frame. An animation will change frame based on the frme rate and other factors like timeScale and delay. It can also change frame when stopped or restarted.

Listen for it on the Sprite using sprite.on('animationupdate', listener)

If an animation is playing faster than the game frame-rate can handle, it's entirely possible for it to emit several update events in a single game frame, so please be aware of this in your code. The final event received that frame is the one that is rendered to the game.

The animation event flow is as follows:

  1. ANIMATION_START
  2. ANIMATION_UPDATE (repeated for however many frames the animation has)
  3. ANIMATION_REPEAT (only if the animation is set to repeat, it then emits more update events after this)
  4. ANIMATION_COMPLETE (only if there is a finite, or zero, repeat count)
  5. ANIMATION_COMPLETE_KEY (only if there is a finite, or zero, repeat count)

If the animation is stopped directly, the ANIMATION_STOP event is dispatched instead of ANIMATION_COMPLETE.

If the animation is restarted while it is already playing, ANIMATION_RESTART is emitted.

Parameters:
Name Type Description
animation Phaser.Animations.Animation

A reference to the Animation that has updated.

frame Phaser.Animations.AnimationFrame

The current Animation Frame of the Animation.

gameObject Phaser.GameObjects.Sprite

A reference to the Game Object on which the animation updated.

frameKey string

The unique key of the Animation Frame within the Animation.

Since: 3.50.0
Source: src/animations/events/ANIMATION_UPDATE_EVENT.js (Line 7)

PAUSE_ALL

The Pause All Animations Event.

This event is dispatched when the global Animation Manager is told to pause.

When this happens all current animations will stop updating, although it doesn't necessarily mean that the game has paused as well.

Since: 3.0.0
Source: src/animations/events/PAUSE_ALL_EVENT.js (Line 7)

REMOVE_ANIMATION

The Remove Animation Event.

This event is dispatched when an animation is removed from the global Animation Manager.

Parameters:
Name Type Description
key string

The key of the Animation that was removed from the global Animation Manager.

animation Phaser.Animations.Animation

An instance of the removed Animation.

Since: 3.0.0
Source: src/animations/events/REMOVE_ANIMATION_EVENT.js (Line 7)

RESUME_ALL

The Resume All Animations Event.

This event is dispatched when the global Animation Manager resumes, having been previously paused.

When this happens all current animations will continue updating again.

Since: 3.0.0
Source: src/animations/events/RESUME_ALL_EVENT.js (Line 7)

ADD

The Cache Add Event.

This event is dispatched by any Cache that extends the BaseCache each time a new object is added to it.

Parameters:
Name Type Description
cache Phaser.Cache.BaseCache

The cache to which the object was added.

key string

The key of the object added to the cache.

object *

A reference to the object that was added to the cache.

Since: 3.0.0
Source: src/cache/events/ADD_EVENT.js (Line 7)

REMOVE

The Cache Remove Event.

This event is dispatched by any Cache that extends the BaseCache each time an object is removed from it.

Parameters:
Name Type Description
cache Phaser.Cache.BaseCache

The cache from which the object was removed.

key string

The key of the object removed from the cache.

object *

A reference to the object that was removed from the cache.

Since: 3.0.0
Source: src/cache/events/REMOVE_EVENT.js (Line 7)

DESTROY

The Destroy Camera Event.

This event is dispatched by a Camera instance when it is destroyed by the Camera Manager.

Parameters:
Name Type Description
camera Phaser.Cameras.Scene2D.BaseCamera

The camera that was destroyed.

Since: 3.0.0
Source: src/cameras/2d/events/DESTROY_EVENT.js (Line 7)

FADE_IN_COMPLETE

The Camera Fade In Complete Event.

This event is dispatched by a Camera instance when the Fade In Effect completes.

Listen to it from a Camera instance using Camera.on('camerafadeincomplete', listener).

Parameters:
Name Type Description
camera Phaser.Cameras.Scene2D.Camera

The camera that the effect began on.

effect Phaser.Cameras.Scene2D.Effects.Fade

A reference to the effect instance.

Since: 3.3.0
Source: src/cameras/2d/events/FADE_IN_COMPLETE_EVENT.js (Line 7)

FADE_IN_START

The Camera Fade In Start Event.

This event is dispatched by a Camera instance when the Fade In Effect starts.

Listen to it from a Camera instance using Camera.on('camerafadeinstart', listener).

Parameters:
Name Type Description
camera Phaser.Cameras.Scene2D.Camera

The camera that the effect began on.

effect Phaser.Cameras.Scene2D.Effects.Fade

A reference to the effect instance.

duration number

The duration of the effect.

red number

The red color channel value.

green number

The green color channel value.

blue number

The blue color channel value.

Since: 3.3.0
Source: src/cameras/2d/events/FADE_IN_START_EVENT.js (Line 7)

FADE_OUT_COMPLETE

The Camera Fade Out Complete Event.

This event is dispatched by a Camera instance when the Fade Out Effect completes.

Listen to it from a Camera instance using Camera.on('camerafadeoutcomplete', listener).

Parameters:
Name Type Description
camera Phaser.Cameras.Scene2D.Camera

The camera that the effect began on.

effect Phaser.Cameras.Scene2D.Effects.Fade

A reference to the effect instance.

Since: 3.3.0
Source: src/cameras/2d/events/FADE_OUT_COMPLETE_EVENT.js (Line 7)

FADE_OUT_START

The Camera Fade Out Start Event.

This event is dispatched by a Camera instance when the Fade Out Effect starts.

Listen to it from a Camera instance using Camera.on('camerafadeoutstart', listener).

Parameters:
Name Type Description
camera Phaser.Cameras.Scene2D.Camera

The camera that the effect began on.

effect Phaser.Cameras.Scene2D.Effects.Fade

A reference to the effect instance.

duration number

The duration of the effect.

red number

The red color channel value.

green number

The green color channel value.

blue number

The blue color channel value.

Since: 3.3.0
Source: src/cameras/2d/events/FADE_OUT_START_EVENT.js (Line 7)

FLASH_COMPLETE

The Camera Flash Complete Event.

This event is dispatched by a Camera instance when the Flash Effect completes.

Parameters:
Name Type Description
camera Phaser.Cameras.Scene2D.Camera

The camera that the effect began on.

effect Phaser.Cameras.Scene2D.Effects.Flash

A reference to the effect instance.

Since: 3.3.0
Source: src/cameras/2d/events/FLASH_COMPLETE_EVENT.js (Line 7)

FLASH_START

The Camera Flash Start Event.

This event is dispatched by a Camera instance when the Flash Effect starts.

Parameters:
Name Type Description
camera Phaser.Cameras.Scene2D.Camera

The camera that the effect began on.

effect Phaser.Cameras.Scene2D.Effects.Flash

A reference to the effect instance.

duration number

The duration of the effect.

red number

The red color channel value.

green number

The green color channel value.

blue number

The blue color channel value.

Since: 3.3.0
Source: src/cameras/2d/events/FLASH_START_EVENT.js (Line 7)

FOLLOW_UPDATE

The Camera Follower Update Event.

This event is dispatched by a Camera instance when it is following a Game Object and the Camera position has been updated as a result of that following.

Listen to it from a Camera instance using: camera.on('followupdate', listener).

Parameters:
Name Type Description
camera Phaser.Cameras.Scene2D.BaseCamera

The camera that emitted the event.

gameObject Phaser.GameObjects.GameObject

The Game Object the camera is following.

Since: 3.50.0
Source: src/cameras/2d/events/FOLLOW_UPDATE_EVENT.js (Line 7)

PAN_COMPLETE

The Camera Pan Complete Event.

This event is dispatched by a Camera instance when the Pan Effect completes.

Parameters:
Name Type Description
camera Phaser.Cameras.Scene2D.Camera

The camera that the effect began on.

effect Phaser.Cameras.Scene2D.Effects.Pan

A reference to the effect instance.

Since: 3.3.0
Source: src/cameras/2d/events/PAN_COMPLETE_EVENT.js (Line 7)

PAN_START

The Camera Pan Start Event.

This event is dispatched by a Camera instance when the Pan Effect starts.

Parameters:
Name Type Description
camera Phaser.Cameras.Scene2D.Camera

The camera that the effect began on.

effect Phaser.Cameras.Scene2D.Effects.Pan

A reference to the effect instance.

duration number

The duration of the effect.

x number

The destination scroll x coordinate.

y number

The destination scroll y coordinate.

Since: 3.3.0
Source: src/cameras/2d/events/PAN_START_EVENT.js (Line 7)

POST_RENDER

The Camera Post-Render Event.

This event is dispatched by a Camera instance after is has finished rendering. It is only dispatched if the Camera is rendering to a texture.

Listen to it from a Camera instance using: camera.on('postrender', listener).

Parameters:
Name Type Description
camera Phaser.Cameras.Scene2D.BaseCamera

The camera that has finished rendering to a texture.

Since: 3.0.0
Source: src/cameras/2d/events/POST_RENDER_EVENT.js (Line 7)

PRE_RENDER

The Camera Pre-Render Event.

This event is dispatched by a Camera instance when it is about to render. It is only dispatched if the Camera is rendering to a texture.

Listen to it from a Camera instance using: camera.on('prerender', listener).

Parameters:
Name Type Description
camera Phaser.Cameras.Scene2D.BaseCamera

The camera that is about to render to a texture.

Since: 3.0.0
Source: src/cameras/2d/events/PRE_RENDER_EVENT.js (Line 7)

ROTATE_COMPLETE

The Camera Rotate Complete Event.

This event is dispatched by a Camera instance when the Rotate Effect completes.

Parameters:
Name Type Description
camera Phaser.Cameras.Scene2D.Camera

The camera that the effect began on.

effect Phaser.Cameras.Scene2D.Effects.RotateTo

A reference to the effect instance.

Since: 3.23.0
Source: src/cameras/2d/events/ROTATE_COMPLETE_EVENT.js (Line 7)

ROTATE_START

The Camera Rotate Start Event.

This event is dispatched by a Camera instance when the Rotate Effect starts.

Parameters:
Name Type Description
camera Phaser.Cameras.Scene2D.Camera

The camera that the effect began on.

effect Phaser.Cameras.Scene2D.Effects.RotateTo

A reference to the effect instance.

duration number

The duration of the effect.

destination number

The destination value.

Since: 3.23.0
Source: src/cameras/2d/events/ROTATE_START_EVENT.js (Line 7)

SHAKE_COMPLETE

The Camera Shake Complete Event.

This event is dispatched by a Camera instance when the Shake Effect completes.

Parameters:
Name Type Description
camera Phaser.Cameras.Scene2D.Camera

The camera that the effect began on.

effect Phaser.Cameras.Scene2D.Effects.Shake

A reference to the effect instance.

Since: 3.3.0
Source: src/cameras/2d/events/SHAKE_COMPLETE_EVENT.js (Line 7)

SHAKE_START

The Camera Shake Start Event.

This event is dispatched by a Camera instance when the Shake Effect starts.

Parameters:
Name Type Description
camera Phaser.Cameras.Scene2D.Camera

The camera that the effect began on.

effect Phaser.Cameras.Scene2D.Effects.Shake

A reference to the effect instance.

duration number

The duration of the effect.

intensity number

The intensity of the effect.

Since: 3.3.0
Source: src/cameras/2d/events/SHAKE_START_EVENT.js (Line 7)

ZOOM_COMPLETE

The Camera Zoom Complete Event.

This event is dispatched by a Camera instance when the Zoom Effect completes.

Parameters:
Name Type Description
camera Phaser.Cameras.Scene2D.Camera

The camera that the effect began on.

effect Phaser.Cameras.Scene2D.Effects.Zoom

A reference to the effect instance.

Since: 3.3.0
Source: src/cameras/2d/events/ZOOM_COMPLETE_EVENT.js (Line 7)

ZOOM_START

The Camera Zoom Start Event.

This event is dispatched by a Camera instance when the Zoom Effect starts.

Parameters:
Name Type Description
camera Phaser.Cameras.Scene2D.Camera

The camera that the effect began on.

effect Phaser.Cameras.Scene2D.Effects.Zoom

A reference to the effect instance.

duration number

The duration of the effect.

zoom number

The destination zoom value.

Since: 3.3.0
Source: src/cameras/2d/events/ZOOM_START_EVENT.js (Line 7)

BLUR

The Game Blur Event.

This event is dispatched by the Game Visibility Handler when the window in which the Game instance is embedded enters a blurred state. The blur event is raised when the window loses focus. This can happen if a user swaps tab, or if they simply remove focus from the browser to another app.

Since: 3.0.0
Source: src/core/events/BLUR_EVENT.js (Line 7)

BOOT

The Game Boot Event.

This event is dispatched when the Phaser Game instance has finished booting, but before it is ready to start running. The global systems use this event to know when to set themselves up, dispatching their own ready events as required.

Since: 3.0.0
Source: src/core/events/BOOT_EVENT.js (Line 7)
Listeners of This Event:

CONTEXT_LOST

The Game Context Lost Event.

This event is dispatched by the Game if the WebGL Renderer it is using encounters a WebGL Context Lost event from the browser.

The partner event is CONTEXT_RESTORED.

Since: 3.19.0
Source: src/core/events/CONTEXT_LOST_EVENT.js (Line 7)

CONTEXT_RESTORED

The Game Context Restored Event.

This event is dispatched by the Game if the WebGL Renderer it is using encounters a WebGL Context Restored event from the browser.

The partner event is CONTEXT_LOST.

Since: 3.19.0
Source: src/core/events/CONTEXT_RESTORED_EVENT.js (Line 7)

DESTROY

The Game Destroy Event.

This event is dispatched when the game instance has been told to destroy itself. Lots of internal systems listen to this event in order to clear themselves out. Custom plugins and game code should also do the same.

Since: 3.0.0
Source: src/core/events/DESTROY_EVENT.js (Line 7)
Listeners of This Event:

FOCUS

The Game Focus Event.

This event is dispatched by the Game Visibility Handler when the window in which the Game instance is embedded enters a focused state. The focus event is raised when the window re-gains focus, having previously lost it.

Since: 3.0.0
Source: src/core/events/FOCUS_EVENT.js (Line 7)

HIDDEN

The Game Hidden Event.

This event is dispatched by the Game Visibility Handler when the document in which the Game instance is embedded enters a hidden state. Only browsers that support the Visibility API will cause this event to be emitted.

In most modern browsers, when the document enters a hidden state, the Request Animation Frame and setTimeout, which control the main game loop, will automatically pause. There is no way to stop this from happening. It is something your game should account for in its own code, should the pause be an issue (i.e. for multiplayer games)

Since: 3.0.0
Source: src/core/events/HIDDEN_EVENT.js (Line 7)

PAUSE

The Game Pause Event.

This event is dispatched when the Game loop enters a paused state, usually as a result of the Visibility Handler.

Since: 3.0.0
Source: src/core/events/PAUSE_EVENT.js (Line 7)

POST_RENDER

The Game Post-Render Event.

This event is dispatched right at the end of the render process.

Every Scene will have rendered and been drawn to the canvas by the time this event is fired. Use it for any last minute post-processing before the next game step begins.

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

A reference to the current renderer being used by the Game instance.

Since: 3.0.0
Source: src/core/events/POST_RENDER_EVENT.js (Line 7)

POST_STEP

The Game Post-Step Event.

This event is dispatched after the Scene Manager has updated. Hook into it from plugins or systems that need to do things before the render starts.

Parameters:
Name Type Description
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.

Since: 3.0.0
Source: src/core/events/POST_STEP_EVENT.js (Line 7)

PRE_RENDER

The Game Pre-Render Event.

This event is dispatched immediately before any of the Scenes have started to render.

The renderer will already have been initialized this frame, clearing itself and preparing to receive the Scenes for rendering, but it won't have actually drawn anything yet.

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

A reference to the current renderer being used by the Game instance.

Since: 3.0.0
Source: src/core/events/PRE_RENDER_EVENT.js (Line 7)

PRE_STEP

The Game Pre-Step Event.

This event is dispatched before the main Game Step starts. By this point in the game cycle none of the Scene updates have yet happened. Hook into it from plugins or systems that need to update before the Scene Manager does.

Parameters:
Name Type Description
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.

Since: 3.0.0
Source: src/core/events/PRE_STEP_EVENT.js (Line 7)

READY

The Game Ready Event.

This event is dispatched when the Phaser Game instance has finished booting, the Texture Manager is fully ready, and all local systems are now able to start.

Since: 3.0.0
Source: src/core/events/READY_EVENT.js (Line 7)

RESUME

The Game Resume Event.

This event is dispatched when the game loop leaves a paused state and resumes running.

Since: 3.0.0
Source: src/core/events/RESUME_EVENT.js (Line 7)

STEP

The Game Step Event.

This event is dispatched after the Game Pre-Step and before the Scene Manager steps. Hook into it from plugins or systems that need to update before the Scene Manager does, but after the core Systems have.

Parameters:
Name Type Description
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.

Since: 3.0.0
Source: src/core/events/STEP_EVENT.js (Line 7)

VISIBLE

The Game Visible Event.

This event is dispatched by the Game Visibility Handler when the document in which the Game instance is embedded enters a visible state, previously having been hidden.

Only browsers that support the Visibility API will cause this event to be emitted.

Since: 3.0.0
Source: src/core/events/VISIBLE_EVENT.js (Line 7)

CHANGE_DATA

The Change Data Event.

This event is dispatched by a Data Manager when an item in the data store is changed.

Game Objects with data enabled have an instance of a Data Manager under the data property. So, to listen for a change data event from a Game Object you would use: sprite.data.on('changedata', listener).

This event is dispatched for all items that change in the Data Manager. To listen for the change of a specific item, use the CHANGE_DATA_KEY_EVENT event.

Parameters:
Name Type Description
parent any

A reference to the object that the Data Manager responsible for this event belongs to.

key string

The unique key of the data item within the Data Manager.

value any

The new value of the item in the Data Manager.

previousValue any

The previous value of the item in the Data Manager.

Since: 3.0.0
Source: src/data/events/CHANGE_DATA_EVENT.js (Line 7)

CHANGE_DATA_KEY

The Change Data Key Event.

This event is dispatched by a Data Manager when an item in the data store is changed.

Game Objects with data enabled have an instance of a Data Manager under the data property. So, to listen for the change of a specific data item from a Game Object you would use: sprite.data.on('changedata-key', listener), where key is the unique string key of the data item. For example, if you have a data item stored called gold then you can listen for sprite.data.on('changedata-gold').

Parameters:
Name Type Description
parent any

A reference to the object that owns the instance of the Data Manager responsible for this event.

value any

The item that was updated in the Data Manager. This can be of any data type, i.e. a string, boolean, number, object or instance.

previousValue any

The previous item that was updated in the Data Manager. This can be of any data type, i.e. a string, boolean, number, object or instance.

Since: 3.16.1
Source: src/data/events/CHANGE_DATA_KEY_EVENT.js (Line 7)

DESTROY

The Data Manager Destroy Event.

The Data Manager will listen for the destroy event from its parent, and then close itself down.

Since: 3.50.0
Source: src/data/events/DESTROY_EVENT.js (Line 7)

REMOVE_DATA

The Remove Data Event.

This event is dispatched by a Data Manager when an item is removed from it.

Game Objects with data enabled have an instance of a Data Manager under the data property. So, to listen for the removal of a data item on a Game Object you would use: sprite.data.on('removedata', listener).

Parameters:
Name Type Description
parent any

A reference to the object that owns the instance of the Data Manager responsible for this event.

key string

The unique key of the data item within the Data Manager.

data any

The item that was removed from the Data Manager. This can be of any data type, i.e. a string, boolean, number, object or instance.

Since: 3.0.0
Source: src/data/events/REMOVE_DATA_EVENT.js (Line 7)

SET_DATA

The Set Data Event.

This event is dispatched by a Data Manager when a new item is added to the data store.

Game Objects with data enabled have an instance of a Data Manager under the data property. So, to listen for the addition of a new data item on a Game Object you would use: sprite.data.on('setdata', listener).

Parameters:
Name Type Description
parent any

A reference to the object that owns the instance of the Data Manager responsible for this event.

key string

The unique key of the data item within the Data Manager.

data any

The item that was added to the Data Manager. This can be of any data type, i.e. a string, boolean, number, object or instance.

Since: 3.0.0
Source: src/data/events/SET_DATA_EVENT.js (Line 7)

ADDED_TO_SCENE

The Game Object Added to Scene Event.

This event is dispatched when a Game Object is added to a Scene.

Listen for it on a Game Object instance using GameObject.on('addedtoscene', listener).

Parameters:
Name Type Description
gameObject Phaser.GameObjects.GameObject

The Game Object that was added to the Scene.

scene Phaser.Scene

The Scene to which the Game Object was added.

Since: 3.50.0
Source: src/gameobjects/events/ADDED_TO_SCENE_EVENT.js (Line 7)

DESTROY

The Game Object Destroy Event.

This event is dispatched when a Game Object instance is being destroyed.

Listen for it on a Game Object instance using GameObject.on('destroy', listener).

Parameters:
Name Type Description
gameObject Phaser.GameObjects.GameObject

The Game Object which is being destroyed.

Since: 3.0.0
Source: src/gameobjects/events/DESTROY_EVENT.js (Line 7)

REMOVED_FROM_SCENE

The Game Object Removed from Scene Event.

This event is dispatched when a Game Object is removed from a Scene.

Listen for it on a Game Object instance using GameObject.on('removedfromscene', listener).

Parameters:
Name Type Description
gameObject Phaser.GameObjects.GameObject

The Game Object that was removed from the Scene.

scene Phaser.Scene

The Scene from which the Game Object was removed.

Since: 3.50.0
Source: src/gameobjects/events/REMOVED_FROM_SCENE_EVENT.js (Line 7)

VIDEO_COMPLETE

The Video Game Object Complete Event.

This event is dispatched when a Video finishes playback by reaching the end of its duration. It is also dispatched if a video marker sequence is being played and reaches the end.

Note that not all videos can fire this event. Live streams, for example, have no fixed duration, so never technically 'complete'.

If a video is stopped from playback, via the Video.stop method, it will emit the VIDEO_STOP event instead of this one.

Listen for it from a Video Game Object instance using Video.on('complete', listener).

Parameters:
Name Type Description
video Phaser.GameObjects.Video

The Video Game Object which completed playback.

Since: 3.20.0
Source: src/gameobjects/events/VIDEO_COMPLETE_EVENT.js (Line 7)

VIDEO_CREATED

The Video Game Object Created Event.

This event is dispatched when the texture for a Video has been created. This happens when enough of the video source has been loaded that the browser is able to render a frame from it.

Listen for it from a Video Game Object instance using Video.on('created', listener).

Parameters:
Name Type Description
video Phaser.GameObjects.Video

The Video Game Object which raised the event.

width number

The width of the video.

height number

The height of the video.

Since: 3.20.0
Source: src/gameobjects/events/VIDEO_CREATED_EVENT.js (Line 7)

VIDEO_ERROR

The Video Game Object Error Event.

This event is dispatched when a Video tries to play a source that does not exist, or is the wrong file type.

Listen for it from a Video Game Object instance using Video.on('error', listener).

Parameters:
Name Type Description
video Phaser.GameObjects.Video

The Video Game Object which threw the error.

event Event

The native DOM event the browser raised during playback.

Since: 3.20.0
Source: src/gameobjects/events/VIDEO_ERROR_EVENT.js (Line 7)

VIDEO_LOOP

The Video Game Object Loop Event.

This event is dispatched when a Video that is currently playing has looped. This only happens if the loop parameter was specified, or the setLoop method was called, and if the video has a fixed duration. Video streams, for example, cannot loop, as they have no duration.

Looping is based on the result of the Video timeupdate event. This event is not frame-accurate, due to the way browsers work, so please do not rely on this loop event to be time or frame precise.

Listen for it from a Video Game Object instance using Video.on('loop', listener).

Parameters:
Name Type Description
video Phaser.GameObjects.Video

The Video Game Object which has looped.

Since: 3.20.0
Source: src/gameobjects/events/VIDEO_LOOP_EVENT.js (Line 7)

VIDEO_PLAY

The Video Game Object Play Event.

This event is dispatched when a Video begins playback. For videos that do not require interaction unlocking, this is usually as soon as the Video.play method is called. However, for videos that require unlocking, it is fired once playback begins after they've been unlocked.

Listen for it from a Video Game Object instance using Video.on('play', listener).

Parameters:
Name Type Description
video Phaser.GameObjects.Video

The Video Game Object which started playback.

Since: 3.20.0
Source: src/gameobjects/events/VIDEO_PLAY_EVENT.js (Line 7)

VIDEO_SEEKED

The Video Game Object Seeked Event.

This event is dispatched when a Video completes seeking to a new point in its timeline.

Listen for it from a Video Game Object instance using Video.on('seeked', listener).

Parameters:
Name Type Description
video Phaser.GameObjects.Video

The Video Game Object which completed seeking.

Since: 3.20.0
Source: src/gameobjects/events/VIDEO_SEEKED_EVENT.js (Line 7)

VIDEO_SEEKING

The Video Game Object Seeking Event.

This event is dispatched when a Video begins seeking to a new point in its timeline. When the seek is complete, it will dispatch the VIDEO_SEEKED event to conclude.

Listen for it from a Video Game Object instance using Video.on('seeking', listener).

Parameters:
Name Type Description
video Phaser.GameObjects.Video

The Video Game Object which started seeking.

Since: 3.20.0
Source: src/gameobjects/events/VIDEO_SEEKING_EVENT.js (Line 7)

VIDEO_STOP

The Video Game Object Stopped Event.

This event is dispatched when a Video is stopped from playback via a call to the Video.stop method, either directly via game code, or indirectly as the result of changing a video source or destroying it.

Listen for it from a Video Game Object instance using Video.on('stop', listener).

Parameters:
Name Type Description
video Phaser.GameObjects.Video

The Video Game Object which stopped playback.

Since: 3.20.0
Source: src/gameobjects/events/VIDEO_STOP_EVENT.js (Line 7)

VIDEO_TIMEOUT

The Video Game Object Timeout Event.

This event is dispatched when a Video has exhausted its allocated time while trying to connect to a video source to start playback.

Listen for it from a Video Game Object instance using Video.on('timeout', listener).

Parameters:
Name Type Description
video Phaser.GameObjects.Video

The Video Game Object which timed out.

Since: 3.20.0
Source: src/gameobjects/events/VIDEO_TIMEOUT_EVENT.js (Line 7)

VIDEO_UNLOCKED

The Video Game Object Unlocked Event.

This event is dispatched when a Video that was prevented from playback due to the browsers Media Engagement Interaction policy, is unlocked by a user gesture.

Listen for it from a Video Game Object instance using Video.on('unlocked', listener).

Parameters:
Name Type Description
video Phaser.GameObjects.Video

The Video Game Object which raised the event.

Since: 3.20.0
Source: src/gameobjects/events/VIDEO_UNLOCKED_EVENT.js (Line 7)

BOOT

The Input Plugin Boot Event.

This internal event is dispatched by the Input Plugin when it boots, signalling to all of its systems to create themselves.

Since: 3.0.0
Source: src/input/events/BOOT_EVENT.js (Line 7)

DESTROY

The Input Plugin Destroy Event.

This internal event is dispatched by the Input Plugin when it is destroyed, signalling to all of its systems to destroy themselves.

Since: 3.0.0
Source: src/input/events/DESTROY_EVENT.js (Line 7)

DRAG

The Pointer Drag Input Event.

This event is dispatched by the Input Plugin belonging to a Scene if a pointer moves while dragging a Game Object.

Listen to this event from within a Scene using: this.input.on('drag', listener).

A Pointer can only drag a single Game Object at once.

To listen for this event from a specific Game Object, use the GAMEOBJECT_DRAG event instead.

Parameters:
Name Type Description
pointer Phaser.Input.Pointer

The Pointer responsible for triggering this event.

gameObject Phaser.GameObjects.GameObject

The interactive Game Object that this pointer is dragging.

dragX number

The x coordinate where the Pointer is currently dragging the Game Object, in world space.

dragY number

The y coordinate where the Pointer is currently dragging the Game Object, in world space.

Since: 3.0.0
Source: src/input/events/DRAG_EVENT.js (Line 7)

DRAG_END

The Pointer Drag End Input Event.

This event is dispatched by the Input Plugin belonging to a Scene if a pointer stops dragging a Game Object.

Listen to this event from within a Scene using: this.input.on('dragend', listener).

To listen for this event from a specific Game Object, use the GAMEOBJECT_DRAG_END event instead.

Parameters:
Name Type Description
pointer Phaser.Input.Pointer

The Pointer responsible for triggering this event.

gameObject Phaser.GameObjects.GameObject

The interactive Game Object that this pointer stopped dragging.

Since: 3.0.0
Source: src/input/events/DRAG_END_EVENT.js (Line 7)

DRAG_ENTER

The Pointer Drag Enter Input Event.

This event is dispatched by the Input Plugin belonging to a Scene if a pointer drags a Game Object into a Drag Target.

Listen to this event from within a Scene using: this.input.on('dragenter', listener).

A Pointer can only drag a single Game Object at once.

To listen for this event from a specific Game Object, use the GAMEOBJECT_DRAG_ENTER event instead.

Parameters:
Name Type Description
pointer Phaser.Input.Pointer

The Pointer responsible for triggering this event.

gameObject Phaser.GameObjects.GameObject

The interactive Game Object that this pointer is dragging.

target Phaser.GameObjects.GameObject

The drag target that this pointer has moved into.

Since: 3.0.0
Source: src/input/events/DRAG_ENTER_EVENT.js (Line 7)

DRAG_LEAVE

The Pointer Drag Leave Input Event.

This event is dispatched by the Input Plugin belonging to a Scene if a pointer drags a Game Object out of a Drag Target.

Listen to this event from within a Scene using: this.input.on('dragleave', listener).

A Pointer can only drag a single Game Object at once.

To listen for this event from a specific Game Object, use the GAMEOBJECT_DRAG_LEAVE event instead.

Parameters:
Name Type Description
pointer Phaser.Input.Pointer

The Pointer responsible for triggering this event.

gameObject Phaser.GameObjects.GameObject

The interactive Game Object that this pointer is dragging.

target Phaser.GameObjects.GameObject

The drag target that this pointer has left.

Since: 3.0.0
Source: src/input/events/DRAG_LEAVE_EVENT.js (Line 7)

DRAG_OVER

The Pointer Drag Over Input Event.

This event is dispatched by the Input Plugin belonging to a Scene if a pointer drags a Game Object over a Drag Target.

When the Game Object first enters the drag target it will emit a dragenter event. If it then moves while within the drag target, it will emit this event instead.

Listen to this event from within a Scene using: this.input.on('dragover', listener).

A Pointer can only drag a single Game Object at once.

To listen for this event from a specific Game Object, use the GAMEOBJECT_DRAG_OVER event instead.

Parameters:
Name Type Description
pointer Phaser.Input.Pointer

The Pointer responsible for triggering this event.

gameObject Phaser.GameObjects.GameObject

The interactive Game Object that this pointer is dragging.

target Phaser.GameObjects.GameObject

The drag target that this pointer has moved over.

Since: 3.0.0
Source: src/input/events/DRAG_OVER_EVENT.js (Line 7)

DRAG_START

The Pointer Drag Start Input Event.

This event is dispatched by the Input Plugin belonging to a Scene if a pointer starts to drag any Game Object.

Listen to this event from within a Scene using: this.input.on('dragstart', listener).

A Pointer can only drag a single Game Object at once.

To listen for this event from a specific Game Object, use the GAMEOBJECT_DRAG_START event instead.

Parameters:
Name Type Description
pointer Phaser.Input.Pointer

The Pointer responsible for triggering this event.

gameObject Phaser.GameObjects.GameObject

The interactive Game Object that this pointer is dragging.

Since: 3.0.0
Source: src/input/events/DRAG_START_EVENT.js (Line 7)

DROP

The Pointer Drop Input Event.

This event is dispatched by the Input Plugin belonging to a Scene if a pointer drops a Game Object on a Drag Target.

Listen to this event from within a Scene using: this.input.on('drop', listener).

To listen for this event from a specific Game Object, use the GAMEOBJECT_DROP event instead.

Parameters:
Name Type Description
pointer Phaser.Input.Pointer

The Pointer responsible for triggering this event.

gameObject Phaser.GameObjects.GameObject

The interactive Game Object that this pointer was dragging.

target Phaser.GameObjects.GameObject

The Drag Target the gameObject has been dropped on.

Since: 3.0.0
Source: src/input/events/DROP_EVENT.js (Line 7)

GAME_OUT

The Input Plugin Game Out Event.

This event is dispatched by the Input Plugin if the active pointer leaves the game canvas and is now outside of it, elsewhere on the web page.

Listen to this event from within a Scene using: this.input.on('gameout', listener).

Parameters:
Name Type Description
time number

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

event MouseEvent | TouchEvent

The DOM Event that triggered the canvas out.

Since: 3.16.1
Source: src/input/events/GAME_OUT_EVENT.js (Line 7)

GAME_OVER

The Input Plugin Game Over Event.

This event is dispatched by the Input Plugin if the active pointer enters the game canvas and is now over of it, having previously been elsewhere on the web page.

Listen to this event from within a Scene using: this.input.on('gameover', listener).

Parameters:
Name Type Description
time number

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

event MouseEvent | TouchEvent

The DOM Event that triggered the canvas over.

Since: 3.16.1
Source: src/input/events/GAME_OVER_EVENT.js (Line 7)

GAMEOBJECT_DOWN

The Game Object Down Input Event.

This event is dispatched by the Input Plugin belonging to a Scene if a pointer is pressed down on any interactive Game Object.

Listen to this event from within a Scene using: this.input.on('gameobjectdown', listener).

To receive this event, the Game Objects must have been set as interactive. See GameObject.setInteractive for more details.

To listen for this event from a specific Game Object, use the GAMEOBJECT_POINTER_DOWN event instead.

The event hierarchy is as follows:

  1. GAMEOBJECT_POINTER_DOWN
  2. GAMEOBJECT_DOWN
  3. POINTER_DOWN or POINTER_DOWN_OUTSIDE

With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop the propagation of this event.

Parameters:
Name Type Description
pointer Phaser.Input.Pointer

The Pointer responsible for triggering this event.

gameObject Phaser.GameObjects.GameObject

The Game Object the pointer was pressed down on.

event Phaser.Types.Input.EventData

The Phaser input event. You can call stopPropagation() to halt it from going any further in the event flow.

Since: 3.0.0
Source: src/input/events/GAMEOBJECT_DOWN_EVENT.js (Line 7)

GAMEOBJECT_DRAG

The Game Object Drag Event.

This event is dispatched by an interactive Game Object if a pointer moves while dragging it.

Listen to this event from a Game Object using: gameObject.on('drag', listener). Note that the scope of the listener is automatically set to be the Game Object instance itself.

To receive this event, the Game Object must have been set as interactive and enabled for drag. See GameObject.setInteractive for more details.

Parameters:
Name Type Description
pointer Phaser.Input.Pointer

The Pointer responsible for triggering this event.

dragX number

The x coordinate where the Pointer is currently dragging the Game Object, in world space.

dragY number

The y coordinate where the Pointer is currently dragging the Game Object, in world space.

Since: 3.0.0
Source: src/input/events/GAMEOBJECT_DRAG_EVENT.js (Line 7)

GAMEOBJECT_DRAG_END

The Game Object Drag End Event.

This event is dispatched by an interactive Game Object if a pointer stops dragging it.

Listen to this event from a Game Object using: gameObject.on('dragend', listener). Note that the scope of the listener is automatically set to be the Game Object instance itself.

To receive this event, the Game Object must have been set as interactive and enabled for drag. See GameObject.setInteractive for more details.

Parameters:
Name Type Description
pointer Phaser.Input.Pointer

The Pointer responsible for triggering this event.

dragX number

The x coordinate where the Pointer stopped dragging the Game Object, in world space.

dragY number

The y coordinate where the Pointer stopped dragging the Game Object, in world space.

Since: 3.0.0
Source: src/input/events/GAMEOBJECT_DRAG_END_EVENT.js (Line 7)

GAMEOBJECT_DRAG_ENTER

The Game Object Drag Enter Event.

This event is dispatched by an interactive Game Object if a pointer drags it into a drag target.

Listen to this event from a Game Object using: gameObject.on('dragenter', listener). Note that the scope of the listener is automatically set to be the Game Object instance itself.

To receive this event, the Game Object must have been set as interactive and enabled for drag. See GameObject.setInteractive for more details.

Parameters:
Name Type Description
pointer Phaser.Input.Pointer

The Pointer responsible for triggering this event.

target Phaser.GameObjects.GameObject

The drag target that this pointer has moved into.

Since: 3.0.0
Source: src/input/events/GAMEOBJECT_DRAG_ENTER_EVENT.js (Line 7)

GAMEOBJECT_DRAG_LEAVE

The Game Object Drag Leave Event.

This event is dispatched by an interactive Game Object if a pointer drags it out of a drag target.

Listen to this event from a Game Object using: gameObject.on('dragleave', listener). Note that the scope of the listener is automatically set to be the Game Object instance itself.

To receive this event, the Game Object must have been set as interactive and enabled for drag. See GameObject.setInteractive for more details.

Parameters:
Name Type Description
pointer Phaser.Input.Pointer

The Pointer responsible for triggering this event.

target Phaser.GameObjects.GameObject

The drag target that this pointer has left.

Since: 3.0.0
Source: src/input/events/GAMEOBJECT_DRAG_LEAVE_EVENT.js (Line 7)

GAMEOBJECT_DRAG_OVER

The Game Object Drag Over Event.

This event is dispatched by an interactive Game Object if a pointer drags it over a drag target.

When the Game Object first enters the drag target it will emit a dragenter event. If it then moves while within the drag target, it will emit this event instead.

Listen to this event from a Game Object using: gameObject.on('dragover', listener). Note that the scope of the listener is automatically set to be the Game Object instance itself.

To receive this event, the Game Object must have been set as interactive and enabled for drag. See GameObject.setInteractive for more details.

Parameters:
Name Type Description
pointer Phaser.Input.Pointer

The Pointer responsible for triggering this event.

target Phaser.GameObjects.GameObject

The drag target that this pointer has moved over.

Since: 3.0.0
Source: src/input/events/GAMEOBJECT_DRAG_OVER_EVENT.js (Line 7)

GAMEOBJECT_DRAG_START

The Game Object Drag Start Event.

This event is dispatched by an interactive Game Object if a pointer starts to drag it.

Listen to this event from a Game Object using: gameObject.on('dragstart', listener). Note that the scope of the listener is automatically set to be the Game Object instance itself.

To receive this event, the Game Object must have been set as interactive and enabled for drag. See GameObject.setInteractive for more details.

There are lots of useful drag related properties that are set within the Game Object when dragging occurs. For example, gameObject.input.dragStartX, dragStartY and so on.

Parameters:
Name Type Description
pointer Phaser.Input.Pointer

The Pointer responsible for triggering this event.

dragX number

The x coordinate where the Pointer is currently dragging the Game Object, in world space.

dragY number

The y coordinate where the Pointer is currently dragging the Game Object, in world space.

Since: 3.0.0
Source: src/input/events/GAMEOBJECT_DRAG_START_EVENT.js (Line 7)

GAMEOBJECT_DROP

The Game Object Drop Event.

This event is dispatched by an interactive Game Object if a pointer drops it on a Drag Target.

Listen to this event from a Game Object using: gameObject.on('drop', listener). Note that the scope of the listener is automatically set to be the Game Object instance itself.

To receive this event, the Game Object must have been set as interactive and enabled for drag. See GameObject.setInteractive for more details.

Parameters:
Name Type Description
pointer Phaser.Input.Pointer

The Pointer responsible for triggering this event.

target Phaser.GameObjects.GameObject

The Drag Target the gameObject has been dropped on.

Since: 3.0.0
Source: src/input/events/GAMEOBJECT_DROP_EVENT.js (Line 7)

GAMEOBJECT_MOVE

The Game Object Move Input Event.

This event is dispatched by the Input Plugin belonging to a Scene if a pointer is moved across any interactive Game Object.

Listen to this event from within a Scene using: this.input.on('gameobjectmove', listener).

To receive this event, the Game Objects must have been set as interactive. See GameObject.setInteractive for more details.

To listen for this event from a specific Game Object, use the GAMEOBJECT_POINTER_MOVE event instead.

The event hierarchy is as follows:

  1. GAMEOBJECT_POINTER_MOVE
  2. GAMEOBJECT_MOVE
  3. POINTER_MOVE

With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop the propagation of this event.

Parameters:
Name Type Description
pointer Phaser.Input.Pointer

The Pointer responsible for triggering this event.

gameObject Phaser.GameObjects.GameObject

The Game Object the pointer was moved on.

event Phaser.Types.Input.EventData

The Phaser input event. You can call stopPropagation() to halt it from going any further in the event flow.

Since: 3.0.0
Source: src/input/events/GAMEOBJECT_MOVE_EVENT.js (Line 7)

GAMEOBJECT_OUT

The Game Object Out Input Event.

This event is dispatched by the Input Plugin belonging to a Scene if a pointer moves out of any interactive Game Object.

Listen to this event from within a Scene using: this.input.on('gameobjectout', listener).

To receive this event, the Game Objects must have been set as interactive. See GameObject.setInteractive for more details.

To listen for this event from a specific Game Object, use the GAMEOBJECT_POINTER_OUT event instead.

The event hierarchy is as follows:

  1. GAMEOBJECT_POINTER_OUT
  2. GAMEOBJECT_OUT
  3. POINTER_OUT

With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop the propagation of this event.

Parameters:
Name Type Description
pointer Phaser.Input.Pointer

The Pointer responsible for triggering this event.

gameObject Phaser.GameObjects.GameObject

The Game Object the pointer moved out of.

event Phaser.Types.Input.EventData

The Phaser input event. You can call stopPropagation() to halt it from going any further in the event flow.

Since: 3.0.0
Source: src/input/events/GAMEOBJECT_OUT_EVENT.js (Line 7)

GAMEOBJECT_OVER

The Game Object Over Input Event.

This event is dispatched by the Input Plugin belonging to a Scene if a pointer moves over any interactive Game Object.

Listen to this event from within a Scene using: this.input.on('gameobjectover', listener).

To receive this event, the Game Objects must have been set as interactive. See GameObject.setInteractive for more details.

To listen for this event from a specific Game Object, use the GAMEOBJECT_POINTER_OVER event instead.

The event hierarchy is as follows:

  1. GAMEOBJECT_POINTER_OVER
  2. GAMEOBJECT_OVER
  3. POINTER_OVER

With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop the propagation of this event.

Parameters:
Name Type Description
pointer Phaser.Input.Pointer

The Pointer responsible for triggering this event.

gameObject Phaser.GameObjects.GameObject

The Game Object the pointer moved over.

event Phaser.Types.Input.EventData

The Phaser input event. You can call stopPropagation() to halt it from going any further in the event flow.

Since: 3.0.0
Source: src/input/events/GAMEOBJECT_OVER_EVENT.js (Line 7)

GAMEOBJECT_POINTER_DOWN

The Game Object Pointer Down Event.

This event is dispatched by an interactive Game Object if a pointer is pressed down on it.

Listen to this event from a Game Object using: gameObject.on('pointerdown', listener). Note that the scope of the listener is automatically set to be the Game Object instance itself.

To receive this event, the Game Object must have been set as interactive. See GameObject.setInteractive for more details.

The event hierarchy is as follows:

  1. GAMEOBJECT_POINTER_DOWN
  2. GAMEOBJECT_DOWN
  3. POINTER_DOWN or POINTER_DOWN_OUTSIDE

With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop the propagation of this event.

Parameters:
Name Type Description
pointer Phaser.Input.Pointer

The Pointer responsible for triggering this event.

localX number

The x coordinate that the Pointer interacted with this object on, relative to the Game Object's top-left position.

localY number

The y coordinate that the Pointer interacted with this object on, relative to the Game Object's top-left position.

event Phaser.Types.Input.EventData

The Phaser input event. You can call stopPropagation() to halt it from going any further in the event flow.

Since: 3.0.0
Source: src/input/events/GAMEOBJECT_POINTER_DOWN_EVENT.js (Line 7)

GAMEOBJECT_POINTER_MOVE

The Game Object Pointer Move Event.

This event is dispatched by an interactive Game Object if a pointer is moved while over it.

Listen to this event from a Game Object using: gameObject.on('pointermove', listener). Note that the scope of the listener is automatically set to be the Game Object instance itself.

To receive this event, the Game Object must have been set as interactive. See GameObject.setInteractive for more details.

The event hierarchy is as follows:

  1. GAMEOBJECT_POINTER_MOVE
  2. GAMEOBJECT_MOVE
  3. POINTER_MOVE

With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop the propagation of this event.

Parameters:
Name Type Description
pointer Phaser.Input.Pointer

The Pointer responsible for triggering this event.

localX number

The x coordinate that the Pointer interacted with this object on, relative to the Game Object's top-left position.

localY number

The y coordinate that the Pointer interacted with this object on, relative to the Game Object's top-left position.

event Phaser.Types.Input.EventData

The Phaser input event. You can call stopPropagation() to halt it from going any further in the event flow.

Since: 3.0.0
Source: src/input/events/GAMEOBJECT_POINTER_MOVE_EVENT.js (Line 7)

GAMEOBJECT_POINTER_OUT

The Game Object Pointer Out Event.

This event is dispatched by an interactive Game Object if a pointer moves out of it.

Listen to this event from a Game Object using: gameObject.on('pointerout', listener). Note that the scope of the listener is automatically set to be the Game Object instance itself.

To receive this event, the Game Object must have been set as interactive. See GameObject.setInteractive for more details.

The event hierarchy is as follows:

  1. GAMEOBJECT_POINTER_OUT
  2. GAMEOBJECT_OUT
  3. POINTER_OUT

With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop the propagation of this event.

Parameters:
Name Type Description
pointer Phaser.Input.Pointer

The Pointer responsible for triggering this event.

event Phaser.Types.Input.EventData

The Phaser input event. You can call stopPropagation() to halt it from going any further in the event flow.

Since: 3.0.0
Source: src/input/events/GAMEOBJECT_POINTER_OUT_EVENT.js (Line 7)

GAMEOBJECT_POINTER_OVER

The Game Object Pointer Over Event.

This event is dispatched by an interactive Game Object if a pointer moves over it.

Listen to this event from a Game Object using: gameObject.on('pointerover', listener). Note that the scope of the listener is automatically set to be the Game Object instance itself.

To receive this event, the Game Object must have been set as interactive. See GameObject.setInteractive for more details.

The event hierarchy is as follows:

  1. GAMEOBJECT_POINTER_OVER
  2. GAMEOBJECT_OVER
  3. POINTER_OVER

With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop the propagation of this event.

Parameters:
Name Type Description
pointer Phaser.Input.Pointer

The Pointer responsible for triggering this event.

localX number

The x coordinate that the Pointer interacted with this object on, relative to the Game Object's top-left position.

localY number

The y coordinate that the Pointer interacted with this object on, relative to the Game Object's top-left position.

event Phaser.Types.Input.EventData

The Phaser input event. You can call stopPropagation() to halt it from going any further in the event flow.

Since: 3.0.0
Source: src/input/events/GAMEOBJECT_POINTER_OVER_EVENT.js (Line 7)

GAMEOBJECT_POINTER_UP

The Game Object Pointer Up Event.

This event is dispatched by an interactive Game Object if a pointer is released while over it.

Listen to this event from a Game Object using: gameObject.on('pointerup', listener). Note that the scope of the listener is automatically set to be the Game Object instance itself.

To receive this event, the Game Object must have been set as interactive. See GameObject.setInteractive for more details.

The event hierarchy is as follows:

  1. GAMEOBJECT_POINTER_UP
  2. GAMEOBJECT_UP
  3. POINTER_UP or POINTER_UP_OUTSIDE

With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop the propagation of this event.

Parameters:
Name Type Description
pointer Phaser.Input.Pointer

The Pointer responsible for triggering this event.

localX number

The x coordinate that the Pointer interacted with this object on, relative to the Game Object's top-left position.

localY number

The y coordinate that the Pointer interacted with this object on, relative to the Game Object's top-left position.

event Phaser.Types.Input.EventData

The Phaser input event. You can call stopPropagation() to halt it from going any further in the event flow.

Since: 3.0.0
Source: src/input/events/GAMEOBJECT_POINTER_UP_EVENT.js (Line 7)

GAMEOBJECT_POINTER_WHEEL

The Game Object Pointer Wheel Event.

This event is dispatched by an interactive Game Object if a pointer has its wheel moved while over it.

Listen to this event from a Game Object using: gameObject.on('wheel', listener). Note that the scope of the listener is automatically set to be the Game Object instance itself.

To receive this event, the Game Object must have been set as interactive. See GameObject.setInteractive for more details.

The event hierarchy is as follows:

  1. GAMEOBJECT_POINTER_WHEEL
  2. GAMEOBJECT_WHEEL
  3. POINTER_WHEEL

With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop the propagation of this event.

Parameters:
Name Type Description
pointer Phaser.Input.Pointer

The Pointer responsible for triggering this event.

deltaX number

The horizontal scroll amount that occurred due to the user moving a mouse wheel or similar input device.

deltaY number

The vertical scroll amount that occurred due to the user moving a mouse wheel or similar input device. This value will typically be less than 0 if the user scrolls up and greater than zero if scrolling down.

deltaZ number

The z-axis scroll amount that occurred due to the user moving a mouse wheel or similar input device.

event Phaser.Types.Input.EventData

The Phaser input event. You can call stopPropagation() to halt it from going any further in the event flow.

Since: 3.18.0
Source: src/input/events/GAMEOBJECT_POINTER_WHEEL_EVENT.js (Line 7)

GAMEOBJECT_UP

The Game Object Up Input Event.

This event is dispatched by the Input Plugin belonging to a Scene if a pointer is released while over any interactive Game Object.

Listen to this event from within a Scene using: this.input.on('gameobjectup', listener).

To receive this event, the Game Objects must have been set as interactive. See GameObject.setInteractive for more details.

To listen for this event from a specific Game Object, use the GAMEOBJECT_POINTER_UP event instead.

The event hierarchy is as follows:

  1. GAMEOBJECT_POINTER_UP
  2. GAMEOBJECT_UP
  3. POINTER_UP or POINTER_UP_OUTSIDE

With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop the propagation of this event.

Parameters:
Name Type Description
pointer Phaser.Input.Pointer

The Pointer responsible for triggering this event.

gameObject Phaser.GameObjects.GameObject

The Game Object the pointer was over when released.

event Phaser.Types.Input.EventData

The Phaser input event. You can call stopPropagation() to halt it from going any further in the event flow.

Since: 3.0.0
Source: src/input/events/GAMEOBJECT_UP_EVENT.js (Line 7)

GAMEOBJECT_WHEEL

The Game Object Wheel Input Event.

This event is dispatched by the Input Plugin belonging to a Scene if a pointer has its wheel moved while over any interactive Game Object.

Listen to this event from within a Scene using: this.input.on('gameobjectwheel', listener).

To receive this event, the Game Objects must have been set as interactive. See GameObject.setInteractive for more details.

To listen for this event from a specific Game Object, use the GAMEOBJECT_POINTER_WHEEL event instead.

The event hierarchy is as follows:

  1. GAMEOBJECT_POINTER_WHEEL
  2. GAMEOBJECT_WHEEL
  3. POINTER_WHEEL

With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop the propagation of this event.

Parameters:
Name Type Description
pointer Phaser.Input.Pointer

The Pointer responsible for triggering this event.

gameObject Phaser.GameObjects.GameObject

The Game Object the pointer was over when the wheel changed.

deltaX number

The horizontal scroll amount that occurred due to the user moving a mouse wheel or similar input device.

deltaY number

The vertical scroll amount that occurred due to the user moving a mouse wheel or similar input device. This value will typically be less than 0 if the user scrolls up and greater than zero if scrolling down.

deltaZ number

The z-axis scroll amount that occurred due to the user moving a mouse wheel or similar input device.

event Phaser.Types.Input.EventData

The Phaser input event. You can call stopPropagation() to halt it from going any further in the event flow.

Since: 3.18.0
Source: src/input/events/GAMEOBJECT_WHEEL_EVENT.js (Line 7)

MANAGER_BOOT

The Input Manager Boot Event.

This internal event is dispatched by the Input Manager when it boots.

Since: 3.0.0
Source: src/input/events/MANAGER_BOOT_EVENT.js (Line 7)

MANAGER_PROCESS

The Input Manager Process Event.

This internal event is dispatched by the Input Manager when not using the legacy queue system, and it wants the Input Plugins to update themselves.

Parameters:
Name Type Description
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.

Since: 3.0.0
Source: src/input/events/MANAGER_PROCESS_EVENT.js (Line 7)

MANAGER_UPDATE

The Input Manager Update Event.

This internal event is dispatched by the Input Manager as part of its update step.

Since: 3.0.0
Source: src/input/events/MANAGER_UPDATE_EVENT.js (Line 7)

POINTER_DOWN

The Pointer Down Input Event.

This event is dispatched by the Input Plugin belonging to a Scene if a pointer is pressed down anywhere.

Listen to this event from within a Scene using: this.input.on('pointerdown', listener).

The event hierarchy is as follows:

  1. GAMEOBJECT_POINTER_DOWN
  2. GAMEOBJECT_DOWN
  3. POINTER_DOWN or POINTER_DOWN_OUTSIDE

With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop the propagation of this event.

Parameters:
Name Type Description
pointer Phaser.Input.Pointer

The Pointer responsible for triggering this event.

currentlyOver Array.<Phaser.GameObjects.GameObject>

An array containing all interactive Game Objects that the pointer was over when the event was created.

Since: 3.0.0
Source: src/input/events/POINTER_DOWN_EVENT.js (Line 7)

POINTER_DOWN_OUTSIDE

The Pointer Down Outside Input Event.

This event is dispatched by the Input Plugin belonging to a Scene if a pointer is pressed down anywhere outside of the game canvas.

Listen to this event from within a Scene using: this.input.on('pointerdownoutside', listener).

The event hierarchy is as follows:

  1. GAMEOBJECT_POINTER_DOWN
  2. GAMEOBJECT_DOWN
  3. POINTER_DOWN or POINTER_DOWN_OUTSIDE

With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop the propagation of this event.

Parameters:
Name Type Description
pointer Phaser.Input.Pointer

The Pointer responsible for triggering this event.

Since: 3.16.1
Source: src/input/events/POINTER_DOWN_OUTSIDE_EVENT.js (Line 7)

POINTER_MOVE

The Pointer Move Input Event.

This event is dispatched by the Input Plugin belonging to a Scene if a pointer is moved anywhere.

Listen to this event from within a Scene using: this.input.on('pointermove', listener).

The event hierarchy is as follows:

  1. GAMEOBJECT_POINTER_MOVE
  2. GAMEOBJECT_MOVE
  3. POINTER_MOVE

With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop the propagation of this event.

Parameters:
Name Type Description
pointer Phaser.Input.Pointer

The Pointer responsible for triggering this event.

currentlyOver Array.<Phaser.GameObjects.GameObject>

An array containing all interactive Game Objects that the pointer was over when the event was created.

Since: 3.0.0
Source: src/input/events/POINTER_MOVE_EVENT.js (Line 7)

POINTER_OUT

The Pointer Out Input Event.

This event is dispatched by the Input Plugin belonging to a Scene if a pointer moves out of any interactive Game Object.

Listen to this event from within a Scene using: this.input.on('pointerout', listener).

The event hierarchy is as follows:

  1. GAMEOBJECT_POINTER_OUT
  2. GAMEOBJECT_OUT
  3. POINTER_OUT

With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop the propagation of this event.

Parameters:
Name Type Description
pointer Phaser.Input.Pointer

The Pointer responsible for triggering this event.

justOut Array.<Phaser.GameObjects.GameObject>

An array containing all interactive Game Objects that the pointer moved out of when the event was created.

Since: 3.0.0
Source: src/input/events/POINTER_OUT_EVENT.js (Line 7)

POINTER_OVER

The Pointer Over Input Event.

This event is dispatched by the Input Plugin belonging to a Scene if a pointer moves over any interactive Game Object.

Listen to this event from within a Scene using: this.input.on('pointerover', listener).

The event hierarchy is as follows:

  1. GAMEOBJECT_POINTER_OVER
  2. GAMEOBJECT_OVER
  3. POINTER_OVER

With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop the propagation of this event.

Parameters:
Name Type Description
pointer Phaser.Input.Pointer

The Pointer responsible for triggering this event.

justOver Array.<Phaser.GameObjects.GameObject>

An array containing all interactive Game Objects that the pointer moved over when the event was created.

Since: 3.0.0
Source: src/input/events/POINTER_OVER_EVENT.js (Line 7)

POINTER_UP

The Pointer Up Input Event.

This event is dispatched by the Input Plugin belonging to a Scene if a pointer is released anywhere.

Listen to this event from within a Scene using: this.input.on('pointerup', listener).

The event hierarchy is as follows:

  1. GAMEOBJECT_POINTER_UP
  2. GAMEOBJECT_UP
  3. POINTER_UP or POINTER_UP_OUTSIDE

With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop the propagation of this event.

Parameters:
Name Type Description
pointer Phaser.Input.Pointer

The Pointer responsible for triggering this event.

currentlyOver Array.<Phaser.GameObjects.GameObject>

An array containing all interactive Game Objects that the pointer was over when the event was created.

Since: 3.0.0
Source: src/input/events/POINTER_UP_EVENT.js (Line 7)

POINTER_UP_OUTSIDE

The Pointer Up Outside Input Event.

This event is dispatched by the Input Plugin belonging to a Scene if a pointer is released anywhere outside of the game canvas.

Listen to this event from within a Scene using: this.input.on('pointerupoutside', listener).

The event hierarchy is as follows:

  1. GAMEOBJECT_POINTER_UP
  2. GAMEOBJECT_UP
  3. POINTER_UP or POINTER_UP_OUTSIDE

With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop the propagation of this event.

Parameters:
Name Type Description
pointer Phaser.Input.Pointer

The Pointer responsible for triggering this event.

Since: 3.16.1
Source: src/input/events/POINTER_UP_OUTSIDE_EVENT.js (Line 7)

POINTER_WHEEL

The Pointer Wheel Input Event.

This event is dispatched by the Input Plugin belonging to a Scene if a pointer has its wheel updated.

Listen to this event from within a Scene using: this.input.on('wheel', listener).

The event hierarchy is as follows:

  1. GAMEOBJECT_POINTER_WHEEL
  2. GAMEOBJECT_WHEEL
  3. POINTER_WHEEL

With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop the propagation of this event.

Parameters:
Name Type Description
pointer Phaser.Input.Pointer

The Pointer responsible for triggering this event.

currentlyOver Array.<Phaser.GameObjects.GameObject>

An array containing all interactive Game Objects that the pointer was over when the event was created.

deltaX number

The horizontal scroll amount that occurred due to the user moving a mouse wheel or similar input device.

deltaY number

The vertical scroll amount that occurred due to the user moving a mouse wheel or similar input device. This value will typically be less than 0 if the user scrolls up and greater than zero if scrolling down.

deltaZ number

The z-axis scroll amount that occurred due to the user moving a mouse wheel or similar input device.

Since: 3.18.0
Source: src/input/events/POINTER_WHEEL_EVENT.js (Line 7)

POINTERLOCK_CHANGE

The Input Manager Pointer Lock Change Event.

This event is dispatched by the Input Manager when it is processing a native Pointer Lock Change DOM Event.

Parameters:
Name Type Description
event Event

The native DOM Event.

locked boolean

The locked state of the Mouse Pointer.

Since: 3.0.0
Source: src/input/events/POINTERLOCK_CHANGE_EVENT.js (Line 7)

PRE_UPDATE

The Input Plugin Pre-Update Event.

This internal event is dispatched by the Input Plugin at the start of its preUpdate method. This hook is designed specifically for input plugins, but can also be listened to from user-land code.

Since: 3.0.0
Source: src/input/events/PRE_UPDATE_EVENT.js (Line 7)

SHUTDOWN

The Input Plugin Shutdown Event.

This internal event is dispatched by the Input Plugin when it shuts down, signalling to all of its systems to shut themselves down.

Since: 3.0.0
Source: src/input/events/SHUTDOWN_EVENT.js (Line 7)

START

The Input Plugin Start Event.

This internal event is dispatched by the Input Plugin when it has finished setting-up, signalling to all of its internal systems to start.

Since: 3.0.0
Source: src/input/events/START_EVENT.js (Line 7)

UPDATE

The Input Plugin Update Event.

This internal event is dispatched by the Input Plugin at the start of its update method. This hook is designed specifically for input plugins, but can also be listened to from user-land code.

Parameters:
Name Type Description
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.

Since: 3.0.0
Source: src/input/events/UPDATE_EVENT.js (Line 7)

BUTTON_DOWN

The Gamepad Button Down Event.

This event is dispatched by the Gamepad Plugin when a button has been pressed on any active Gamepad.

Listen to this event from within a Scene using: this.input.gamepad.on('down', listener).

You can also listen for a DOWN event from a Gamepad instance. See the GAMEPAD_BUTTON_DOWN event for details.

Parameters:
Name Type Description
pad Phaser.Input.Gamepad

A reference to the Gamepad on which the button was pressed.

button Phaser.Input.Gamepad.Button

A reference to the Button which was pressed.

value number

The value of the button at the time it was pressed. Between 0 and 1. Some Gamepads have pressure-sensitive buttons.

Since: 3.10.0
Source: src/input/gamepad/events/BUTTON_DOWN_EVENT.js (Line 7)

BUTTON_UP

The Gamepad Button Up Event.

This event is dispatched by the Gamepad Plugin when a button has been released on any active Gamepad.

Listen to this event from within a Scene using: this.input.gamepad.on('up', listener).

You can also listen for an UP event from a Gamepad instance. See the GAMEPAD_BUTTON_UP event for details.

Parameters:
Name Type Description
pad Phaser.Input.Gamepad

A reference to the Gamepad on which the button was released.

button Phaser.Input.Gamepad.Button

A reference to the Button which was released.

value number

The value of the button at the time it was released. Between 0 and 1. Some Gamepads have pressure-sensitive buttons.

Since: 3.10.0
Source: src/input/gamepad/events/BUTTON_UP_EVENT.js (Line 7)

CONNECTED

The Gamepad Connected Event.

This event is dispatched by the Gamepad Plugin when a Gamepad has been connected.

Listen to this event from within a Scene using: this.input.gamepad.once('connected', listener).

Note that the browser may require you to press a button on a gamepad before it will allow you to access it, this is for security reasons. However, it may also trust the page already, in which case you won't get the 'connected' event and instead should check GamepadPlugin.total to see if it thinks there are any gamepads already connected.

Parameters:
Name Type Description
pad Phaser.Input.Gamepad

A reference to the Gamepad which was connected.

event Event

The native DOM Event that triggered the connection.

Since: 3.0.0
Source: src/input/gamepad/events/CONNECTED_EVENT.js (Line 7)

DISCONNECTED

The Gamepad Disconnected Event.

This event is dispatched by the Gamepad Plugin when a Gamepad has been disconnected.

Listen to this event from within a Scene using: this.input.gamepad.once('disconnected', listener).

Parameters:
Name Type Description
pad Phaser.Input.Gamepad

A reference to the Gamepad which was disconnected.

event Event

The native DOM Event that triggered the disconnection.

Since: 3.0.0
Source: src/input/gamepad/events/DISCONNECTED_EVENT.js (Line 7)

GAMEPAD_BUTTON_DOWN

The Gamepad Button Down Event.

This event is dispatched by a Gamepad instance when a button has been pressed on it.

Listen to this event from a Gamepad instance. Once way to get this is from the pad1, pad2, etc properties on the Gamepad Plugin: this.input.gamepad.pad1.on('down', listener).

Note that you will not receive any Gamepad button events until the browser considers the Gamepad as being 'connected'.

You can also listen for a DOWN event from the Gamepad Plugin. See the BUTTON_DOWN event for details.

Parameters:
Name Type Description
index number

The index of the button that was pressed.

value number

The value of the button at the time it was pressed. Between 0 and 1. Some Gamepads have pressure-sensitive buttons.

button Phaser.Input.Gamepad.Button

A reference to the Button which was pressed.

Since: 3.10.0
Source: src/input/gamepad/events/GAMEPAD_BUTTON_DOWN_EVENT.js (Line 7)

GAMEPAD_BUTTON_UP

The Gamepad Button Up Event.

This event is dispatched by a Gamepad instance when a button has been released on it.

Listen to this event from a Gamepad instance. Once way to get this is from the pad1, pad2, etc properties on the Gamepad Plugin: this.input.gamepad.pad1.on('up', listener).

Note that you will not receive any Gamepad button events until the browser considers the Gamepad as being 'connected'.

You can also listen for an UP event from the Gamepad Plugin. See the BUTTON_UP event for details.

Parameters:
Name Type Description
index number

The index of the button that was released.

value number

The value of the button at the time it was released. Between 0 and 1. Some Gamepads have pressure-sensitive buttons.

button Phaser.Input.Gamepad.Button

A reference to the Button which was released.

Since: 3.10.0
Source: src/input/gamepad/events/GAMEPAD_BUTTON_UP_EVENT.js (Line 7)

ANY_KEY_DOWN

The Global Key Down Event.

This event is dispatched by the Keyboard Plugin when any key on the keyboard is pressed down.

Listen to this event from within a Scene using: this.input.keyboard.on('keydown', listener).

You can also listen for a specific key being pressed. See Keyboard.Events.KEY_DOWN for details.

Finally, you can create Key objects, which you can also listen for events from. See Keyboard.Events.DOWN for details.

Note: Many keyboards are unable to process certain combinations of keys due to hardware limitations known as ghosting. Read this article on ghosting for details.

Also, please be aware that some browser extensions can disable or override Phaser keyboard handling. For example, the Chrome extension vimium is known to disable Phaser from using the D key, while EverNote disables the backtick key. There are others. So, please check your extensions if you find you have specific keys that don't work.

Parameters:
Name Type Description
event KeyboardEvent

The native DOM Keyboard Event. You can inspect this to learn more about the key that was pressed, any modifiers, etc.

Since: 3.0.0
Source: src/input/keyboard/events/ANY_KEY_DOWN_EVENT.js (Line 7)
Listeners of This Event:

ANY_KEY_UP

The Global Key Up Event.

This event is dispatched by the Keyboard Plugin when any key on the keyboard is released.

Listen to this event from within a Scene using: this.input.keyboard.on('keyup', listener).

You can also listen for a specific key being released. See Keyboard.Events.KEY_UP for details.

Finally, you can create Key objects, which you can also listen for events from. See Keyboard.Events.UP for details.

Parameters:
Name Type Description
event KeyboardEvent

The native DOM Keyboard Event. You can inspect this to learn more about the key that was released, any modifiers, etc.

Since: 3.0.0
Source: src/input/keyboard/events/ANY_KEY_UP_EVENT.js (Line 7)

COMBO_MATCH

The Key Combo Match Event.

This event is dispatched by the Keyboard Plugin when a Key Combo is matched.

Listen for this event from the Key Plugin after a combo has been created:

this.input.keyboard.createCombo([ 38, 38, 40, 40, 37, 39, 37, 39, 66, 65, 13 ], { resetOnMatch: true });

this.input.keyboard.on('keycombomatch', function (event) {
    console.log('Konami Code entered!');
});
Parameters:
Name Type Description
keycombo Phaser.Input.Keyboard.KeyCombo

The Key Combo object that was matched.

event KeyboardEvent

The native DOM Keyboard Event of the final key in the combo. You can inspect this to learn more about any modifiers, etc.

Since: 3.0.0
Source: src/input/keyboard/events/COMBO_MATCH_EVENT.js (Line 7)

DOWN

The Key Down Event.

This event is dispatched by a Key object when it is pressed.

Listen for this event from the Key object instance directly:

var spaceBar = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.SPACE);

spaceBar.on('down', listener)

You can also create a generic 'global' listener. See Keyboard.Events.ANY_KEY_DOWN for details.

Parameters:
Name Type Description
key Phaser.Input.Keyboard.Key

The Key object that was pressed.

event KeyboardEvent

The native DOM Keyboard Event. You can inspect this to learn more about any modifiers, etc.

Since: 3.0.0
Source: src/input/keyboard/events/DOWN_EVENT.js (Line 7)

KEY_DOWN

The Key Down Event.

This event is dispatched by the Keyboard Plugin when any key on the keyboard is pressed down.

Unlike the ANY_KEY_DOWN event, this one has a special dynamic event name. For example, to listen for the A key being pressed use the following from within a Scene: this.input.keyboard.on('keydown-A', listener). You can replace the -A part of the event name with any valid Key Code string. For example, this will listen for the space bar: this.input.keyboard.on('keydown-SPACE', listener).

You can also create a generic 'global' listener. See Keyboard.Events.ANY_KEY_DOWN for details.

Finally, you can create Key objects, which you can also listen for events from. See Keyboard.Events.DOWN for details.

Note: Many keyboards are unable to process certain combinations of keys due to hardware limitations known as ghosting. Read this article on ghosting for details.

Also, please be aware that some browser extensions can disable or override Phaser keyboard handling. For example, the Chrome extension vimium is known to disable Phaser from using the D key, while EverNote disables the backtick key. There are others. So, please check your extensions if you find you have specific keys that don't work.

Parameters:
Name Type Description
event KeyboardEvent

The native DOM Keyboard Event. You can inspect this to learn more about the key that was pressed, any modifiers, etc.

Since: 3.0.0
Source: src/input/keyboard/events/KEY_DOWN_EVENT.js (Line 7)

KEY_UP

The Key Up Event.

This event is dispatched by the Keyboard Plugin when any key on the keyboard is released.

Unlike the ANY_KEY_UP event, this one has a special dynamic event name. For example, to listen for the A key being released use the following from within a Scene: this.input.keyboard.on('keyup-A', listener). You can replace the -A part of the event name with any valid Key Code string. For example, this will listen for the space bar: this.input.keyboard.on('keyup-SPACE', listener).

You can also create a generic 'global' listener. See Keyboard.Events.ANY_KEY_UP for details.

Finally, you can create Key objects, which you can also listen for events from. See Keyboard.Events.UP for details.

Parameters:
Name Type Description
event KeyboardEvent

The native DOM Keyboard Event. You can inspect this to learn more about the key that was released, any modifiers, etc.

Since: 3.0.0
Source: src/input/keyboard/events/KEY_UP_EVENT.js (Line 7)

UP

The Key Up Event.

This event is dispatched by a Key object when it is released.

Listen for this event from the Key object instance directly:

var spaceBar = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.SPACE);

spaceBar.on('up', listener)

You can also create a generic 'global' listener. See Keyboard.Events.ANY_KEY_UP for details.

Parameters:
Name Type Description
key Phaser.Input.Keyboard.Key

The Key object that was released.

event KeyboardEvent

The native DOM Keyboard Event. You can inspect this to learn more about any modifiers, etc.

Since: 3.0.0
Source: src/input/keyboard/events/UP_EVENT.js (Line 7)

ADD

The Loader Plugin Add File Event.

This event is dispatched when a new file is successfully added to the Loader and placed into the load queue.

Listen to it from a Scene using: this.load.on('addfile', listener).

If you add lots of files to a Loader from a preload method, it will dispatch this event for each one of them.

Parameters:
Name Type Description
key string

The unique key of the file that was added to the Loader.

type string

The file type string of the file that was added to the Loader, i.e. image.

loader Phaser.Loader.LoaderPlugin

A reference to the Loader Plugin that dispatched this event.

file Phaser.Loader.File

A reference to the File which was added to the Loader.

Since: 3.0.0
Source: src/loader/events/ADD_EVENT.js (Line 7)

COMPLETE

The Loader Plugin Complete Event.

This event is dispatched when the Loader has fully processed everything in the load queue. By this point every loaded file will now be in its associated cache and ready for use.

Listen to it from a Scene using: this.load.on('complete', listener).

Parameters:
Name Type Description
loader Phaser.Loader.LoaderPlugin

A reference to the Loader Plugin that dispatched this event.

totalComplete number

The total number of files that successfully loaded.

totalFailed number

The total number of files that failed to load.

Since: 3.0.0
Source: src/loader/events/COMPLETE_EVENT.js (Line 7)

FILE_COMPLETE

The File Load Complete Event.

This event is dispatched by the Loader Plugin when any file in the queue finishes loading.

Listen to it from a Scene using: this.load.on('filecomplete', listener).

You can also listen for the completion of a specific file. See the FILE_KEY_COMPLETE event.

Parameters:
Name Type Description
key string

The key of the file that just loaded and finished processing.

type string

The file type of the file that just loaded, i.e. image.

data any

The raw data the file contained.

Since: 3.0.0
Source: src/loader/events/FILE_COMPLETE_EVENT.js (Line 7)

FILE_KEY_COMPLETE

The File Load Complete Event.

This event is dispatched by the Loader Plugin when any file in the queue finishes loading.

It uses a special dynamic event name constructed from the key and type of the file.

For example, if you have loaded an image with a key of monster, you can listen for it using the following:

this.load.on('filecomplete-image-monster', function (key, type, data) {
    // Your handler code
});

Or, if you have loaded a texture atlas with a key of Level1:

this.load.on('filecomplete-atlas-Level1', function (key, type, data) {
    // Your handler code
});

Or, if you have loaded a sprite sheet with a key of Explosion and a prefix of GAMEOVER:

this.load.on('filecomplete-spritesheet-GAMEOVERExplosion', function (key, type, data) {
    // Your handler code
});

You can also listen for the generic completion of files. See the FILE_COMPLETE event.

Parameters:
Name Type Description
key string

The key of the file that just loaded and finished processing.

type string

The file type of the file that just loaded, i.e. image.

data any

The raw data the file contained.

Since: 3.0.0
Source: src/loader/events/FILE_KEY_COMPLETE_EVENT.js (Line 7)

FILE_LOAD

The File Load Event.

This event is dispatched by the Loader Plugin when a file finishes loading, but before it is processed and added to the internal Phaser caches.

Listen to it from a Scene using: this.load.on('load', listener).

Parameters:
Name Type Description
file Phaser.Loader.File

A reference to the File which just finished loading.

Since: 3.0.0
Source: src/loader/events/FILE_LOAD_EVENT.js (Line 7)

FILE_LOAD_ERROR

The File Load Error Event.

This event is dispatched by the Loader Plugin when a file fails to load.

Listen to it from a Scene using: this.load.on('loaderror', listener).

Parameters:
Name Type Description
file Phaser.Loader.File

A reference to the File which errored during load.

Since: 3.0.0
Source: src/loader/events/FILE_LOAD_ERROR_EVENT.js (Line 7)

FILE_PROGRESS

The File Load Progress Event.

This event is dispatched by the Loader Plugin during the load of a file, if the browser receives a DOM ProgressEvent and the lengthComputable event property is true. Depending on the size of the file and browser in use, this may, or may not happen.

Listen to it from a Scene using: this.load.on('fileprogress', listener).

Parameters:
Name Type Description
file Phaser.Loader.File

A reference to the File which errored during load.

percentComplete number

A value between 0 and 1 indicating how 'complete' this file is.

Since: 3.0.0
Source: src/loader/events/FILE_PROGRESS_EVENT.js (Line 7)

POST_PROCESS

The Loader Plugin Post Process Event.

This event is dispatched by the Loader Plugin when the Loader has finished loading everything in the load queue. It is dispatched before the internal lists are cleared and each File is destroyed.

Use this hook to perform any last minute processing of files that can only happen once the Loader has completed, but prior to it emitting the complete event.

Listen to it from a Scene using: this.load.on('postprocess', listener).

Parameters:
Name Type Description
loader Phaser.Loader.LoaderPlugin

A reference to the Loader Plugin that dispatched this event.

Since: 3.0.0
Source: src/loader/events/POST_PROCESS_EVENT.js (Line 7)

PROGRESS

The Loader Plugin Progress Event.

This event is dispatched when the Loader updates its load progress, typically as a result of a file having completed loading.

Listen to it from a Scene using: this.load.on('progress', listener).

Parameters:
Name Type Description
progress number

The current progress of the load. A value between 0 and 1.

Since: 3.0.0
Source: src/loader/events/PROGRESS_EVENT.js (Line 7)

START

The Loader Plugin Start Event.

This event is dispatched when the Loader starts running. At this point load progress is zero.

This event is dispatched even if there aren't any files in the load queue.

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

Parameters:
Name Type Description
loader Phaser.Loader.LoaderPlugin

A reference to the Loader Plugin that dispatched this event.

Since: 3.0.0
Source: src/loader/events/START_EVENT.js (Line 7)

COLLIDE

The Arcade Physics World Collide Event.

This event is dispatched by an Arcade Physics World instance if two bodies collide and at least one of them has their onCollide property set to true.

It provides an alternative means to handling collide events rather than using the callback approach.

Listen to it from a Scene using: this.physics.world.on('collide', listener).

Please note that 'collide' and 'overlap' are two different things in Arcade Physics.

Parameters:
Name Type Description
gameObject1 Phaser.GameObjects.GameObject

The first Game Object involved in the collision. This is the parent of body1.

gameObject2 Phaser.GameObjects.GameObject

The second Game Object involved in the collision. This is the parent of body2.

body1 Phaser.Physics.Arcade.Body | Phaser.Physics.Arcade.StaticBody

The first Physics Body involved in the collision.

body2 Phaser.Physics.Arcade.Body | Phaser.Physics.Arcade.StaticBody

The second Physics Body involved in the collision.

Since: 3.0.0
Source: src/physics/arcade/events/COLLIDE_EVENT.js (Line 7)

OVERLAP

The Arcade Physics World Overlap Event.

This event is dispatched by an Arcade Physics World instance if two bodies overlap and at least one of them has their onOverlap property set to true.

It provides an alternative means to handling overlap events rather than using the callback approach.

Listen to it from a Scene using: this.physics.world.on('overlap', listener).

Please note that 'collide' and 'overlap' are two different things in Arcade Physics.

Parameters:
Name Type Description
gameObject1 Phaser.GameObjects.GameObject

The first Game Object involved in the overlap. This is the parent of body1.

gameObject2 Phaser.GameObjects.GameObject

The second Game Object involved in the overlap. This is the parent of body2.

body1 Phaser.Physics.Arcade.Body | Phaser.Physics.Arcade.StaticBody

The first Physics Body involved in the overlap.

body2 Phaser.Physics.Arcade.Body | Phaser.Physics.Arcade.StaticBody

The second Physics Body involved in the overlap.

Since: 3.0.0
Source: src/physics/arcade/events/OVERLAP_EVENT.js (Line 7)

PAUSE

The Arcade Physics World Pause Event.

This event is dispatched by an Arcade Physics World instance when it is paused.

Listen to it from a Scene using: this.physics.world.on('pause', listener).

Since: 3.0.0
Source: src/physics/arcade/events/PAUSE_EVENT.js (Line 7)

RESUME

The Arcade Physics World Resume Event.

This event is dispatched by an Arcade Physics World instance when it resumes from a paused state.

Listen to it from a Scene using: this.physics.world.on('resume', listener).

Since: 3.0.0
Source: src/physics/arcade/events/RESUME_EVENT.js (Line 7)

TILE_COLLIDE

The Arcade Physics Tile Collide Event.

This event is dispatched by an Arcade Physics World instance if a body collides with a Tile and has its onCollide property set to true.

It provides an alternative means to handling collide events rather than using the callback approach.

Listen to it from a Scene using: this.physics.world.on('tilecollide', listener).

Please note that 'collide' and 'overlap' are two different things in Arcade Physics.

Parameters:
Name Type Description
gameObject Phaser.GameObjects.GameObject

The Game Object involved in the collision. This is the parent of body.

tile Phaser.Tilemaps.Tile

The tile the body collided with.

body Phaser.Physics.Arcade.Body

The Arcade Physics Body of the Game Object involved in the collision.

Since: 3.16.1
Source: src/physics/arcade/events/TILE_COLLIDE_EVENT.js (Line 7)

TILE_OVERLAP

The Arcade Physics Tile Overlap Event.

This event is dispatched by an Arcade Physics World instance if a body overlaps with a Tile and has its onOverlap property set to true.

It provides an alternative means to handling overlap events rather than using the callback approach.

Listen to it from a Scene using: this.physics.world.on('tileoverlap', listener).

Please note that 'collide' and 'overlap' are two different things in Arcade Physics.

Parameters:
Name Type Description
gameObject Phaser.GameObjects.GameObject

The Game Object involved in the overlap. This is the parent of body.

tile Phaser.Tilemaps.Tile

The tile the body overlapped.

body Phaser.Physics.Arcade.Body

The Arcade Physics Body of the Game Object involved in the overlap.

Since: 3.16.1
Source: src/physics/arcade/events/TILE_OVERLAP_EVENT.js (Line 7)

WORLD_BOUNDS

The Arcade Physics World Bounds Event.

This event is dispatched by an Arcade Physics World instance if a body makes contact with the world bounds and it has its onWorldBounds property set to true.

It provides an alternative means to handling collide events rather than using the callback approach.

Listen to it from a Scene using: this.physics.world.on('worldbounds', listener).

Parameters:
Name Type Description
body Phaser.Physics.Arcade.Body

The Arcade Physics Body that hit the world bounds.

up boolean

Is the Body blocked up? I.e. collided with the top of the world bounds.

down boolean

Is the Body blocked down? I.e. collided with the bottom of the world bounds.

left boolean

Is the Body blocked left? I.e. collided with the left of the world bounds.

right boolean

Is the Body blocked right? I.e. collided with the right of the world bounds.

Since: 3.0.0
Source: src/physics/arcade/events/WORLD_BOUNDS_EVENT.js (Line 7)

WORLD_STEP

The Arcade Physics World Step Event.

This event is dispatched by an Arcade Physics World instance whenever a physics step is run. It is emitted after the bodies and colliders have been updated.

In high framerate settings this can be multiple times per game frame.

Listen to it from a Scene using: this.physics.world.on('worldstep', listener).

Parameters:
Name Type Description
delta number

The delta time amount of this step, in seconds.

Since: 3.18.0
Source: src/physics/arcade/events/WORLD_STEP_EVENT.js (Line 7)

AFTER_ADD

The Matter Physics After Add Event.

This event is dispatched by a Matter Physics World instance at the end of the process when a new Body or Constraint has just been added to the world.

Listen to it from a Scene using: this.matter.world.on('afteradd', listener).

Parameters:
Name Type Description
event Phaser.Physics.Matter.Events.AfterAddEvent

The Add Event object.

Since: 3.22.0
Source: src/physics/matter-js/events/AFTER_ADD_EVENT.js (Line 15)

AFTER_REMOVE

The Matter Physics After Remove Event.

This event is dispatched by a Matter Physics World instance at the end of the process when a Body or Constraint was removed from the world.

Listen to it from a Scene using: this.matter.world.on('afterremove', listener).

Parameters:
Name Type Description
event Phaser.Physics.Matter.Events.AfterRemoveEvent

The Remove Event object.

Since: 3.22.0
Source: src/physics/matter-js/events/AFTER_REMOVE_EVENT.js (Line 15)

AFTER_UPDATE

The Matter Physics After Update Event.

This event is dispatched by a Matter Physics World instance after the engine has updated and all collision events have resolved.

Listen to it from a Scene using: this.matter.world.on('afterupdate', listener).

Parameters:
Name Type Description
event Phaser.Physics.Matter.Events.AfterUpdateEvent

The Update Event object.

Since: 3.0.0
Source: src/physics/matter-js/events/AFTER_UPDATE_EVENT.js (Line 15)

BEFORE_ADD

The Matter Physics Before Add Event.

This event is dispatched by a Matter Physics World instance at the start of the process when a new Body or Constraint is being added to the world.

Listen to it from a Scene using: this.matter.world.on('beforeadd', listener).

Parameters:
Name Type Description
event Phaser.Physics.Matter.Events.BeforeAddEvent

The Add Event object.

Since: 3.22.0
Source: src/physics/matter-js/events/BEFORE_ADD_EVENT.js (Line 15)

BEFORE_REMOVE

The Matter Physics Before Remove Event.

This event is dispatched by a Matter Physics World instance at the start of the process when a Body or Constraint is being removed from the world.

Listen to it from a Scene using: this.matter.world.on('beforeremove', listener).

Parameters:
Name Type Description
event Phaser.Physics.Matter.Events.BeforeRemoveEvent

The Remove Event object.

Since: 3.22.0
Source: src/physics/matter-js/events/BEFORE_REMOVE_EVENT.js (Line 15)

BEFORE_UPDATE

The Matter Physics Before Update Event.

This event is dispatched by a Matter Physics World instance right before all the collision processing takes place.

Listen to it from a Scene using: this.matter.world.on('beforeupdate', listener).

Parameters:
Name Type Description
event Phaser.Physics.Matter.Events.BeforeUpdateEvent

The Update Event object.

Since: 3.0.0
Source: src/physics/matter-js/events/BEFORE_UPDATE_EVENT.js (Line 15)

COLLISION_ACTIVE

The Matter Physics Collision Active Event.

This event is dispatched by a Matter Physics World instance after the engine has updated. It provides a list of all pairs that are colliding in the current tick (if any).

Listen to it from a Scene using: this.matter.world.on('collisionactive', listener).

Parameters:
Name Type Description
event Phaser.Physics.Matter.Events.CollisionActiveEvent

The Collision Event object.

bodyA MatterJS.BodyType

The first body of the first colliding pair. The event.pairs array may contain more colliding bodies.

bodyB MatterJS.BodyType

The second body of the first colliding pair. The event.pairs array may contain more colliding bodies.

Since: 3.0.0
Source: src/physics/matter-js/events/COLLISION_ACTIVE_EVENT.js (Line 16)

COLLISION_END

The Matter Physics Collision End Event.

This event is dispatched by a Matter Physics World instance after the engine has updated. It provides a list of all pairs that have finished colliding in the current tick (if any).

Listen to it from a Scene using: this.matter.world.on('collisionend', listener).

Parameters:
Name Type Description
event Phaser.Physics.Matter.Events.CollisionEndEvent

The Collision Event object.

bodyA MatterJS.BodyType

The first body of the first colliding pair. The event.pairs array may contain more colliding bodies.

bodyB MatterJS.BodyType

The second body of the first colliding pair. The event.pairs array may contain more colliding bodies.

Since: 3.0.0
Source: src/physics/matter-js/events/COLLISION_END_EVENT.js (Line 16)

COLLISION_START

The Matter Physics Collision Start Event.

This event is dispatched by a Matter Physics World instance after the engine has updated. It provides a list of all pairs that have started to collide in the current tick (if any).

Listen to it from a Scene using: this.matter.world.on('collisionstart', listener).

Parameters:
Name Type Description
event Phaser.Physics.Matter.Events.CollisionStartEvent

The Collision Event object.

bodyA MatterJS.BodyType

The first body of the first colliding pair. The event.pairs array may contain more colliding bodies.

bodyB MatterJS.BodyType

The second body of the first colliding pair. The event.pairs array may contain more colliding bodies.

Since: 3.0.0
Source: src/physics/matter-js/events/COLLISION_START_EVENT.js (Line 16)

DRAG

The Matter Physics Drag Event.

This event is dispatched by a Matter Physics World instance when a Pointer Constraint is actively dragging a body. It is emitted each time the pointer moves.

Listen to it from a Scene using: this.matter.world.on('drag', listener).

Parameters:
Name Type Description
body MatterJS.BodyType

The Body that is being dragged. This is a Matter Body, not a Phaser Game Object.

constraint Phaser.Physics.Matter.PointerConstraint

The Pointer Constraint that is dragging the body.

Since: 3.16.2
Source: src/physics/matter-js/events/DRAG_EVENT.js (Line 7)

DRAG_END

The Matter Physics Drag End Event.

This event is dispatched by a Matter Physics World instance when a Pointer Constraint stops dragging a body.

Listen to it from a Scene using: this.matter.world.on('dragend', listener).

Parameters:
Name Type Description
body MatterJS.BodyType

The Body that has stopped being dragged. This is a Matter Body, not a Phaser Game Object.

constraint Phaser.Physics.Matter.PointerConstraint

The Pointer Constraint that was dragging the body.

Since: 3.16.2
Source: src/physics/matter-js/events/DRAG_END_EVENT.js (Line 7)

DRAG_START

The Matter Physics Drag Start Event.

This event is dispatched by a Matter Physics World instance when a Pointer Constraint starts dragging a body.

Listen to it from a Scene using: this.matter.world.on('dragstart', listener).

Parameters:
Name Type Description
body MatterJS.BodyType

The Body that has started being dragged. This is a Matter Body, not a Phaser Game Object.

part MatterJS.BodyType

The part of the body that was clicked on.

constraint Phaser.Physics.Matter.PointerConstraint

The Pointer Constraint that is dragging the body.

Since: 3.16.2
Source: src/physics/matter-js/events/DRAG_START_EVENT.js (Line 7)

PAUSE

The Matter Physics World Pause Event.

This event is dispatched by an Matter Physics World instance when it is paused.

Listen to it from a Scene using: this.matter.world.on('pause', listener).

Since: 3.0.0
Source: src/physics/matter-js/events/PAUSE_EVENT.js (Line 7)

RESUME

The Matter Physics World Resume Event.

This event is dispatched by an Matter Physics World instance when it resumes from a paused state.

Listen to it from a Scene using: this.matter.world.on('resume', listener).

Since: 3.0.0
Source: src/physics/matter-js/events/RESUME_EVENT.js (Line 7)

SLEEP_END

The Matter Physics Sleep End Event.

This event is dispatched by a Matter Physics World instance when a Body stop sleeping.

Listen to it from a Scene using: this.matter.world.on('sleepend', listener).

Parameters:
Name Type Description
event Phaser.Physics.Matter.Events.SleepEndEvent

The Sleep Event object.

body MatterJS.BodyType

The body that has stopped sleeping.

Since: 3.0.0
Source: src/physics/matter-js/events/SLEEP_END_EVENT.js (Line 14)

SLEEP_START

The Matter Physics Sleep Start Event.

This event is dispatched by a Matter Physics World instance when a Body goes to sleep.

Listen to it from a Scene using: this.matter.world.on('sleepstart', listener).

Parameters:
Name Type Description
event Phaser.Physics.Matter.Events.SleepStartEvent

The Sleep Event object.

body MatterJS.BodyType

The body that has gone to sleep.

Since: 3.0.0
Source: src/physics/matter-js/events/SLEEP_START_EVENT.js (Line 14)

POST_RENDER

The Post-Render Event.

This event is dispatched by the Renderer when all rendering, for all cameras in all Scenes, has completed, but before any pending snap shots have been taken.

Since: 3.50.0
Source: src/renderer/events/POST_RENDER_EVENT.js (Line 7)

PRE_RENDER

The Pre-Render Event.

This event is dispatched by the Phaser Renderer. This happens right at the start of the render process, after the context has been cleared, the scissors enabled (WebGL only) and everything has been reset ready for the render.

Since: 3.50.0
Source: src/renderer/events/PRE_RENDER_EVENT.js (Line 7)

RENDER

The Render Event.

This event is dispatched by the Phaser Renderer for every camera in every Scene.

It is dispatched before any of the children in the Scene have been rendered.

Parameters:
Name Type Description
scene Phaser.Scene

The Scene being rendered.

camera Phaser.Cameras.Scene2D.Camera

The Scene Camera being rendered.

Since: 3.50.0
Source: src/renderer/events/RENDER_EVENT.js (Line 7)

RESIZE

The Renderer Resize Event.

This event is dispatched by the Phaser Renderer when it is resized, usually as a result of the Scale Manager resizing.

Parameters:
Name Type Description
width number

The new width of the renderer.

height number

The new height of the renderer.

Since: 3.50.0
Source: src/renderer/events/RESIZE_EVENT.js (Line 7)

AFTER_FLUSH

The WebGLPipeline After Flush Event.

This event is dispatched by a WebGLPipeline right after it has issued a drawArrays command and cleared its vertex count.

Parameters:
Name Type Description
pipeline Phaser.Renderer.WebGL.WebGLPipeline

The pipeline that has flushed.

isPostFlush boolean

Was this flush invoked as part of a post-process, or not?

Since: 3.50.0
Source: src/renderer/webgl/pipelines/events/AFTER_FLUSH_EVENT.js (Line 7)

BEFORE_FLUSH

The WebGLPipeline Before Flush Event.

This event is dispatched by a WebGLPipeline right before it is about to flush and issue a bufferData and drawArrays command.

Parameters:
Name Type Description
pipeline Phaser.Renderer.WebGL.WebGLPipeline

The pipeline that is about to flush.

isPostFlush boolean

Was this flush invoked as part of a post-process, or not?

Since: 3.50.0
Source: src/renderer/webgl/pipelines/events/BEFORE_FLUSH_EVENT.js (Line 7)

BIND

The WebGLPipeline Bind Event.

This event is dispatched by a WebGLPipeline when it is bound by the Pipeline Manager.

Parameters:
Name Type Description
pipeline Phaser.Renderer.WebGL.WebGLPipeline

The pipeline that was bound.

currentShader Phaser.Renderer.WebGL.WebGLShader

The shader that was set as being current.

Since: 3.50.0
Source: src/renderer/webgl/pipelines/events/BIND_EVENT.js (Line 7)

BOOT

The WebGLPipeline Boot Event.

This event is dispatched by a WebGLPipeline when it has completed its boot phase.

Parameters:
Name Type Description
pipeline Phaser.Renderer.WebGL.WebGLPipeline

The pipeline that booted.

Since: 3.50.0
Source: src/renderer/webgl/pipelines/events/BOOT_EVENT.js (Line 7)

DESTROY

The WebGLPipeline Destroy Event.

This event is dispatched by a WebGLPipeline when it is starting its destroy process.

Parameters:
Name Type Description
pipeline Phaser.Renderer.WebGL.WebGLPipeline

The pipeline that has flushed.

Since: 3.50.0
Source: src/renderer/webgl/pipelines/events/DESTROY_EVENT.js (Line 7)

REBIND

The WebGLPipeline ReBind Event.

This event is dispatched by a WebGLPipeline when it is re-bound by the Pipeline Manager.

Parameters:
Name Type Description
pipeline Phaser.Renderer.WebGL.WebGLPipeline

The pipeline that was rebound.

currentShader Phaser.Renderer.WebGL.WebGLShader

The shader that was set as being current.

Since: 3.50.0
Source: src/renderer/webgl/pipelines/events/REBIND_EVENT.js (Line 7)

RESIZE

The WebGLPipeline Resize Event.

This event is dispatched by a WebGLPipeline when it is resized, usually as a result of the Renderer resizing.

Parameters:
Name Type Description
width number

The new width of the pipeline.

height number

The new height of the pipeline.

pipeline Phaser.Renderer.WebGL.WebGLPipeline

The pipeline that was resized.

Since: 3.50.0
Source: src/renderer/webgl/pipelines/events/RESIZE_EVENT.js (Line 7)

ENTER_FULLSCREEN

The Scale Manager has successfully entered fullscreen mode.

Since: 3.16.1
Source: src/scale/events/ENTER_FULLSCREEN_EVENT.js (Line 7)

FULLSCREEN_FAILED

The Scale Manager tried to enter fullscreen mode but failed.

Since: 3.17.0
Source: src/scale/events/FULLSCREEN_FAILED_EVENT.js (Line 7)

FULLSCREEN_UNSUPPORTED

The Scale Manager tried to enter fullscreen mode, but it is unsupported by the browser.

Since: 3.16.1
Source: src/scale/events/FULLSCREEN_UNSUPPORTED_EVENT.js (Line 7)

LEAVE_FULLSCREEN

The Scale Manager was in fullscreen mode, but has since left, either directly via game code, or via a user gestured, such as pressing the ESC key.

Since: 3.16.1
Source: src/scale/events/LEAVE_FULLSCREEN_EVENT.js (Line 7)

ORIENTATION_CHANGE

The Scale Manager Orientation Change Event.

This event is dispatched whenever the Scale Manager detects an orientation change event from the browser.

Parameters:
Name Type Description
orientation string

The new orientation value. Either Phaser.Scale.Orientation.LANDSCAPE or Phaser.Scale.Orientation.PORTRAIT.

Since: 3.16.1
Source: src/scale/events/ORIENTATION_CHANGE_EVENT.js (Line 7)

RESIZE

The Scale Manager Resize Event.

This event is dispatched whenever the Scale Manager detects a resize event from the browser. It sends three parameters to the callback, each of them being Size components. You can read the width, height, aspectRatio and other properties of these components to help with scaling your own game content.

Parameters:
Name Type Description
gameSize Phaser.Structs.Size

A reference to the Game Size component. This is the un-scaled size of your game canvas.

baseSize Phaser.Structs.Size

A reference to the Base Size component. This is the game size.

displaySize Phaser.Structs.Size

A reference to the Display Size component. This is the scaled canvas size, after applying zoom and scale mode.

previousWidth number

If the gameSize has changed, this value contains its previous width, otherwise it contains the current width.

previousHeight number

If the gameSize has changed, this value contains its previous height, otherwise it contains the current height.

Since: 3.16.1
Source: src/scale/events/RESIZE_EVENT.js (Line 7)

ADDED_TO_SCENE

The Game Object Added to Scene Event.

This event is dispatched when a Game Object is added to a Scene.

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

Parameters:
Name Type Description
gameObject Phaser.GameObjects.GameObject

The Game Object that was added to the Scene.

scene Phaser.Scene

The Scene to which the Game Object was added.

Since: 3.50.0
Source: src/scene/events/ADDED_TO_SCENE_EVENT.js (Line 7)

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.

Since: 3.0.0
Source: src/scene/events/BOOT_EVENT.js (Line 7)

CREATE

The Scene Create Event.

This event is dispatched by a Scene after it has been created by the Scene Manager.

If a Scene has a create method then this event is emitted after that has run.

If there is a transition, this event will be fired after the TRANSITION_START event.

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

Parameters:
Name Type Description
scene Phaser.Scene

A reference to the Scene that emitted this event.

Since: 3.17.0
Source: src/scene/events/CREATE_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.

Since: 3.0.0
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.

Since: 3.0.0
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.

Since: 3.0.0
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.

Since: 3.0.0
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.

Since: 3.0.0
Source: src/scene/events/READY_EVENT.js (Line 7)

REMOVED_FROM_SCENE

The Game Object Removed from Scene Event.

This event is dispatched when a Game Object is removed from a Scene.

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

Parameters:
Name Type Description
gameObject Phaser.GameObjects.GameObject

The Game Object that was removed from the Scene.

scene Phaser.Scene

The Scene from which the Game Object was removed.

Since: 3.50.0
Source: src/scene/events/REMOVED_FROM_SCENE_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.

Since: 3.0.0
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.

Since: 3.0.0
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.

Since: 3.0.0
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.

Since: 3.0.0
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.

Since: 3.0.0
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.

Since: 3.5.0
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.

Since: 3.5.0
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.

Since: 3.5.0
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.

Since: 3.5.0
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.

Since: 3.5.0
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.

Since: 3.0.0
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.

Since: 3.0.0
Source: src/scene/events/WAKE_EVENT.js (Line 7)

COMPLETE

The Sound Complete Event.

This event is dispatched by both Web Audio and HTML5 Audio Sound objects when they complete playback.

Listen to it from a Sound instance using Sound.on('complete', listener), i.e.:

var music = this.sound.add('key');
music.on('complete', listener);
music.play();
Parameters:
Name Type Description
sound Phaser.Sound.WebAudioSound | Phaser.Sound.HTML5AudioSound

A reference to the Sound that emitted the event.

Since: 3.16.1
Source: src/sound/events/COMPLETE_EVENT.js (Line 7)
Listeners of This Event:

DECODED

The Audio Data Decoded Event.

This event is dispatched by the Web Audio Sound Manager as a result of calling the decodeAudio method.

Listen to it from the Sound Manager in a Scene using this.sound.on('decoded', listener), i.e.:

this.sound.on('decoded', handler);
this.sound.decodeAudio(key, audioData);
Parameters:
Name Type Description
key string

The key of the audio file that was decoded and added to the audio cache.

Since: 3.18.0
Source: src/sound/events/DECODED_EVENT.js (Line 7)

DECODED_ALL

The Audio Data Decoded All Event.

This event is dispatched by the Web Audio Sound Manager as a result of calling the decodeAudio method, once all files passed to the method have been decoded (or errored).

Use Phaser.Sound.Events#DECODED to listen for single sounds being decoded, and DECODED_ALL to listen for them all completing.

Listen to it from the Sound Manager in a Scene using this.sound.on('decodedall', listener), i.e.:

this.sound.once('decodedall', handler);
this.sound.decodeAudio([ audioFiles ]);
Since: 3.18.0
Source: src/sound/events/DECODED_ALL_EVENT.js (Line 7)

DESTROY

The Sound Destroy Event.

This event is dispatched by both Web Audio and HTML5 Audio Sound objects when they are destroyed, either directly or via a Sound Manager.

Listen to it from a Sound instance using Sound.on('destroy', listener), i.e.:

var music = this.sound.add('key');
music.on('destroy', listener);
music.destroy();
Parameters:
Name Type Description
sound Phaser.Sound.WebAudioSound | Phaser.Sound.HTML5AudioSound

A reference to the Sound that emitted the event.

Since: 3.0.0
Source: src/sound/events/DESTROY_EVENT.js (Line 7)

DETUNE

The Sound Detune Event.

This event is dispatched by both Web Audio and HTML5 Audio Sound objects when their detune value changes.

Listen to it from a Sound instance using Sound.on('detune', listener), i.e.:

var music = this.sound.add('key');
music.on('detune', listener);
music.play();
music.setDetune(200);
Parameters:
Name Type Description
sound Phaser.Sound.WebAudioSound | Phaser.Sound.HTML5AudioSound

A reference to the Sound that emitted the event.

detune number

The new detune value of the Sound.

Since: 3.0.0
Source: src/sound/events/DETUNE_EVENT.js (Line 7)

GLOBAL_DETUNE

The Sound Manager Global Detune Event.

This event is dispatched by the Base Sound Manager, or more typically, an instance of the Web Audio Sound Manager, or the HTML5 Audio Manager. It is dispatched when the detune property of the Sound Manager is changed, which globally adjusts the detuning of all active sounds.

Listen to it from a Scene using: this.sound.on('rate', listener).

Parameters:
Name Type Description
soundManager Phaser.Sound.BaseSoundManager

A reference to the sound manager that emitted the event.

detune number

The updated detune value.

Since: 3.0.0
Source: src/sound/events/GLOBAL_DETUNE_EVENT.js (Line 7)

GLOBAL_MUTE

The Sound Manager Global Mute Event.

This event is dispatched by the Sound Manager when its mute property is changed, either directly or via the setMute method. This changes the mute state of all active sounds.

Listen to it from a Scene using: this.sound.on('mute', listener).

Parameters:
Name Type Description
soundManager Phaser.Sound.WebAudioSoundManager | Phaser.Sound.HTML5AudioSoundManager

A reference to the Sound Manager that emitted the event.

mute boolean

The mute value. true if the Sound Manager is now muted, otherwise false.

Since: 3.0.0
Source: src/sound/events/GLOBAL_MUTE_EVENT.js (Line 7)

GLOBAL_RATE

The Sound Manager Global Rate Event.

This event is dispatched by the Base Sound Manager, or more typically, an instance of the Web Audio Sound Manager, or the HTML5 Audio Manager. It is dispatched when the rate property of the Sound Manager is changed, which globally adjusts the playback rate of all active sounds.

Listen to it from a Scene using: this.sound.on('rate', listener).

Parameters:
Name Type Description
soundManager Phaser.Sound.BaseSoundManager

A reference to the sound manager that emitted the event.

rate number

The updated rate value.

Since: 3.0.0
Source: src/sound/events/GLOBAL_RATE_EVENT.js (Line 7)

GLOBAL_VOLUME

The Sound Manager Global Volume Event.

This event is dispatched by the Sound Manager when its volume property is changed, either directly or via the setVolume method. This changes the volume of all active sounds.

Listen to it from a Scene using: this.sound.on('volume', listener).

Parameters:
Name Type Description
soundManager Phaser.Sound.WebAudioSoundManager | Phaser.Sound.HTML5AudioSoundManager

A reference to the sound manager that emitted the event.

volume number

The new global volume of the Sound Manager.

Since: 3.0.0
Source: src/sound/events/GLOBAL_VOLUME_EVENT.js (Line 7)

LOOP

The Sound Loop Event.

This event is dispatched by both Web Audio and HTML5 Audio Sound objects when their loop state is changed.

Listen to it from a Sound instance using Sound.on('loop', listener), i.e.:

var music = this.sound.add('key');
music.on('loop', listener);
music.setLoop(true);

This is not to be confused with the LOOPED event, which emits each time a Sound loops during playback.

Parameters:
Name Type Description
sound Phaser.Sound.WebAudioSound | Phaser.Sound.HTML5AudioSound

A reference to the Sound that emitted the event.

loop boolean

The new loop value. true if the Sound will loop, otherwise false.

Since: 3.0.0
Source: src/sound/events/LOOP_EVENT.js (Line 7)

LOOPED

The Sound Looped Event.

This event is dispatched by both Web Audio and HTML5 Audio Sound objects when they loop during playback.

Listen to it from a Sound instance using Sound.on('looped', listener), i.e.:

var music = this.sound.add('key');
music.on('looped', listener);
music.setLoop(true);
music.play();

This is not to be confused with the LOOP event, which only emits when the loop state of a Sound is changed.

Parameters:
Name Type Description
sound Phaser.Sound.WebAudioSound | Phaser.Sound.HTML5AudioSound

A reference to the Sound that emitted the event.

Since: 3.0.0
Source: src/sound/events/LOOPED_EVENT.js (Line 7)

MUTE

The Sound Mute Event.

This event is dispatched by both Web Audio and HTML5 Audio Sound objects when their mute state changes.

Listen to it from a Sound instance using Sound.on('mute', listener), i.e.:

var music = this.sound.add('key');
music.on('mute', listener);
music.play();
music.setMute(true);
Parameters:
Name Type Description
sound Phaser.Sound.WebAudioSound | Phaser.Sound.HTML5AudioSound

A reference to the Sound that emitted the event.

mute boolean

The mute value. true if the Sound is now muted, otherwise false.

Since: 3.0.0
Source: src/sound/events/MUTE_EVENT.js (Line 7)

PAN

The Sound Pan Event.

This event is dispatched by both Web Audio and HTML5 Audio Sound objects when their pan changes.

Listen to it from a Sound instance using Sound.on('pan', listener), i.e.:

var sound = this.sound.add('key');
sound.on('pan', listener);
sound.play();
sound.setPan(0.5);
Parameters:
Name Type Description
sound Phaser.Sound.WebAudioSound | Phaser.Sound.HTML5AudioSound

A reference to the Sound that emitted the event.

pan number

The new pan of the Sound.

Since: 3.50.0
Source: src/sound/events/PAN_EVENT.js (Line 7)

PAUSE

The Sound Pause Event.

This event is dispatched by both Web Audio and HTML5 Audio Sound objects when they are paused.

Listen to it from a Sound instance using Sound.on('pause', listener), i.e.:

var music = this.sound.add('key');
music.on('pause', listener);
music.play();
music.pause();
Parameters:
Name Type Description
sound Phaser.Sound.WebAudioSound | Phaser.Sound.HTML5AudioSound

A reference to the Sound that emitted the event.

Since: 3.0.0
Source: src/sound/events/PAUSE_EVENT.js (Line 7)

PAUSE_ALL

The Pause All Sounds Event.

This event is dispatched by the Base Sound Manager, or more typically, an instance of the Web Audio Sound Manager, or the HTML5 Audio Manager. It is dispatched when the pauseAll method is invoked and after all current Sounds have been paused.

Listen to it from a Scene using: this.sound.on('pauseall', listener).

Parameters:
Name Type Description
soundManager Phaser.Sound.BaseSoundManager

A reference to the sound manager that emitted the event.

Since: 3.0.0
Source: src/sound/events/PAUSE_ALL_EVENT.js (Line 7)

PLAY

The Sound Play Event.

This event is dispatched by both Web Audio and HTML5 Audio Sound objects when they are played.

Listen to it from a Sound instance using Sound.on('play', listener), i.e.:

var music = this.sound.add('key');
music.on('play', listener);
music.play();
Parameters:
Name Type Description
sound Phaser.Sound.WebAudioSound | Phaser.Sound.HTML5AudioSound

A reference to the Sound that emitted the event.

Since: 3.0.0
Source: src/sound/events/PLAY_EVENT.js (Line 7)

RATE

The Sound Rate Change Event.

This event is dispatched by both Web Audio and HTML5 Audio Sound objects when their rate changes.

Listen to it from a Sound instance using Sound.on('rate', listener), i.e.:

var music = this.sound.add('key');
music.on('rate', listener);
music.play();
music.setRate(0.5);
Parameters:
Name Type Description
sound Phaser.Sound.WebAudioSound | Phaser.Sound.HTML5AudioSound

A reference to the Sound that emitted the event.

rate number

The new rate of the Sound.

Since: 3.0.0
Source: src/sound/events/RATE_EVENT.js (Line 7)

RESUME

The Sound Resume Event.

This event is dispatched by both Web Audio and HTML5 Audio Sound objects when they are resumed from a paused state.

Listen to it from a Sound instance using Sound.on('resume', listener), i.e.:

var music = this.sound.add('key');
music.on('resume', listener);
music.play();
music.pause();
music.resume();
Parameters:
Name Type Description
sound Phaser.Sound.WebAudioSound | Phaser.Sound.HTML5AudioSound

A reference to the Sound that emitted the event.

Since: 3.0.0
Source: src/sound/events/RESUME_EVENT.js (Line 7)

RESUME_ALL

The Resume All Sounds Event.

This event is dispatched by the Base Sound Manager, or more typically, an instance of the Web Audio Sound Manager, or the HTML5 Audio Manager. It is dispatched when the resumeAll method is invoked and after all current Sounds have been resumed.

Listen to it from a Scene using: this.sound.on('resumeall', listener).

Parameters:
Name Type Description
soundManager Phaser.Sound.BaseSoundManager

A reference to the sound manager that emitted the event.

Since: 3.0.0
Source: src/sound/events/RESUME_ALL_EVENT.js (Line 7)

SEEK

The Sound Seek Event.

This event is dispatched by both Web Audio and HTML5 Audio Sound objects when they are seeked to a new position.

Listen to it from a Sound instance using Sound.on('seek', listener), i.e.:

var music = this.sound.add('key');
music.on('seek', listener);
music.play();
music.setSeek(5000);
Parameters:
Name Type Description
sound Phaser.Sound.WebAudioSound | Phaser.Sound.HTML5AudioSound

A reference to the Sound that emitted the event.

detune number

The new detune value of the Sound.

Since: 3.0.0
Source: src/sound/events/SEEK_EVENT.js (Line 7)

STOP

The Sound Stop Event.

This event is dispatched by both Web Audio and HTML5 Audio Sound objects when they are stopped.

Listen to it from a Sound instance using Sound.on('stop', listener), i.e.:

var music = this.sound.add('key');
music.on('stop', listener);
music.play();
music.stop();
Parameters:
Name Type Description
sound Phaser.Sound.WebAudioSound | Phaser.Sound.HTML5AudioSound

A reference to the Sound that emitted the event.

Since: 3.0.0
Source: src/sound/events/STOP_EVENT.js (Line 7)

STOP_ALL

The Stop All Sounds Event.

This event is dispatched by the Base Sound Manager, or more typically, an instance of the Web Audio Sound Manager, or the HTML5 Audio Manager. It is dispatched when the stopAll method is invoked and after all current Sounds have been stopped.

Listen to it from a Scene using: this.sound.on('stopall', listener).

Parameters:
Name Type Description
soundManager Phaser.Sound.BaseSoundManager

A reference to the sound manager that emitted the event.

Since: 3.0.0
Source: src/sound/events/STOP_ALL_EVENT.js (Line 7)

UNLOCKED

The Sound Manager Unlocked Event.

This event is dispatched by the Base Sound Manager, or more typically, an instance of the Web Audio Sound Manager, or the HTML5 Audio Manager. It is dispatched during the update loop when the Sound Manager becomes unlocked. For Web Audio this is on the first user gesture on the page.

Listen to it from a Scene using: this.sound.on('unlocked', listener).

Parameters:
Name Type Description
soundManager Phaser.Sound.BaseSoundManager

A reference to the sound manager that emitted the event.

Since: 3.0.0
Source: src/sound/events/UNLOCKED_EVENT.js (Line 7)

VOLUME

The Sound Volume Event.

This event is dispatched by both Web Audio and HTML5 Audio Sound objects when their volume changes.

Listen to it from a Sound instance using Sound.on('volume', listener), i.e.:

var music = this.sound.add('key');
music.on('volume', listener);
music.play();
music.setVolume(0.5);
Parameters:
Name Type Description
sound Phaser.Sound.WebAudioSound | Phaser.Sound.HTML5AudioSound

A reference to the Sound that emitted the event.

volume number

The new volume of the Sound.

Since: 3.0.0
Source: src/sound/events/VOLUME_EVENT.js (Line 7)

PROCESS_QUEUE_ADD

The Process Queue Add Event.

This event is dispatched by a Process Queue when a new item is successfully moved to its active list.

You will most commonly see this used by a Scene's Update List when a new Game Object has been added.

In that instance, listen to this event from within a Scene using: this.sys.updateList.on('add', listener).

Parameters:
Name Type Description
item *

The item that was added to the Process Queue.

Since: 3.20.0
Source: src/structs/events/PROCESS_QUEUE_ADD_EVENT.js (Line 7)

PROCESS_QUEUE_REMOVE

The Process Queue Remove Event.

This event is dispatched by a Process Queue when a new item is successfully removed from its active list.

You will most commonly see this used by a Scene's Update List when a Game Object has been removed.

In that instance, listen to this event from within a Scene using: this.sys.updateList.on('remove', listener).

Parameters:
Name Type Description
item *

The item that was removed from the Process Queue.

Since: 3.20.0
Source: src/structs/events/PROCESS_QUEUE_REMOVE_EVENT.js (Line 7)

ADD

The Texture Add Event.

This event is dispatched by the Texture Manager when a texture is added to it.

Listen to this event from within a Scene using: this.textures.on('addtexture', listener).

Parameters:
Name Type Description
key string

The key of the Texture that was added to the Texture Manager.

texture Phaser.Textures.Texture

A reference to the Texture that was added to the Texture Manager.

Since: 3.0.0
Source: src/textures/events/ADD_EVENT.js (Line 7)

ERROR

The Texture Load Error Event.

This event is dispatched by the Texture Manager when a texture it requested to load failed. This only happens when base64 encoded textures fail. All other texture types are loaded via the Loader Plugin.

Listen to this event from within a Scene using: this.textures.on('onerror', listener).

Parameters:
Name Type Description
key string

The key of the Texture that failed to load into the Texture Manager.

Since: 3.0.0
Source: src/textures/events/ERROR_EVENT.js (Line 7)

LOAD

The Texture Load Event.

This event is dispatched by the Texture Manager when a texture has finished loading on it. This only happens for base64 encoded textures. All other texture types are loaded via the Loader Plugin.

Listen to this event from within a Scene using: this.textures.on('onload', listener).

This event is dispatched after the ADD event.

Parameters:
Name Type Description
key string

The key of the Texture that was loaded by the Texture Manager.

texture Phaser.Textures.Texture

A reference to the Texture that was loaded by the Texture Manager.

Since: 3.0.0
Source: src/textures/events/LOAD_EVENT.js (Line 7)

READY

This internal event signifies that the Texture Manager is now ready and the Game can continue booting.

When a Phaser Game instance is booting for the first time, the Texture Manager has to wait on a couple of non-blocking async events before it's fully ready to carry on. When those complete the Texture Manager emits this event via the Game instance, which tells the Game to carry on booting.

Since: 3.16.1
Source: src/textures/events/READY_EVENT.js (Line 7)
Listeners of This Event:

REMOVE

The Texture Remove Event.

This event is dispatched by the Texture Manager when a texture is removed from it.

Listen to this event from within a Scene using: this.textures.on('removetexture', listener).

If you have any Game Objects still using the removed texture, they will start throwing errors the next time they try to render. Be sure to clear all use of the texture in this event handler.

Parameters:
Name Type Description
key string

The key of the Texture that was removed from the Texture Manager.

Since: 3.0.0
Source: src/textures/events/REMOVE_EVENT.js (Line 7)

TIMELINE_COMPLETE

The Timeline Complete Event.

This event is dispatched by a Tween Timeline when it completes playback.

Listen to it from a Timeline instance using Timeline.on('complete', listener), i.e.:

var timeline = this.tweens.timeline({
    targets: image,
    ease: 'Power1',
    duration: 3000,
    tweens: [ { x: 600 }, { y: 500 }, { x: 100 }, { y: 100 } ]
});
timeline.on('complete', listener);
timeline.play();
Parameters:
Name Type Description
timeline Phaser.Tweens.Timeline

A reference to the Timeline instance that emitted the event.

Since: 3.0.0
Source: src/tweens/events/TIMELINE_COMPLETE_EVENT.js (Line 7)

TIMELINE_LOOP

The Timeline Loop Event.

This event is dispatched by a Tween Timeline every time it loops.

Listen to it from a Timeline instance using Timeline.on('loop', listener), i.e.:

var timeline = this.tweens.timeline({
    targets: image,
    ease: 'Power1',
    duration: 3000,
    loop: 4,
    tweens: [ { x: 600 }, { y: 500 }, { x: 100 }, { y: 100 } ]
});
timeline.on('loop', listener);
timeline.play();
Parameters:
Name Type Description
timeline Phaser.Tweens.Timeline

A reference to the Timeline instance that emitted the event.

Since: 3.0.0
Source: src/tweens/events/TIMELINE_LOOP_EVENT.js (Line 7)

TIMELINE_PAUSE

The Timeline Pause Event.

This event is dispatched by a Tween Timeline when it is paused.

Listen to it from a Timeline instance using Timeline.on('pause', listener), i.e.:

var timeline = this.tweens.timeline({
    targets: image,
    ease: 'Power1',
    duration: 3000,
    tweens: [ { x: 600 }, { y: 500 }, { x: 100 }, { y: 100 } ]
});
timeline.on('pause', listener);
// At some point later ...
timeline.pause();
Parameters:
Name Type Description
timeline Phaser.Tweens.Timeline

A reference to the Timeline instance that emitted the event.

Since: 3.0.0
Source: src/tweens/events/TIMELINE_PAUSE_EVENT.js (Line 7)

TIMELINE_RESUME

The Timeline Resume Event.

This event is dispatched by a Tween Timeline when it is resumed from a paused state.

Listen to it from a Timeline instance using Timeline.on('resume', listener), i.e.:

var timeline = this.tweens.timeline({
    targets: image,
    ease: 'Power1',
    duration: 3000,
    tweens: [ { x: 600 }, { y: 500 }, { x: 100 }, { y: 100 } ]
});
timeline.on('resume', listener);
// At some point later ...
timeline.resume();
Parameters:
Name Type Description
timeline Phaser.Tweens.Timeline

A reference to the Timeline instance that emitted the event.

Since: 3.0.0
Source: src/tweens/events/TIMELINE_RESUME_EVENT.js (Line 7)

TIMELINE_START

The Timeline Start Event.

This event is dispatched by a Tween Timeline when it starts.

Listen to it from a Timeline instance using Timeline.on('start', listener), i.e.:

var timeline = this.tweens.timeline({
    targets: image,
    ease: 'Power1',
    duration: 3000,
    tweens: [ { x: 600 }, { y: 500 }, { x: 100 }, { y: 100 } ]
});
timeline.on('start', listener);
timeline.play();
Parameters:
Name Type Description
timeline Phaser.Tweens.Timeline

A reference to the Timeline instance that emitted the event.

Since: 3.0.0
Source: src/tweens/events/TIMELINE_START_EVENT.js (Line 7)

TIMELINE_UPDATE

The Timeline Update Event.

This event is dispatched by a Tween Timeline every time it updates, which can happen a lot of times per second, so be careful about listening to this event unless you absolutely require it.

Listen to it from a Timeline instance using Timeline.on('update', listener), i.e.:

var timeline = this.tweens.timeline({
    targets: image,
    ease: 'Power1',
    duration: 3000,
    tweens: [ { x: 600 }, { y: 500 }, { x: 100 }, { y: 100 } ]
});
timeline.on('update', listener);
timeline.play();
Parameters:
Name Type Description
timeline Phaser.Tweens.Timeline

A reference to the Timeline instance that emitted the event.

Since: 3.0.0
Source: src/tweens/events/TIMELINE_UPDATE_EVENT.js (Line 7)

TWEEN_ACTIVE

The Tween Active Event.

This event is dispatched by a Tween when it becomes active within the Tween Manager.

An 'active' Tween is one that is now progressing, although it may not yet be updating any target properties, due to settings such as delay. If you need an event for when the Tween starts actually updating its first property, see TWEEN_START.

Listen to it from a Tween instance using Tween.on('active', listener), i.e.:

var tween = this.tweens.add({
    targets: image,
    x: 500,
    ease: 'Power1',
    duration: 3000
});
tween.on('active', listener);
Parameters:
Name Type Description
tween Phaser.Tweens.Tween

A reference to the Tween instance that emitted the event.

targets Array.<any>

An array of references to the target/s the Tween is operating on.

Since: 3.19.0
Source: src/tweens/events/TWEEN_ACTIVE_EVENT.js (Line 7)

TWEEN_COMPLETE

The Tween Complete Event.

This event is dispatched by a Tween when it completes playback entirely, factoring in repeats and loops.

If the Tween has been set to loop or repeat infinitely, this event will not be dispatched unless the Tween.stop method is called.

If a Tween has a completeDelay set, this event will fire after that delay expires.

Listen to it from a Tween instance using Tween.on('complete', listener), i.e.:

var tween = this.tweens.add({
    targets: image,
    x: 500,
    ease: 'Power1',
    duration: 3000
});
tween.on('complete', listener);
Parameters:
Name Type Description
tween Phaser.Tweens.Tween

A reference to the Tween instance that emitted the event.

targets Array.<any>

An array of references to the target/s the Tween is operating on.

Since: 3.19.0
Source: src/tweens/events/TWEEN_COMPLETE_EVENT.js (Line 7)

TWEEN_LOOP

The Tween Loop Event.

This event is dispatched by a Tween when it loops.

This event will only be dispatched if the Tween has a loop count set.

If a Tween has a loopDelay set, this event will fire after that delay expires.

The difference between loop and repeat is that repeat is a property setting, where-as loop applies to the entire Tween.

Listen to it from a Tween instance using Tween.on('loop', listener), i.e.:

var tween = this.tweens.add({
    targets: image,
    x: 500,
    ease: 'Power1',
    duration: 3000,
    loop: 6
});
tween.on('loop', listener);
Parameters:
Name Type Description
tween Phaser.Tweens.Tween

A reference to the Tween instance that emitted the event.

targets Array.<any>

An array of references to the target/s the Tween is operating on.

Since: 3.19.0
Source: src/tweens/events/TWEEN_LOOP_EVENT.js (Line 7)

TWEEN_REPEAT

The Tween Repeat Event.

This event is dispatched by a Tween when one of the properties it is tweening repeats.

This event will only be dispatched if the Tween has a property with a repeat count set.

If a Tween has a repeatDelay set, this event will fire after that delay expires.

The difference between loop and repeat is that repeat is a property setting, where-as loop applies to the entire Tween.

Listen to it from a Tween instance using Tween.on('repeat', listener), i.e.:

var tween = this.tweens.add({
    targets: image,
    x: 500,
    ease: 'Power1',
    duration: 3000,
    repeat: 4
});
tween.on('repeat', listener);
Parameters:
Name Type Description
tween Phaser.Tweens.Tween

A reference to the Tween instance that emitted the event.

key string

The key of the property that just repeated.

target any

The target that the property just repeated on.

Since: 3.19.0
Source: src/tweens/events/TWEEN_REPEAT_EVENT.js (Line 7)

TWEEN_START

The Tween Start Event.

This event is dispatched by a Tween when it starts tweening its first property.

A Tween will only emit this event once, as it can only start once.

If a Tween has a delay set, this event will fire after that delay expires.

Listen to it from a Tween instance using Tween.on('start', listener), i.e.:

var tween = this.tweens.add({
    targets: image,
    x: 500,
    ease: 'Power1',
    duration: 3000
});
tween.on('start', listener);
Parameters:
Name Type Description
tween Phaser.Tweens.Tween

A reference to the Tween instance that emitted the event.

targets Array.<any>

An array of references to the target/s the Tween is operating on.

Since: 3.19.0
Source: src/tweens/events/TWEEN_START_EVENT.js (Line 7)

TWEEN_STOP

The Tween Stop Event.

This event is dispatched by a Tween when it is stopped.

Listen to it from a Tween instance using Tween.on('stop', listener), i.e.:

var tween = this.tweens.add({
    targets: image,
    x: 500,
    ease: 'Power1',
    duration: 3000
});
tween.on('stop', listener);
Parameters:
Name Type Description
tween Phaser.Tweens.Tween

A reference to the Tween instance that emitted the event.

targets Array.<any>

An array of references to the target/s the Tween is operating on.

Since: 3.24.0
Source: src/tweens/events/TWEEN_STOP_EVENT.js (Line 7)

TWEEN_UPDATE

The Tween Update Event.

This event is dispatched by a Tween every time it updates any of the properties it is tweening.

A Tween that is changing 3 properties of a target will emit this event 3 times per change, once per property.

Note: This is a very high frequency event and may be dispatched multiple times, every single frame.

Listen to it from a Tween instance using Tween.on('update', listener), i.e.:

var tween = this.tweens.add({
    targets: image,
    x: 500,
    ease: 'Power1',
    duration: 3000,
});
tween.on('update', listener);
Parameters:
Name Type Description
tween Phaser.Tweens.Tween

A reference to the Tween instance that emitted the event.

key string

The property that was updated, i.e. x or scale.

target any

The target object that was updated. Usually a Game Object, but can be of any type.

current number

The current value of the property that was tweened.

previous number

The previous value of the property that was tweened, prior to this update.

Since: 3.19.0
Source: src/tweens/events/TWEEN_UPDATE_EVENT.js (Line 7)

TWEEN_YOYO

The Tween Yoyo Event.

This event is dispatched by a Tween whenever a property it is tweening yoyos.

This event will only be dispatched if the Tween has a property with yoyo set.

If the Tween has a hold value, this event is dispatched when the hold expires.

This event is dispatched for every property, and for every target, that yoyos. For example, if a Tween was updating 2 properties and had 10 targets, this event would be dispatched 20 times (twice per target). So be careful how you use it!

Listen to it from a Tween instance using Tween.on('yoyo', listener), i.e.:

var tween = this.tweens.add({
    targets: image,
    x: 500,
    ease: 'Power1',
    duration: 3000,
    yoyo: true
});
tween.on('yoyo', listener);
Parameters:
Name Type Description
tween Phaser.Tweens.Tween

A reference to the Tween instance that emitted the event.

key string

The property that yoyo'd, i.e. x or scale.

target any

The target object that was yoyo'd. Usually a Game Object, but can be of any type.

Since: 3.19.0
Source: src/tweens/events/TWEEN_YOYO_EVENT.js (Line 7)

COMPLETE

The Complete Event.

Since: 3.19.0
Source: plugins/spine/src/events/COMPLETE_EVENT.js (Line 7)

DISPOSE

The Dispose Event.

Since: 3.19.0
Source: plugins/spine/src/events/DISPOSE_EVENT.js (Line 7)

END

The End Event.

Since: 3.19.0
Source: plugins/spine/src/events/END_EVENT.js (Line 7)

EVENT

The Custom Event Event.

Since: 3.19.0
Source: plugins/spine/src/events/EVENT_EVENT.js (Line 7)

INTERRUPTED

The Interrupted Event.

Since: 3.19.0
Source: plugins/spine/src/events/INTERRUPTED_EVENT.js (Line 7)

START

The Start Event.

Since: 3.19.0
Source: plugins/spine/src/events/START_EVENT.js (Line 7)