Phaser 3 Continue Timer Across Scene
This is a beta release of our new docs system. Found an issue?
Please tell us about it in the #📖-newdocs-feedback channel on the Phaser Discord
Namespace: Events
Phaser.Scenes.Events
Events
ADDED_TO_SCENE
Description:
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:
BOOT
Description:
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. |
CREATE
Description:
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. |
DESTROY
Description:
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. |
PAUSE
Description:
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 | arguments | 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. |
POST_UPDATE
Description:
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:
-
PRE_UPDATE
-
UPDATE
- The
Scene.update
method is called, if it exists -
POST_UPDATE
-
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. |
PRE_UPDATE
Description:
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:
-
PRE_UPDATE
-
UPDATE
- The
Scene.update
method is called, if it exists -
POST_UPDATE
-
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. |
READY
Description:
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 | arguments | 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. |
REMOVED_FROM_SCENE
Description:
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:
RENDER
Description:
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:
-
PRE_UPDATE
-
UPDATE
- The
Scene.update
method is called, if it exists -
POST_UPDATE
-
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:
RESUME
Description:
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 | arguments | 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. |
SHUTDOWN
Description:
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 | arguments | 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. |
SLEEP
Description:
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 | arguments | 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. |
START
Description:
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. |
TRANSITION_COMPLETE
Description:
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:
-
TRANSITION_OUT
- the Scene that started the transition will emit this event. -
TRANSITION_INIT
- the Target Scene will emit this event if it has aninit
method. -
TRANSITION_START
- the Target Scene will emit this event after itscreate
method is called, OR ... -
TRANSITION_WAKE
- the Target Scene will emit this event if it was asleep and has been woken-up to be transitioned to. -
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. |
TRANSITION_INIT
Description:
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:
-
TRANSITION_OUT
- the Scene that started the transition will emit this event. -
TRANSITION_INIT
- the Target Scene will emit this event if it has aninit
method. -
TRANSITION_START
- the Target Scene will emit this event after itscreate
method is called, OR ... -
TRANSITION_WAKE
- the Target Scene will emit this event if it was asleep and has been woken-up to be transitioned to. -
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. |
TRANSITION_OUT
Description:
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:
-
TRANSITION_OUT
- the Scene that started the transition will emit this event. -
TRANSITION_INIT
- the Target Scene will emit this event if it has aninit
method. -
TRANSITION_START
- the Target Scene will emit this event after itscreate
method is called, OR ... -
TRANSITION_WAKE
- the Target Scene will emit this event if it was asleep and has been woken-up to be transitioned to. -
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. |
TRANSITION_START
Description:
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:
-
TRANSITION_OUT
- the Scene that started the transition will emit this event. -
TRANSITION_INIT
- the Target Scene will emit this event if it has aninit
method. -
TRANSITION_START
- the Target Scene will emit this event after itscreate
method is called, OR ... -
TRANSITION_WAKE
- the Target Scene will emit this event if it was asleep and has been woken-up to be transitioned to. -
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. |
TRANSITION_WAKE
Description:
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:
-
TRANSITION_OUT
- the Scene that started the transition will emit this event. -
TRANSITION_INIT
- the Target Scene will emit this event if it has aninit
method. -
TRANSITION_START
- the Target Scene will emit this event after itscreate
method is called, OR ... -
TRANSITION_WAKE
- the Target Scene will emit this event if it was asleep and has been woken-up to be transitioned to. -
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. |
UPDATE
Description:
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:
-
PRE_UPDATE
-
UPDATE
- The
Scene.update
method is called, if it exists -
POST_UPDATE
-
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. |
WAKE
Description:
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 | arguments | description |
---|---|---|---|
sys | Phaser.Scenes.Systems | A reference to the Scene Systems class of the Scene that emitted this event. | |
data | any | <optional> | An optional data object that was passed to this Scene when it was woken up. |
Source: https://newdocs.phaser.io/docs/3.52.0/Phaser.Scenes.Events
0 Response to "Phaser 3 Continue Timer Across Scene"
Post a Comment