UNPKG

phaser

Version:

A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.

32 lines (30 loc) 1.34 kB
/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2020 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * 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]{@linkcode Phaser.Scenes.Events#event:PRE_UPDATE} * 2. [UPDATE]{@linkcode Phaser.Scenes.Events#event:UPDATE} * 3. The `Scene.update` method is called, if it exists * 4. [POST_UPDATE]{@linkcode Phaser.Scenes.Events#event:POST_UPDATE} * 5. [RENDER]{@linkcode Phaser.Scenes.Events#event: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. * * @event Phaser.Scenes.Events#UPDATE * @since 3.0.0 * * @param {Phaser.Scenes.Systems} sys - A reference to the Scene Systems class of the Scene that emitted this event. * @param {number} time - The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout. * @param {number} delta - The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate. */ module.exports = 'update';