phaser
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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers from the team at Phaser Studio Inc.
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JavaScript
/**
* @author Richard Davey <rich@phaser.io>
* @copyright 2013-2025 Phaser Studio Inc.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* 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]{@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. [PRE_RENDER]{@linkcode Phaser.Scenes.Events#event:PRE_RENDER}
* 6. [RENDER]{@linkcode Phaser.Scenes.Events#event:RENDER}
*
* Listen to it from a Scene using `this.events.on('preupdate', listener)`.
*
* A Scene will only run its step if it is active.
*
* @event Phaser.Scenes.Events#PRE_UPDATE
* @type {string}
* @since 3.0.0
*
* @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 = 'preupdate';