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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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/** * @author Richard Davey <rich@phaser.io> * @copyright 2013-2025 Phaser Studio Inc. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * 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]{@linkcode Phaser.Scenes.Events#event:TRANSITION_WAKE} event is * dispatched instead of this event. * * Listen to it from a Scene using `this.events.on('transitionstart', listener)`. * * The Scene Transition event flow is as follows: * * 1. [TRANSITION_OUT]{@linkcode Phaser.Scenes.Events#event:TRANSITION_OUT} - the Scene that started the transition will emit this event. * 2. [TRANSITION_INIT]{@linkcode Phaser.Scenes.Events#event:TRANSITION_INIT} - the Target Scene will emit this event if it has an `init` method. * 3. [TRANSITION_START]{@linkcode Phaser.Scenes.Events#event:TRANSITION_START} - the Target Scene will emit this event after its `create` method is called, OR ... * 4. [TRANSITION_WAKE]{@linkcode Phaser.Scenes.Events#event: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]{@linkcode Phaser.Scenes.Events#event:TRANSITION_COMPLETE} - the Target Scene will emit this event when the transition finishes. * * @event Phaser.Scenes.Events#TRANSITION_START * @type {string} * @since 3.5.0 * * @param {Phaser.Scene} from - A reference to the Scene that is being transitioned from. * @param {number} duration - The duration of the transition in ms. */ module.exports = 'transitionstart';