- 1
- 2
- 3
- 4
- 5
- 6
- 7
- 8
- 9
- 10
- 11
- 12
- 13
- 14
- 15
- 16
- 17
- 18
- 19
- 20
- 21
- 22
- 23
- 24
- 25
- 26
- 27
- 28
- 29
- 30
- 31
- 32
- 33
- 34
- 35
- 36
- 37
- 38
- 39
- 40
- 41
- 42
- 43
- 44
- 45
- 46
- 47
- 48
- 49
- 50
- 51
- 52
- 53
- 54
- 55
- 56
- 57
- 58
- 59
- 60
- 61
- 62
- 63
- 64
- 65
- 66
- 67
- 68
- 69
- 70
- 71
- 72
- 73
- 74
- 75
- 76
- 77
- 78
- 79
- 80
- 81
- 82
- 83
- 84
- 85
- 86
- 87
- 88
- 89
- 90
- 91
- 92
- 93
- 94
- 95
- 96
- 97
- 98
- 99
- 100
- 101
- 102
- 103
- 104
- 105
- 106
- 107
- 108
- 109
- 110
- 111
- 112
- 113
- 114
- 115
- 116
- 117
- 118
- 119
- 120
- 121
- 122
- 123
- 124
- 125
- 126
- 127
- 128
- 129
- 130
- 131
- 132
- 133
- 134
- 135
- 136
- 137
- 138
- 139
- 140
- 141
- 142
- 143
- 144
- 145
- 146
- 147
- 148
- 149
- 150
- 151
- 152
- 153
- 154
- 155
- 156
- 157
- 158
- 159
- 160
- 161
- 162
- 163
- 164
- 165
- 166
- 167
- 168
- 169
- 170
- 171
- 172
- 173
- 174
- 175
- 176
- 177
- 178
- 179
- 180
- 181
- 182
- 183
- 184
- 185
- 186
- 187
- 188
- 189
- 190
- 191
- 192
- 193
- 194
- 195
- 196
- 197
- 198
- 199
- 200
- 201
- 202
- 203
- 204
- 205
- 206
- 207
- 208
- 209
- 210
- 211
- 212
- 213
- 214
- 215
- 216
- 217
- 218
- 219
- 220
- 221
- 222
- 223
- 224
- 225
- 226
- 227
- 228
- 229
- 230
- 231
- 232
- 233
- 234
- 235
- 236
- 237
- 238
- 239
- 240
- 241
- 242
- 243
- 244
- 245
- 246
- 247
- 248
- 249
- 250
- 251
- 252
- 253
- 254
- 255
- 256
- 257
- 258
- 259
- 260
- 261
- 262
- 263
- 264
- 265
- 266
- 267
- 268
- 269
- 270
- 271
- 272
- 273
- 274
- 275
- 276
- 277
- 278
- 279
- 280
- 281
- 282
- 283
- 284
- 285
- 286
- 287
- 288
- 289
- 290
- 291
- 292
- 293
- 294
- 295
- 296
- 297
- 298
- 299
- 300
- 301
- 302
- 303
- 304
- 305
- 306
- 307
- 308
- 309
- 310
- 311
- 312
- 313
- 314
- 315
- 316
- 317
- 318
- 319
- 320
- 321
- 322
- 323
- 324
- 325
- 326
- 327
- 328
- 329
- 330
- 331
- 332
- 333
- 334
- 335
- 336
- 337
- 338
- 339
- 340
- 341
- 342
- 343
- 344
- 345
- 346
- 347
- 348
- 349
- 350
- 351
- 352
- 353
- 354
- 355
- 356
- 357
- 358
- 359
- 360
- 361
- 362
- 363
- 364
- 365
- 366
- 367
- 368
- 369
- 370
- 371
- 372
- 373
- 374
- 375
- 376
- 377
- 378
- 379
- 380
- 381
- 382
- 383
- 384
- 385
- 386
- 387
- 388
- 389
- 390
- 391
- 392
- 393
- 394
- 395
- 396
- 397
- 398
- 399
- 400
- 401
- 402
- 403
- 404
- 405
- 406
- 407
- 408
- 409
- 410
- 411
- 412
- 413
- 414
- 415
- 416
- 417
- 418
- 419
- 420
- 421
- 422
- 423
- 424
- 425
- 426
- 427
- 428
- 429
- 430
- 431
- 432
- 433
- 434
- 435
- 436
- 437
- 438
- 439
- 440
- 441
- 442
- 443
- 444
- 445
- 446
- 447
- 448
- 449
- 450
- 451
- 452
- 453
- 454
- 455
- 456
- 457
- 458
- 459
- 460
- 461
- 462
- 463
- 464
- 465
- 466
- 467
- 468
- 469
- 470
- 471
- 472
- 473
- 474
- 475
- 476
- 477
- 478
- 479
- 480
- 481
- 482
- 483
- 484
- 485
- 486
- 487
- 488
- 489
- 490
- 491
- 492
- 493
- 494
- 495
- 496
- 497
- 498
- 499
- 500
- 501
- 502
- 503
- 504
- 505
- 506
- 507
- 508
- 509
- 510
- 511
- 512
- 513
- 514
- 515
- 516
- 517
- 518
- 519
- 520
- 521
- 522
- 523
- 524
- 525
- 526
- 527
- 528
- 529
- 530
- 531
- 532
- 533
- 534
- 535
- 536
- 537
- 538
- 539
- 540
- 541
- 542
- 543
- 544
- 545
- 546
- 547
- 548
- 549
- 550
- 551
- 552
- 553
- 554
- 555
- 556
- 557
- 558
- 559
- 560
- 561
- 562
- 563
- 564
- 565
- 566
- 567
- 568
- 569
- 570
- 571
- 572
- 573
- 574
- 575
- 576
- 577
- 578
- 579
- 580
- 581
- 582
- 583
- 584
- 585
- 586
import EventEmitter from "eventemitter3";
/**
* an event system based on nodeJS EventEmitter interface
* @namespace event
*/
// internal instance of the event emiter
let eventEmitter = new EventEmitter();
/**
* event when the DOM is Ready is booting
* @public
* @constant
* @type {string}
* @name DOM_READY
* @memberof event
* @see event.on
*/
export const DOM_READY = "dom_ready";
/**
* event when the system is booting
* @public
* @constant
* @type {string}
* @name BOOT
* @memberof event
* @see event.on
*/
export const BOOT = "me.boot";
/**
* event generated when the system update the engine and the renderer by one step
* @public
* @constant
* @type {string}
* @name TICK
* @memberof event
* @see event.on
*/
export const TICK = "me.tick";
/**
* event generated when the main browser or window is losing focus
* @public
* @constant
* @type {string}
* @name BLUR
* @memberof event
* @see event.on
*/
export const BLUR = "me.blur";
/**
* event generated when the main browser or window is gaining back focus
* @public
* @constant
* @type {string}
* @name FOCUS
* @memberof event
* @see event.on
*/
export const FOCUS = "me.focus";
/**
* event when the game is paused <br>
* Data passed : none <br>
* @public
* @constant
* @type {string}
* @name STATE_PAUSE
* @memberof event
* @see event.on
*/
export const STATE_PAUSE = "me.state.onPause";
/**
* event for when the game is resumed <br>
* Data passed : {number} time in ms the game was paused
* @public
* @constant
* @type {string}
* @name STATE_RESUME
* @memberof event
* @see event.on
*/
export const STATE_RESUME = "me.state.onResume";
/**
* event when the game is stopped <br>
* Data passed : none <br>
* @public
* @constant
* @type {string}
* @name STATE_STOP
* @memberof event
* @see event.on
*/
export const STATE_STOP = "me.state.onStop";
/**
* event for when the game is restarted <br>
* Data passed : {number} time in ms the game was stopped
* @public
* @constant
* @type {string}
* @name STATE_RESTART
* @memberof event
* @see event.on
*/
export const STATE_RESTART = "me.state.onRestart";
/**
* event for when the changing to a different stage
* @public
* @constant
* @type {string}
* @name STATE_CHANGE
* @memberof event
* @see event.on
*/
export const STATE_CHANGE = "me.state.onChange";
/**
* event for when a stage is resetted
* @public
* @constant
* @type {string}
* @name STAGE_RESET
* @memberof event
* @see event.on
*/
export const STAGE_RESET = "me.stage.onReset";
/**
* event for when the video is initialized<br>
* Data passed : {Renderer} the renderer instance created
* @public
* @constant
* @type {string}
* @name VIDEO_INIT
* @memberof event
* @see video.init
* @see event.on
*/
export const VIDEO_INIT = "me.video.onInit";
/**
* event for when the game manager is initialized <br>
* Data passed : none <br>
* @public
* @constant
* @type {string}
* @name GAME_INIT
* @memberof event
* @see event.on
*/
export const GAME_INIT = "me.game.onInit";
/**
* event for when the game manager is resetted <br>
* Data passed : none <br>
* @public
* @constant
* @type {string}
* @name GAME_RESET
* @memberof event
* @see event.on
*/
export const GAME_RESET = "me.game.onReset";
/**
* event for when the engine is about to start a new game loop
* Data passed : {number} time the current time stamp
* @public
* @constant
* @type {string}
* @name GAME_BEFORE_UPDATE
* @memberof event
* @see event.on
*/
export const GAME_BEFORE_UPDATE = "me.game.beforeUpdate";
/**
* event for the end of the update loop
* Data passed : {number} time the current time stamp
* @public
* @constant
* @type {string}
* @name GAME_AFTER_UPDATE
* @memberof event
* @see event.on
*/
export const GAME_AFTER_UPDATE = "me.game.afterUpdate";
/**
* Event for when the game is updated (will be impacted by frame skip, frame interpolation and pause/resume state) <br>
* Data passed : {number} time the current time stamp
* @public
* @constant
* @type {string}
* @name GAME_UPDATE
* @memberof event
* @see event.on
*/
export const GAME_UPDATE = "me.game.onUpdate";
/**
* Event for the end of the draw loop
* Data passed : {number} time the current time stamp
* @public
* @constant
* @type {string}
* @name GAME_BEFORE_DRAW
* @memberof event
* @see event.on
*/
export const GAME_BEFORE_DRAW = "me.game.beforeDraw";
/**
* Event for the start of the draw loop
* Data passed : {number} time the current time stamp
* @public
* @constant
* @type {string}
* @name GAME_AFTER_DRAW
* @memberof event
* @see event.on
*/
export const GAME_AFTER_DRAW = "me.game.afterDraw";
/**
* Event for when the physic world is updated
* Data passed : {number} time the current time stamp
* @public
* @constant
* @type {string}
* @name WORLD_STEP
* @memberof event
* @see event.on
*/
export const WORLD_STEP = "me.world.step";
/**
* Event for when a level is loaded <br>
* Data passed : {string} Level Name
* @public
* @constant
* @type {string}
* @name LEVEL_LOADED
* @memberof event
* @see event.on
*/
export const LEVEL_LOADED = "me.game.onLevelLoaded";
/**
* Event for when everything has loaded <br>
* Data passed : none <br>
* @public
* @constant
* @type {string}
* @name LOADER_COMPLETE
* @memberof event
* @see event.on
*/
export const LOADER_COMPLETE = "me.loader.onload";
/**
* Event for displaying a load progress indicator <br>
* Data passed : {number} [0 .. 1], {Resource} resource object<br>
* @public
* @constant
* @type {string}
* @name LOADER_PROGRESS
* @memberof event
* @see event.on
*/
export const LOADER_PROGRESS = "me.loader.onProgress";
/**
* Event for pressing a binded key <br>
* Data passed : {string} user-defined action, {number} keyCode,
* {boolean} edge state <br>
* Edge-state is for detecting "locked" key bindings. When a locked key
* is pressed and held, the first event will have the third argument
* set true. Subsequent events will continue firing with the third
* argument set false.
* @public
* @constant
* @type {string}
* @name KEYDOWN
* @memberof event
* @see event.on
* @example
* me.input.bindKey(me.input.KEY.X, "jump", true); // Edge-triggered
* me.input.bindKey(me.input.KEY.Z, "shoot"); // Level-triggered
* me.event.on(me.event.KEYDOWN, (action, keyCode, edge) => {
* // Checking bound keys
* if (action === "jump") {
* if (edge) {
* this.doJump();
* }
*
* // Make character fall slower when holding the jump key
* this.vel.y = this.body.gravity;
* }
* });
*/
export const KEYDOWN = "me.input.keydown";
/**
* Event for releasing a binded key <br>
* Data passed : {string} user-defined action, {number} keyCode
* @public
* @constant
* @type {string}
* @name KEYUP
* @memberof event
* @see event.on
* @example
* me.event.on(me.event.KEYUP, (action, keyCode) => {
* // Checking unbound keys
* if (keyCode == me.input.KEY.ESC) {
* if (me.state.isPaused()) {
* me.state.resume();
* }
* else {
* me.state.pause();
* }
* }
* });
*/
export const KEYUP = "me.input.keyup";
/**
* Event for when a gamepad is connected <br>
* Data passed : {object} gamepad object
* @public
* @constant
* @type {string}
* @name GAMEPAD_CONNECTED
* @memberof event
* @see event.on
*/
export const GAMEPAD_CONNECTED = "gamepad.connected";
/**
* Event for when a gamepad is disconnected <br>
* Data passed : {object} gamepad object
* @public
* @constant
* @type {string}
* @name GAMEPAD_DISCONNECTED
* @memberof event
* @see event.on
*/
export const GAMEPAD_DISCONNECTED = "gamepad.disconnected";
/**
* Event for when gamepad button/axis state is updated <br>
* Data passed : {number} index <br>
* Data passed : {string} type : "axes" or "buttons" <br>
* Data passed : {number} button <br>
* Data passed : {number} current.value <br>
* Data passed : {boolean} current.pressed
* @public
* @constant
* @type {string}
* @name GAMEPAD_UPDATE
* @memberof event
* @see event.on
*/
export const GAMEPAD_UPDATE = "gamepad.update";
/**
* Event for pointermove events on the screen area <br>
* Data passed : {me.Pointer} a Pointer object
* @public
* @constant
* @type {string}
* @name POINTERMOVE
* @memberof event
* @see event.on
*/
export const POINTERMOVE = "me.event.pointermove";
/**
* Event for onPointerLockChange event <br>
* Data passed : {boolean} pointer lock status (true/false)
* @public
* @constant
* @type {string}
* @name POINTERLOCKCHANGE
* @memberof event
* @see event.on
*/
export const POINTERLOCKCHANGE = "me.event.pointerlockChange";
/**
* Event for dragstart events on a Draggable entity <br>
* Data passed:
* {object} the drag event <br>
* {object} the Draggable entity
* @public
* @constant
* @type {string}
* @name DRAGSTART
* @memberof event
* @see event.on
*/
export const DRAGSTART = "me.game.dragstart";
/**
* Event for dragend events on a Draggable entity <br>
* Data passed:
* {object} the drag event <br>
* {object} the Draggable entity
* @public
* @constant
* @type {string}
* @name DRAGEND
* @memberof event
* @see event.on
*/
export const DRAGEND = "me.game.dragend";
/**
* Event for when the (browser) window is resized <br>
* Data passed : {Event} Event object
* @public
* @constant
* @type {string}
* @name WINDOW_ONRESIZE
* @memberof event
* @see event.on
*/
export const WINDOW_ONRESIZE = "globalThis.onresize";
/**
* Event for when the canvas is resized <br>
* (this usually follows a WINDOW_ONRESIZE event).<br>
* Data passed : {number} canvas width <br>
* Data passed : {number} canvas height
* @public
* @constant
* @type {string}
* @name CANVAS_ONRESIZE
* @memberof event
* @see event.on
*/
export const CANVAS_ONRESIZE = "canvas.onresize";
/**
* Event for when the viewport is resized <br>
* (this usually follows a WINDOW_ONRESIZE event, when using the `flex` scaling mode is used and after the viewport was updated).<br>
* Data passed : {number} viewport width <br>
* Data passed : {number} viewport height <br>
* Data passed : {Camera2d} a reference to the camera viewport being resized
* @public
* @constant
* @type {string}
* @name VIEWPORT_ONRESIZE
* @memberof event
* @see event.on
*/
export const VIEWPORT_ONRESIZE = "viewport.onresize";
/**
* Event for when the device is rotated <br>
* Data passed : {Event} Event object <br>
* @public
* @constant
* @type {string}
* @name WINDOW_ONORIENTATION_CHANGE
* @memberof event
* @see event.on
*/
export const WINDOW_ONORIENTATION_CHANGE = "globalThis.orientationchange";
/**
* Event for when the (browser) window is scrolled <br>
* Data passed : {Event} Event object
* @public
* @constant
* @type {string}
* @name WINDOW_ONSCROLL
* @memberof event
* @see event.on
*/
export const WINDOW_ONSCROLL = "globalThis.onscroll";
/**
* Event for when the viewport position is updated <br>
* Data passed : {me.Vector2d} viewport position vector
* @public
* @constant
* @type {string}
* @name VIEWPORT_ONCHANGE
* @memberof event
* @see event.on
*/
export const VIEWPORT_ONCHANGE = "viewport.onchange";
/**
* Event for when the current context is lost <br>
* Data passed : {me.Renderer} the current renderer instance
* @public
* @constant
* @type {string}
* @name WEBGL_ONCONTEXT_LOST
* @memberof event
* @see event.on
*/
export const ONCONTEXT_LOST = "renderer.contextlost";
/**
* Event for when the current context is restored <br>
* Data passed : {me.Renderer} the current renderer instance`
* @public
* @constant
* @type {string}
* @name ONCONTEXT_RESTORED
* @memberof event
* @see event.on
*/
export const ONCONTEXT_RESTORED = "renderer.contextrestored";
/**
* calls each of the listeners registered for a given event.
* @function event.emit
* @param {string|symbol} eventName - The event name.
* @param {object} [...arguments] - arguments to be passed to all listeners
* @returns {boolean} true if the event had listeners, false otherwise.
* @example
* me.event.emit("event-name", a, b, c);
*/
export function emit(eventName, ...args) {
return eventEmitter.emit(eventName, ...args);
}
/**
* Add a listener for a given event.
* @function event.on
* @param {string|symbol} eventName - The event name.
* @param {Function} listener - The listener function.
* @param {*} [context=this] - The context to invoke the listener with.
* @returns {EventEmitter} `this`.
* @public
* @example
* me.event.on("event-name", myFunction, this);
*/
export function on(eventName, listener, context) {
return eventEmitter.on(eventName, listener, context);
}
/**
* Add a one-time listener for a given event.
* @function event.once
* @param {string|symbol} eventName - The event name.
* @param {Function} listener - The listener function.
* @param {*} [context=this] - The context to invoke the listener with.
* @returns {EventEmitter} `this`.
* @public
* @example
* me.event.once("event-name", myFunction, this);
*/
export function once(eventName, listener, context) {
return eventEmitter.once(eventName, listener, context);
}
/**
* remove the given listener for a given event.
* @function event.off
* @param {string|symbol} eventName - The event name.
* @param {Function} listener - The listener function.
* @returns {EventEmitter} `this`.
* @public
* @example
* me.event.off("event-name", myFunction);
*/
export function off(eventName, listener) {
return eventEmitter.off(eventName, listener);
}