event

namespace event

an event system based on nodeJS EventEmitter interface

Summary


Properties from event

string
BLUR = "me.blur"
string
BOOT = "me.boot"
string
CANVAS_ONRESIZE = "canvas.onresize"
string
DOM_READY = "dom_ready"
string
DRAGEND = "me.game.dragend"
string
DRAGSTART = "me.game.dragstart"
string
FOCUS = "me.focus"
string
GAME_AFTER_DRAW = "me.game.afterDraw"
string
GAME_AFTER_UPDATE = "me.game.afterUpdate"
string
GAME_BEFORE_DRAW = "me.game.beforeDraw"
string
GAME_BEFORE_UPDATE = "me.game.beforeUpdate"
string
GAME_INIT = "me.game.onInit"
string
GAME_RESET = "me.game.onReset"
string
GAME_UPDATE = "me.game.onUpdate"
string
GAMEPAD_CONNECTED = "gamepad.connected"
string
GAMEPAD_DISCONNECTED = "gamepad.disconnected"
string
GAMEPAD_UPDATE = "gamepad.update"
string
KEYDOWN = "me.input.keydown"
string
KEYUP = "me.input.keyup"
string
LEVEL_LOADED = "me.game.onLevelLoaded"
string
LOADER_COMPLETE = "me.loader.onload"
string
LOADER_PROGRESS = "me.loader.onProgress"
string
ONCONTEXT_RESTORED = "renderer.contextrestored"
string
POINTERLOCKCHANGE = "me.event.pointerlockChange"
string
POINTERMOVE = "me.event.pointermove"
string
STAGE_RESET = "me.stage.onReset"
string
STATE_CHANGE = "me.state.onChange"
string
STATE_PAUSE = "me.state.onPause"
string
STATE_RESTART = "me.state.onRestart"
string
STATE_RESUME = "me.state.onResume"
string
STATE_STOP = "me.state.onStop"
string
TICK = "me.tick"
string
VIDEO_INIT = "me.video.onInit"
string
VIEWPORT_ONCHANGE = "viewport.onchange"
string
VIEWPORT_ONRESIZE = "viewport.onresize"
string
WEBGL_ONCONTEXT_LOST = "renderer.contextlost"
string
WINDOW_ONORIENTATION_CHANGE = "globalThis.orientationchange"
string
WINDOW_ONRESIZE = "globalThis.onresize"
string
WINDOW_ONSCROLL = "globalThis.onscroll"
string
WORLD_STEP = "me.world.step"

Public Properties


BLUR event.js:44
BLUR: string = "me.blur"

string

event generated when the main browser or window is losing focus

See: event.on
BOOT event.js:22
BOOT: string = "me.boot"

string

event when the system is booting

See: event.on
CANVAS_ONRESIZE event.js:441
CANVAS_ONRESIZE: string = "canvas.onresize"

string

Event for when the canvas is resized
(this usually follows a WINDOW_ONRESIZE event).
Data passed : {number} canvas width
Data passed : {number} canvas height

See: event.on
DOM_READY event.js:11
DOM_READY: string = "dom_ready"

string

event when the DOM is Ready is booting

See: event.on
DRAGEND event.js:415
DRAGEND: string = "me.game.dragend"

string

Event for dragend events on a Draggable entity
Data passed: {object} the drag event
{object} the Draggable entity

See: event.on
DRAGSTART event.js:401
DRAGSTART: string = "me.game.dragstart"

string

Event for dragstart events on a Draggable entity
Data passed: {object} the drag event
{object} the Draggable entity

See: event.on
FOCUS event.js:55
FOCUS: string = "me.focus"

string

event generated when the main browser or window is gaining back focus

See: event.on
GAME_AFTER_DRAW event.js:221
GAME_AFTER_DRAW: string = "me.game.afterDraw"

string

Event for the start of the draw loop Data passed : {number} time the current time stamp

See: event.on
GAME_AFTER_UPDATE event.js:185
GAME_AFTER_UPDATE: string = "me.game.afterUpdate"

string

event for the end of the update loop Data passed : {number} time the current time stamp

See: event.on
GAME_BEFORE_DRAW event.js:209
GAME_BEFORE_DRAW: string = "me.game.beforeDraw"

string

Event for the end of the draw loop Data passed : {number} time the current time stamp

See: event.on
GAME_BEFORE_UPDATE event.js:173
GAME_BEFORE_UPDATE: string = "me.game.beforeUpdate"

string

event for when the engine is about to start a new game loop Data passed : {number} time the current time stamp

See: event.on
GAME_INIT event.js:149
GAME_INIT: string = "me.game.onInit"

string

event for when the game manager is initialized
Data passed : none

See: event.on
GAME_RESET event.js:161
GAME_RESET: string = "me.game.onReset"

string

event for when the game manager is resetted
Data passed : none

See: event.on
GAME_UPDATE event.js:197
GAME_UPDATE: string = "me.game.onUpdate"

string

Event for when the game is updated (will be impacted by frame skip, frame interpolation and pause/resume state)
Data passed : {number} time the current time stamp

See: event.on
GAMEPAD_CONNECTED event.js:337
GAMEPAD_CONNECTED: string = "gamepad.connected"

string

Event for when a gamepad is connected
Data passed : {object} gamepad object

See: event.on
GAMEPAD_DISCONNECTED event.js:349
GAMEPAD_DISCONNECTED: string = "gamepad.disconnected"

string

Event for when a gamepad is disconnected
Data passed : {object} gamepad object

See: event.on
GAMEPAD_UPDATE event.js:361
GAMEPAD_UPDATE: string = "gamepad.update"

string

Event for when gamepad button/axis state is updated
Data passed : {number} index
Data passed : {string} type : "axes" or "buttons"
Data passed : {number} button
Data passed : {number} current.value
Data passed : {boolean} current.pressed

See: event.on
KEYDOWN event.js:282
KEYDOWN: string = "me.input.keydown"

string

Event for pressing a binded key
Data passed : {string} user-defined action, {number} keyCode, {boolean} edge state
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.

 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;
   }
 });
See: event.on
KEYUP event.js:313
KEYUP: string = "me.input.keyup"

string

Event for releasing a binded key
Data passed : {string} user-defined action, {number} keyCode

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();
      }
  }
});
See: event.on
LEVEL_LOADED event.js:246
LEVEL_LOADED: string = "me.game.onLevelLoaded"

string

Event for when a level is loaded
Data passed : {string} Level Name

See: event.on
LOADER_COMPLETE event.js:258
LOADER_COMPLETE: string = "me.loader.onload"

string

Event for when everything has loaded
Data passed : none

See: event.on
LOADER_PROGRESS event.js:270
LOADER_PROGRESS: string = "me.loader.onProgress"

string

Event for displaying a load progress indicator
Data passed : {number} [0 .. 1], {Resource} resource object

See: event.on
ONCONTEXT_RESTORED event.js:518
ONCONTEXT_RESTORED: string = "renderer.contextrestored"

string

Event for when the current context is restored
Data passed : {me.Renderer} the current renderer instance`

See: event.on
POINTERLOCKCHANGE event.js:389
POINTERLOCKCHANGE: string = "me.event.pointerlockChange"

string

Event for onPointerLockChange event
Data passed : {boolean} pointer lock status (true/false)

See: event.on
POINTERMOVE event.js:377
POINTERMOVE: string = "me.event.pointermove"

string

Event for pointermove events on the screen area
Data passed : {me.Pointer} a Pointer object

See: event.on
STAGE_RESET event.js:125
STAGE_RESET: string = "me.stage.onReset"

string

event for when a stage is resetted

See: event.on
STATE_CHANGE event.js:114
STATE_CHANGE: string = "me.state.onChange"

string

event for when the changing to a different stage

See: event.on
STATE_PAUSE event.js:66
STATE_PAUSE: string = "me.state.onPause"

string

event when the game is paused
Data passed : none

See: event.on
STATE_RESTART event.js:102
STATE_RESTART: string = "me.state.onRestart"

string

event for when the game is restarted
Data passed : {number} time in ms the game was stopped

See: event.on
STATE_RESUME event.js:78
STATE_RESUME: string = "me.state.onResume"

string

event for when the game is resumed
Data passed : {number} time in ms the game was paused

See: event.on
STATE_STOP event.js:90
STATE_STOP: string = "me.state.onStop"

string

event when the game is stopped
Data passed : none

See: event.on
TICK event.js:33
TICK: string = "me.tick"

string

event generated when the system update the engine and the renderer by one step

See: event.on
VIDEO_INIT event.js:136
VIDEO_INIT: string = "me.video.onInit"

string

event for when the video is initialized
Data passed : {Renderer} the renderer instance created

See:
VIEWPORT_ONCHANGE event.js:494
VIEWPORT_ONCHANGE: string = "viewport.onchange"

string

Event for when the viewport position is updated
Data passed : {me.Vector2d} viewport position vector

See: event.on
VIEWPORT_ONRESIZE event.js:455
VIEWPORT_ONRESIZE: string = "viewport.onresize"

string

Event for when the viewport is resized
(this usually follows a WINDOW_ONRESIZE event, when using the flex scaling mode is used and after the viewport was updated).
Data passed : {number} viewport width
Data passed : {number} viewport height
Data passed : {Camera2d} a reference to the camera viewport being resized

See: event.on
WEBGL_ONCONTEXT_LOST event.js:506
WEBGL_ONCONTEXT_LOST: string = "renderer.contextlost"

string

Event for when the current context is lost
Data passed : {me.Renderer} the current renderer instance

See: event.on
WINDOW_ONORIENTATION_CHANGE event.js:470
WINDOW_ONORIENTATION_CHANGE: string = "globalThis.orientationchange"

string

Event for when the device is rotated
Data passed : {Event} Event object

See: event.on
WINDOW_ONRESIZE event.js:429
WINDOW_ONRESIZE: string = "globalThis.onresize"

string

Event for when the (browser) window is resized
Data passed : {Event} Event object

See: event.on
WINDOW_ONSCROLL event.js:482
WINDOW_ONSCROLL: string = "globalThis.onscroll"

string

Event for when the (browser) window is scrolled
Data passed : {Event} Event object

See: event.on
WORLD_STEP event.js:234
WORLD_STEP: string = "me.world.step"

string

Event for when the physic world is updated Data passed : {number} time the current time stamp

See: event.on

Public Methods


emit event.js:530
emit(eventName: string | symbol) → {boolean}

calls each of the listeners registered for a given event.

me.event.emit("event-name", a, b, c);
Parameters:
Name Type Attributes Description
eventName string | symbol

The event name.

...arguments object

<optional>

arguments to be passed to all listeners

Returns:
Type Description
boolean

true if the event had listeners, false otherwise.

off event.js:573
off(eventName: string | symbol, listener: Function) → {EventEmitter}

remove the given listener for a given event.

me.event.off("event-name", myFunction);
Parameters:
Name Type Description
eventName string | symbol

The event name.

listener Function

The listener function.

Returns:
Type Description
EventEmitter

this.

on event.js:543
on(eventName: string | symbol, listener: Function, context: unknown) → {EventEmitter}

Add a listener for a given event.

me.event.on("event-name", myFunction, this);
Parameters:
Name Type Attributes Default Description
eventName string | symbol

The event name.

listener Function

The listener function.

context unknown

<optional>

this

The context to invoke the listener with.

Returns:
Type Description
EventEmitter

this.

once event.js:558
once(eventName: string | symbol, listener: Function, context: unknown) → {EventEmitter}

Add a one-time listener for a given event.

me.event.once("event-name", myFunction, this);
Parameters:
Name Type Attributes Default Description
eventName string | symbol

The event name.

listener Function

The listener function.

context unknown

<optional>

this

The context to invoke the listener with.

Returns:
Type Description
EventEmitter

this.


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