Scenes.Events

Phaser.Scenes.Events

ADDED_TO_SCENE

Description: The Game Object Added to Scene Event.

This event is dispatched when a Game Object is added to a Scene.

Listen for it from a Scene using this.events.on('addedtoscene', listener).

name

type

optional

description

gameObject

Phaser.GameObjects.GameObject

No

The Game Object that was added to the Scene.

scene

Phaser.Scene

No

The Scene to which the Game Object was added.

Member of: Phaser.Scenes.Events

Source: src/scene/events/ADDED_TO_SCENE_EVENT.js#L7
Since: 3.50.0

BOOT

Description: The Scene Systems Boot Event.

This event is dispatched by a Scene during the Scene Systems boot process. Primarily used by Scene Plugins.

Listen to it from a Scene using this.events.on('boot', listener).

name

type

optional

description

sys

Phaser.Scenes.Systems

No

A reference to the Scene Systems class of the Scene that emitted this event.

Member of: Phaser.Scenes.Events

Source: src/scene/events/BOOT_EVENT.js#L7
Since: 3.0.0

CREATE

Description: The Scene Create Event.

This event is dispatched by a Scene after it has been created by the Scene Manager.

If a Scene has a create method then this event is emitted after that has run.

If there is a transition, this event will be fired after the TRANSITION_START event.

Listen to it from a Scene using this.events.on('create', listener).

name

type

optional

description

scene

Phaser.Scene

No

A reference to the Scene that emitted this event.

Member of: Phaser.Scenes.Events

Source: src/scene/events/CREATE_EVENT.js#L7
Since: 3.17.0

DESTROY

Description: The Scene Systems Destroy Event.

This event is dispatched by a Scene during the Scene Systems destroy process.

Listen to it from a Scene using this.events.on('destroy', listener).

You should destroy any resources that may be in use by your Scene in this event handler.

name

type

optional

description

sys

Phaser.Scenes.Systems

No

A reference to the Scene Systems class of the Scene that emitted this event.

Member of: Phaser.Scenes.Events

Source: src/scene/events/DESTROY_EVENT.js#L7
Since: 3.0.0

PAUSE

Description: The Scene Systems Pause Event.

This event is dispatched by a Scene when it is paused, either directly via the pause method, or as an action from another Scene.

Listen to it from a Scene using this.events.on('pause', listener).

name

type

optional

description

sys

Phaser.Scenes.Systems

No

A reference to the Scene Systems class of the Scene that emitted this event.

data

any

Yes

An optional data object that was passed to this Scene when it was paused.

Member of: Phaser.Scenes.Events

Source: src/scene/events/PAUSE_EVENT.js#L7
Since: 3.0.0

POST_UPDATE

Description: The Scene Systems Post 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('postupdate', listener).

A Scene will only run its step if it is active.

name

type

optional

description

time

number

No

The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.

delta

number

No

The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.

Member of: Phaser.Scenes.Events

Source: src/scene/events/POST_UPDATE_EVENT.js#L7
Since: 3.0.0

PRE_RENDER

Description: The Scene Systems Pre-Render 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 this event from a Scene using this.events.on('prerender', listener).

A Scene will only render if it is visible.

This event is dispatched after the Scene Display List is sorted and before the Scene is rendered.

name

type

optional

description

renderer

Phaser.Renderer.Canvas.CanvasRenderer | Phaser.Renderer.WebGL.WebGLRenderer

No

The renderer that rendered the Scene.

Member of: Phaser.Scenes.Events

Source: src/scene/events/PRE_RENDER_EVENT.js#L7
Since: 3.53.0

PRE_UPDATE

Description: 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.

name

type

optional

description

time

number

No

The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.

delta

number

No

The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.

Member of: Phaser.Scenes.Events

Source: src/scene/events/PRE_UPDATE_EVENT.js#L7
Since: 3.0.0

READY

Description: The Scene Systems Ready Event.

This event is dispatched by a Scene during the Scene Systems start process. By this point in the process the Scene is now fully active and rendering. This event is meant for your game code to use, as all plugins have responded to the earlier 'start' event.

Listen to it from a Scene using this.events.on('ready', listener).

name

type

optional

description

sys

Phaser.Scenes.Systems

No

A reference to the Scene Systems class of the Scene that emitted this event.

data

any

Yes

An optional data object that was passed to this Scene when it was started.

Member of: Phaser.Scenes.Events

Source: src/scene/events/READY_EVENT.js#L7
Since: 3.0.0

REMOVED_FROM_SCENE

Description: The Game Object Removed from Scene Event.

This event is dispatched when a Game Object is removed from a Scene.

Listen for it from a Scene using this.events.on('removedfromscene', listener).

name

type

optional

description

gameObject

Phaser.GameObjects.GameObject

No

The Game Object that was removed from the Scene.

scene

Phaser.Scene

No

The Scene from which the Game Object was removed.

Member of: Phaser.Scenes.Events

Source: src/scene/events/REMOVED_FROM_SCENE_EVENT.js#L7
Since: 3.50.0

RENDER

Description: The Scene Systems Render 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('render', listener).

A Scene will only render if it is visible.

By the time this event is dispatched, the Scene will have already been rendered.

name

type

optional

description

renderer

Phaser.Renderer.Canvas.CanvasRenderer | Phaser.Renderer.WebGL.WebGLRenderer

No

The renderer that rendered the Scene.

Member of: Phaser.Scenes.Events

Source: src/scene/events/RENDER_EVENT.js#L7
Since: 3.0.0

RESUME

Description: The Scene Systems Resume Event.

This event is dispatched by a Scene when it is resumed from a paused state, either directly via the resume method, or as an action from another Scene.

Listen to it from a Scene using this.events.on('resume', listener).

name

type

optional

description

sys

Phaser.Scenes.Systems

No

A reference to the Scene Systems class of the Scene that emitted this event.

data

any

Yes

An optional data object that was passed to this Scene when it was resumed.

Member of: Phaser.Scenes.Events

Source: src/scene/events/RESUME_EVENT.js#L7
Since: 3.0.0

SHUTDOWN

Description: The Scene Systems Shutdown Event.

This event is dispatched by a Scene during the Scene Systems shutdown process.

Listen to it from a Scene using this.events.on('shutdown', listener).

You should free-up any resources that may be in use by your Scene in this event handler, on the understanding that the Scene may, at any time, become active again. A shutdown Scene is not 'destroyed', it's simply not currently active. Use the [DESTROY]{@linkcode Phaser.Scenes.Events#event:DESTROY} event to completely clear resources.

name

type

optional

description

sys

Phaser.Scenes.Systems

No

A reference to the Scene Systems class of the Scene that emitted this event.

data

any

Yes

An optional data object that was passed to this Scene when it was shutdown.

Member of: Phaser.Scenes.Events

Source: src/scene/events/SHUTDOWN_EVENT.js#L7
Since: 3.0.0

SLEEP

Description: The Scene Systems Sleep Event.

This event is dispatched by a Scene when it is sent to sleep, either directly via the sleep method, or as an action from another Scene.

Listen to it from a Scene using this.events.on('sleep', listener).

name

type

optional

description

sys

Phaser.Scenes.Systems

No

A reference to the Scene Systems class of the Scene that emitted this event.

data

any

Yes

An optional data object that was passed to this Scene when it was sent to sleep.

Member of: Phaser.Scenes.Events

Source: src/scene/events/SLEEP_EVENT.js#L7
Since: 3.0.0

START

Description: The Scene Systems Start Event.

This event is dispatched by a Scene during the Scene Systems start process. Primarily used by Scene Plugins.

Listen to it from a Scene using this.events.on('start', listener).

name

type

optional

description

sys

Phaser.Scenes.Systems

No

A reference to the Scene Systems class of the Scene that emitted this event.

Member of: Phaser.Scenes.Events

Source: src/scene/events/START_EVENT.js#L7
Since: 3.0.0

TRANSITION_COMPLETE

Description: The Scene Transition Complete Event.

This event is dispatched by the Target Scene of a transition.

It happens when the transition process has completed. This occurs when the duration timer equals or exceeds the duration of the transition.

Listen to it from a Scene using this.events.on('transitioncomplete', 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.

name

type

optional

description

scene

Phaser.Scene

No

The Scene on which the transitioned completed.

Member of: Phaser.Scenes.Events

Source: src/scene/events/TRANSITION_COMPLETE_EVENT.js#L7
Since: 3.5.0

TRANSITION_INIT

Description: The Scene Transition Init Event.

This event is dispatched by the Target Scene of a transition.

It happens immediately after the Scene.init method is called. If the Scene does not have an init method, this event is not dispatched.

Listen to it from a Scene using this.events.on('transitioninit', 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.

name

type

optional

description

from

Phaser.Scene

No

A reference to the Scene that is being transitioned from.

duration

number

No

The duration of the transition in ms.

Member of: Phaser.Scenes.Events

Source: src/scene/events/TRANSITION_INIT_EVENT.js#L7
Since: 3.5.0

TRANSITION_OUT

Description: The Scene Transition Out Event.

This event is dispatched by a Scene when it initiates a transition to another Scene.

Listen to it from a Scene using this.events.on('transitionout', 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.

name

type

optional

description

target

Phaser.Scene

No

A reference to the Scene that is being transitioned to.

duration

number

No

The duration of the transition in ms.

Member of: Phaser.Scenes.Events

Source: src/scene/events/TRANSITION_OUT_EVENT.js#L7
Since: 3.5.0

TRANSITION_START

Description: 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.

name

type

optional

description

from

Phaser.Scene

No

A reference to the Scene that is being transitioned from.

duration

number

No

The duration of the transition in ms.

Member of: Phaser.Scenes.Events

Source: src/scene/events/TRANSITION_START_EVENT.js#L7
Since: 3.5.0

TRANSITION_WAKE

Description: The Scene Transition Wake Event.

This event is dispatched by the Target Scene of a transition, only if that Scene was asleep before the transition began. If the Scene was not asleep the [TRANSITION_START]{@linkcode Phaser.Scenes.Events#event:TRANSITION_START} event is dispatched instead.

Listen to it from a Scene using this.events.on('transitionwake', 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.

name

type

optional

description

from

Phaser.Scene

No

A reference to the Scene that is being transitioned from.

duration

number

No

The duration of the transition in ms.

Member of: Phaser.Scenes.Events

Source: src/scene/events/TRANSITION_WAKE_EVENT.js#L7
Since: 3.5.0

UPDATE

Description: 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 and the Scene is in a Running state, otherwise this is skipped.
  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('update', listener).

A Scene will only run its step if it is active.

name

type

optional

description

time

number

No

The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.

delta

number

No

The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.

Member of: Phaser.Scenes.Events

Source: src/scene/events/UPDATE_EVENT.js#L7
Since: 3.0.0

WAKE

Description: The Scene Systems Wake Event.

This event is dispatched by a Scene when it is woken from sleep, either directly via the wake method, or as an action from another Scene.

Listen to it from a Scene using this.events.on('wake', listener).

name

type

optional

description

sys

Phaser.Scenes.Systems

No

A reference to the Scene Systems class of the Scene that emitted this event.

data

any

Yes

An optional data object that was passed to this Scene when it was woken up.

Member of: Phaser.Scenes.Events

Source: src/scene/events/WAKE_EVENT.js#L7
Since: 3.0.0

Updated on