Scope: static
Source: src/tweens/events/index.js#L7
Events:
Public Members
TWEEN_ACTIVE
TWEEN_ACTIVE
Description:
The Tween Active Event.
This event is dispatched by a Tween when it becomes active within the Tween Manager.
An 'active' Tween is one that is now progressing, although it may not yet be updating
any target properties, due to settings such as delay
. If you need an event for when
the Tween starts actually updating its first property, see TWEEN_START
.
Listen to it from a Tween instance using Tween.on('active', listener)
, i.e.:
var tween = this.tweens.create({
targets: image,
x: 500,
ease: 'Power1',
duration: 3000
});
tween.on('active', listener);
this.tweens.existing(tween);
Note that this event is usually dispatched already by the time you call this.tweens.add()
, and is
meant for use with tweens.create()
and/or tweens.existing()
.
Parameters:
name | type | optional | description |
---|---|---|---|
tween | Phaser.Tweens.Tween | No | A reference to the Tween instance that emitted the event. |
targets | any | Array.<any> | No | The targets of the Tween. If this Tween has multiple targets this will be an array of the targets. |
Source: src/tweens/events/TWEEN_ACTIVE_EVENT.js#L7
Since: 3.19.0
TWEEN_COMPLETE
TWEEN_COMPLETE
Description:
The Tween Complete Event.
This event is dispatched by a Tween when it completes playback entirely, factoring in repeats and loops.
If the Tween has been set to loop or repeat infinitely, this event will not be dispatched
unless the Tween.stop
method is called.
If a Tween has a completeDelay
set, this event will fire after that delay expires.
Listen to it from a Tween instance using Tween.on('complete', listener)
, i.e.:
var tween = this.tweens.add({
targets: image,
x: 500,
ease: 'Power1',
duration: 3000
});
tween.on('complete', listener);
Parameters:
name | type | optional | description |
---|---|---|---|
tween | Phaser.Tweens.Tween | No | A reference to the Tween instance that emitted the event. |
targets | any | Array.<any> | No | The targets of the Tween. If this Tween has multiple targets this will be an array of the targets. |
Source: src/tweens/events/TWEEN_COMPLETE_EVENT.js#L7
Since: 3.19.0
TWEEN_LOOP
TWEEN_LOOP
Description:
The Tween Loop Event.
This event is dispatched by a Tween when it loops.
This event will only be dispatched if the Tween has a loop count set.
If a Tween has a loopDelay
set, this event will fire after that delay expires.
The difference between loop
and repeat
is that repeat
is a property setting,
where-as loop
applies to the entire Tween.
Listen to it from a Tween instance using Tween.on('loop', listener)
, i.e.:
var tween = this.tweens.add({
targets: image,
x: 500,
ease: 'Power1',
duration: 3000,
loop: 6
});
tween.on('loop', listener);
Parameters:
name | type | optional | description |
---|---|---|---|
tween | Phaser.Tweens.Tween | No | A reference to the Tween instance that emitted the event. |
targets | any | Array.<any> | No | The targets of the Tween. If this Tween has multiple targets this will be an array of the targets. |
Source: src/tweens/events/TWEEN_LOOP_EVENT.js#L7
Since: 3.19.0
TWEEN_PAUSE
TWEEN_PAUSE
Description:
The Tween Pause Event.
This event is dispatched by a Tween when it is paused.
Listen to it from a Tween instance using Tween.on('pause', listener)
, i.e.:
var tween = this.tweens.add({
targets: image,
ease: 'Power1',
duration: 3000,
x: 600
});
tween.on('pause', listener);
// At some point later ...
tween.pause();
Parameters:
name | type | optional | description |
---|---|---|---|
tween | Phaser.Tweens.Tween | No | A reference to the Tween instance that emitted the event. |
Source: src/tweens/events/TWEEN_PAUSE_EVENT.js#L7
Since: 3.60.0
TWEEN_REPEAT
TWEEN_REPEAT
Description:
The Tween Repeat Event.
This event is dispatched by a Tween when one of the properties it is tweening repeats.
This event will only be dispatched if the Tween has a property with a repeat count set.
If a Tween has a repeatDelay
set, this event will fire after that delay expires.
The difference between loop
and repeat
is that repeat
is a property setting,
where-as loop
applies to the entire Tween.
Listen to it from a Tween instance using Tween.on('repeat', listener)
, i.e.:
var tween = this.tweens.add({
targets: image,
x: 500,
ease: 'Power1',
duration: 3000,
repeat: 4
});
tween.on('repeat', listener);
Parameters:
name | type | optional | description |
---|---|---|---|
tween | Phaser.Tweens.Tween | No | A reference to the Tween instance that emitted the event. |
key | string | No | The property on the target that has just repeated, i.e. x or scaleY , or whatever property you are tweening. |
target | any | No | The target object that was repeated. Usually a Game Object, but can be of any type. |
current | number | No | The current value of the property being set on the target. |
previous | number | No | The previous value of the property being set on the target. |
Source: src/tweens/events/TWEEN_REPEAT_EVENT.js#L7
Since: 3.19.0
TWEEN_RESUME
TWEEN_RESUME
Description:
The Tween Resume Event.
This event is dispatched by a Tween when it is resumed from a paused state.
Listen to it from a Tween instance using Tween.on('resume', listener)
, i.e.:
var tween = this.tweens.add({
targets: image,
ease: 'Power1',
duration: 3000,
x: 600
});
tween.on('resume', listener);
// At some point later ...
tween.resume();
Parameters:
name | type | optional | description |
---|---|---|---|
tween | Phaser.Tweens.Tween | No | A reference to the Tween instance that emitted the event. |
Source: src/tweens/events/TWEEN_RESUME_EVENT.js#L7
Since: 3.60.0
TWEEN_START
TWEEN_START
Description:
The Tween Start Event.
This event is dispatched by a Tween when it starts tweening its first property.
A Tween will only emit this event once, as it can only start once.
If a Tween has a delay
set, this event will fire after that delay expires.
Listen to it from a Tween instance using Tween.on('start', listener)
, i.e.:
var tween = this.tweens.add({
targets: image,
x: 500,
ease: 'Power1',
duration: 3000
});
tween.on('start', listener);
Parameters:
name | type | optional | description |
---|---|---|---|
tween | Phaser.Tweens.Tween | No | A reference to the Tween instance that emitted the event. |
targets | any | Array.<any> | No | The targets of the Tween. If this Tween has multiple targets this will be an array of the targets. |
Source: src/tweens/events/TWEEN_START_EVENT.js#L7
Since: 3.19.0
TWEEN_STOP
TWEEN_STOP
Description:
The Tween Stop Event.
This event is dispatched by a Tween when it is stopped.
Listen to it from a Tween instance using Tween.on('stop', listener)
, i.e.:
var tween = this.tweens.add({
targets: image,
x: 500,
ease: 'Power1',
duration: 3000
});
tween.on('stop', listener);
Parameters:
name | type | optional | description |
---|---|---|---|
tween | Phaser.Tweens.Tween | No | A reference to the Tween instance that emitted the event. |
targets | any | Array.<any> | No | The targets of the Tween. If this Tween has multiple targets this will be an array of the targets. |
Source: src/tweens/events/TWEEN_STOP_EVENT.js#L7
Since: 3.24.0
TWEEN_UPDATE
TWEEN_UPDATE
Description:
The Tween Update Event.
This event is dispatched by a Tween every time it updates any of the properties it is tweening.
A Tween that is changing 3 properties of a target will emit this event 3 times per change, once per property.
Note: This is a very high frequency event and may be dispatched multiple times, every single frame.
Listen to it from a Tween instance using Tween.on('update', listener)
, i.e.:
var tween = this.tweens.add({
targets: image,
x: 500,
ease: 'Power1',
duration: 3000,
});
tween.on('update', listener);
Parameters:
name | type | optional | description |
---|---|---|---|
tween | Phaser.Tweens.Tween | No | A reference to the Tween instance that emitted the event. |
key | string | No | The property on the target that has just updated, i.e. x or scaleY , or whatever property you are tweening. |
target | any | No | The target object that was updated. Usually a Game Object, but can be of any type. |
current | number | No | The current value of the property that was tweened. |
previous | number | No | The previous value of the property that was tweened, prior to this update. |
Source: src/tweens/events/TWEEN_UPDATE_EVENT.js#L7
Since: 3.19.0
TWEEN_YOYO
TWEEN_YOYO
Description:
The Tween Yoyo Event.
This event is dispatched by a Tween whenever a property it is tweening yoyos.
This event will only be dispatched if the Tween has a property with yoyo
set.
If the Tween has a hold
value, this event is dispatched when the hold expires.
This event is dispatched for every property, and for every target, that yoyos. For example, if a Tween was updating 2 properties and had 10 targets, this event would be dispatched 20 times (twice per target). So be careful how you use it!
Listen to it from a Tween instance using Tween.on('yoyo', listener)
, i.e.:
var tween = this.tweens.add({
targets: image,
x: 500,
ease: 'Power1',
duration: 3000,
yoyo: true
});
tween.on('yoyo', listener);
Parameters:
name | type | optional | description |
---|---|---|---|
tween | Phaser.Tweens.Tween | No | A reference to the Tween instance that emitted the event. |
key | string | No | The property on the target that has just yoyo'd, i.e. x or scaleY , or whatever property you are tweening. |
target | any | No | The target object that was yoyo'd. Usually a Game Object, but can be of any type. |
current | number | No | The current value of the property being set on the target. |
previous | number | No | The previous value of the property being set on the target. |
Source: src/tweens/events/TWEEN_YOYO_EVENT.js#L7
Since: 3.19.0