events-system
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ChineseEvents System
事件系统
Phaser uses the EventEmitter pattern (via eventemitter3) throughout the entire framework. Every major system -- Game, Scene, Input, Loader, Cameras, Sound, Tweens, Physics, Textures, Animations -- is an EventEmitter or contains one. Events use lowercase string keys. Phaser provides named constants for all built-in events to avoid typos and enable IDE autocomplete.
Key source paths: , , , , , , , , , , , ,
Related skills: ../scenes/SKILL.md, ../input-keyboard-mouse-touch/SKILL.md
src/events/EventEmitter.jssrc/scene/events/src/core/events/src/input/events/src/loader/events/src/animations/events/src/cameras/2d/events/src/sound/events/src/tweens/events/src/physics/arcade/events/src/textures/events/src/gameobjects/events/src/time/events/Phaser 在整个框架中采用了EventEmitter模式(基于eventemitter3实现)。所有主要系统——Game、Scene、Input、Loader、Cameras、Sound、Tweens、Physics、Textures、Animations——要么本身就是EventEmitter,要么内部包含EventEmitter。事件使用小写字符串作为键。Phaser为所有内置事件提供了命名常量,以避免拼写错误并支持IDE自动补全。
核心源码路径: , , , , , , , , , , , ,
相关技能: ../scenes/SKILL.md, ../input-keyboard-mouse-touch/SKILL.md
src/events/EventEmitter.jssrc/scene/events/src/core/events/src/input/events/src/loader/events/src/animations/events/src/cameras/2d/events/src/sound/events/src/tweens/events/src/physics/arcade/events/src/textures/events/src/gameobjects/events/src/time/events/Quick Start
快速入门
js
// on — listen for an event (persists until removed)
this.input.on('pointerdown', (pointer) => {
console.log('clicked at', pointer.x, pointer.y);
});
// once — listen for an event, auto-removes after first fire
this.events.once('shutdown', () => {
console.log('scene shutting down');
});
// off — remove a specific listener (must pass same function reference)
const handler = (pointer) => { /* ... */ };
this.input.on('pointerdown', handler);
this.input.off('pointerdown', handler);
// emit — fire a custom event with arguments
this.events.emit('player-died', this.player, this.score);
// removeAllListeners — remove all listeners for an event (or all events)
this.events.removeAllListeners('player-died');
this.events.removeAllListeners(); // all eventsjs
// on — 监听事件(持续生效直到被移除)
this.input.on('pointerdown', (pointer) => {
console.log('点击位置:', pointer.x, pointer.y);
});
// once — 监听事件,触发一次后自动移除
this.events.once('shutdown', () => {
console.log('场景正在关闭');
});
// off — 移除特定监听器(必须传入相同的函数引用)
const handler = (pointer) => { /* ... */ };
this.input.on('pointerdown', handler);
this.input.off('pointerdown', handler);
// emit — 触发自定义事件并传递参数
this.events.emit('player-died', this.player, this.score);
// removeAllListeners — 移除某个事件的所有监听器(或所有事件的监听器)
this.events.removeAllListeners('player-died');
this.events.removeAllListeners(); // 移除所有事件的监听器Using Named Constants (Preferred)
使用命名常量(推荐)
js
// Always prefer constants over raw strings to prevent typos
this.events.on(Phaser.Scenes.Events.UPDATE, (time, delta) => {
// runs every frame
});
this.input.on(Phaser.Input.Events.POINTER_DOWN, (pointer) => {
// pointer pressed
});
this.game.events.on(Phaser.Core.Events.BLUR, () => {
// browser tab lost focus
});js
// 始终优先使用常量而非原始字符串,以避免拼写错误
this.events.on(Phaser.Scenes.Events.UPDATE, (time, delta) => {
// 每帧执行
});
this.input.on(Phaser.Input.Events.POINTER_DOWN, (pointer) => {
// 指针按下
});
this.game.events.on(Phaser.Core.Events.BLUR, () => {
// 浏览器标签失去焦点
});Core Concepts
核心概念
EventEmitter Base Class
EventEmitter基类
Phaser.Events.EventEmittershutdown()destroy()removeAllListeners()Full API (inherited from eventemitter3):
| Method | Description |
|---|---|
| Add persistent listener. Returns |
| Alias for |
| Add one-time listener; auto-removed after first fire |
| Remove listener(s). Must pass same |
| Alias for |
| Remove all listeners for event, or all events if no arg |
| Fire event. Returns |
| Return array of listener functions for an event |
| Return number of listeners for an event |
| Return array of event names that have listeners |
| Calls |
| Calls |
Phaser.Events.EventEmittershutdown()destroy()removeAllListeners()完整API(继承自eventemitter3):
| 方法 | 描述 |
|---|---|
| 添加持久化监听器,返回 |
| |
| 添加一次性监听器,触发一次后自动移除 |
| 移除监听器。移除特定监听器时必须传入相同的 |
| |
| 移除某个事件的所有监听器,若未传参数则移除所有事件的监听器 |
| 触发事件,若存在监听器则返回 |
| 返回某个事件的监听器函数数组 |
| 返回某个事件的监听器数量 |
| 返回存在监听器的事件名称数组 |
| 调用 |
| 调用 |
Event Strings vs Constants
事件字符串 vs 常量
Every built-in event is a lowercase string exported as a constant. The constant name maps predictably to the string:
js
Phaser.Scenes.Events.UPDATE // 'update'
Phaser.Scenes.Events.PRE_UPDATE // 'preupdate'
Phaser.Scenes.Events.SHUTDOWN // 'shutdown'
Phaser.Core.Events.BOOT // 'boot'
Phaser.Input.Events.POINTER_DOWN // 'pointerdown'Some events use a key-suffix pattern for per-key listening:
js
// Loader: listen for a specific file completing
this.load.on(Phaser.Loader.Events.FILE_KEY_COMPLETE + 'image-logo', (key, type, data) => {});
// String value: 'filecomplete-image-logo'
// Animations: listen for a specific animation completing on a sprite
sprite.on(Phaser.Animations.Events.ANIMATION_COMPLETE_KEY + 'walk', () => {});
// String value: 'animationcomplete-walk'
// Textures: listen for a specific texture being added
this.textures.on(Phaser.Textures.Events.ADD_KEY + 'myTexture', () => {});
// String value: 'addtexture-myTexture'每个内置事件都是一个小写字符串,并以常量形式导出。常量名称与字符串的映射规则清晰可预测:
js
Phaser.Scenes.Events.UPDATE // 'update'
Phaser.Scenes.Events.PRE_UPDATE // 'preupdate'
Phaser.Scenes.Events.SHUTDOWN // 'shutdown'
Phaser.Core.Events.BOOT // 'boot'
Phaser.Input.Events.POINTER_DOWN // 'pointerdown'部分事件采用“键-后缀”模式,支持针对特定键的监听:
js
// Loader:监听特定文件加载完成
this.load.on(Phaser.Loader.Events.FILE_KEY_COMPLETE + 'image-logo', (key, type, data) => {});
// 字符串值:'filecomplete-image-logo'
// Animations:监听精灵上特定动画完成
sprite.on(Phaser.Animations.Events.ANIMATION_COMPLETE_KEY + 'walk', () => {});
// 字符串值:'animationcomplete-walk'
// Textures:监听特定纹理添加完成
this.textures.on(Phaser.Textures.Events.ADD_KEY + 'myTexture', () => {});
// 字符串值:'addtexture-myTexture'Context (Third Argument)
上下文(第三个参数)
The third argument to / sets inside the callback. Defaults to the emitter.
ononcethisjs
// 'this' inside handler refers to the scene
this.input.on('pointerdown', function (pointer) {
this.cameras.main.shake(100); // 'this' = scene
}, this);
// Arrow functions ignore the context argument (they capture lexical 'this')
this.input.on('pointerdown', (pointer) => {
this.cameras.main.shake(100); // 'this' = enclosing scope (scene in create)
});ononcethisjs
// 回调内部的'this'指向场景
this.input.on('pointerdown', function (pointer) {
this.cameras.main.shake(100); // 'this' = 场景
}, this);
// 箭头函数会忽略上下文参数(它们捕获词法作用域的'this')
this.input.on('pointerdown', (pointer) => {
this.cameras.main.shake(100); // 'this' = 封闭作用域(create方法中的场景)
});Common Patterns
常见模式
Scene Lifecycle Events
场景生命周期事件
Frame loop order: -> -> -> -> ->
preupdateupdateScene.update()postupdateprerenderrenderjs
create() {
this.events.on(Phaser.Scenes.Events.UPDATE, this.onUpdate, this);
// CRITICAL: always clean up on shutdown to prevent leaks on scene restart
this.events.on(Phaser.Scenes.Events.SHUTDOWN, () => {
this.events.off(Phaser.Scenes.Events.UPDATE, this.onUpdate, this);
this.input.off('pointerdown', this.onPointerDown, this);
});
}帧循环顺序: -> -> -> -> ->
preupdateupdateScene.update()postupdateprerenderrenderjs
create() {
this.events.on(Phaser.Scenes.Events.UPDATE, this.onUpdate, this);
// 重要提示:务必在shutdown时清理监听器,避免场景重启时出现内存泄漏
this.events.on(Phaser.Scenes.Events.SHUTDOWN, () => {
this.events.off(Phaser.Scenes.Events.UPDATE, this.onUpdate, this);
this.input.off('pointerdown', this.onPointerDown, this);
});
}Game-Level Events
游戏级事件
js
// game.events fires on the Game instance, shared across all scenes
// Access from a scene via this.game.events
this.game.events.on(Phaser.Core.Events.BLUR, this.handleBlur, this);
this.game.events.on(Phaser.Core.Events.VISIBLE, this.handleVisible, this);js
// game.events 在Game实例上触发,所有场景共享
// 在场景中可通过this.game.events访问
this.game.events.on(Phaser.Core.Events.BLUR, this.handleBlur, this);
this.game.events.on(Phaser.Core.Events.VISIBLE, this.handleVisible, this);Inter-Scene Communication
场景间通信
js
// METHOD 1: game.events — a global event bus accessible from all scenes
// Scene A emits:
this.game.events.emit('score-changed', this.score);
// Scene B listens:
this.game.events.on('score-changed', (score) => { this.scoreText.setText(score); });
// METHOD 2: this.registry — a shared DataManager across all scenes
// The registry is a Phaser.Data.DataManager on the Game instance.
// Scene A sets data:
this.registry.set('score', 100);
// Scene B listens for changes:
this.registry.events.on('changedata-score', (parent, value, previousValue) => {
this.scoreText.setText(value);
});
// METHOD 3: Direct scene access via ScenePlugin
this.scene.get('UIScene').events.emit('update-health', hp);js
// 方法1:game.events — 全局事件总线,所有场景均可访问
// 场景A触发事件:
this.game.events.emit('score-changed', this.score);
// 场景B监听事件:
this.game.events.on('score-changed', (score) => { this.scoreText.setText(score); });
// 方法2:this.registry — 所有场景共享的DataManager
// registry是Game实例上的Phaser.Data.DataManager
// 场景A设置数据:
this.registry.set('score', 100);
// 场景B监听数据变化:
this.registry.events.on('changedata-score', (parent, value, previousValue) => {
this.scoreText.setText(value);
});
// 方法3:通过ScenePlugin直接访问场景
this.scene.get('UIScene').events.emit('update-health', hp);Custom Events
自定义事件
js
// Emit custom events with arbitrary data arguments
this.events.emit('player-died', this.player, { lives: this.lives });
this.events.on('player-died', (player, data) => {
console.log('Lives remaining:', data.lives);
});js
// 触发自定义事件并传递任意数据参数
this.events.emit('player-died', this.player, { lives: this.lives });
this.events.on('player-died', (player, data) => {
console.log('剩余生命:', data.lives);
});All Event Namespaces Reference
所有事件命名空间参考
Scene Events (Phaser.Scenes.Events
)
Phaser.Scenes.Events场景事件(Phaser.Scenes.Events
)
Phaser.Scenes.EventsEmitter: (the Scene's Systems EventEmitter)
this.events| Constant | String | When |
|---|---|---|
| | Scene Systems boot (for plugins) |
| | Scene Systems fully ready |
| | Scene starts running |
| | After Scene.create() completes |
| | Before update each frame |
| | Main update each frame |
| | After update each frame |
| | Before render each frame |
| | During render each frame |
| | Scene paused |
| | Scene resumed from pause |
| | Scene put to sleep |
| | Scene woken from sleep |
| | Scene shutting down (may restart) |
| | Scene permanently destroyed |
| | GameObject added to scene |
| | GameObject removed from scene |
| | Transition initialized (target scene) |
| | Transition started (target scene) |
| | Transition out (source scene) |
| | Transition finished |
| | Transition wakes target scene |
事件发射器:(场景的Systems EventEmitter)
this.events| 常量 | 字符串 | 触发时机 |
|---|---|---|
| | 场景Systems启动(供插件使用) |
| | 场景Systems完全就绪 |
| | 场景开始运行 |
| | Scene.create()执行完成后 |
| | 每帧update之前 |
| | 每帧主update阶段 |
| | 每帧update之后 |
| | 每帧渲染之前 |
| | 每帧渲染阶段 |
| | 场景暂停 |
| | 场景从暂停恢复 |
| | 场景进入休眠 |
| | 场景从休眠唤醒 |
| | 场景正在关闭(可能会重启) |
| | 场景被永久销毁 |
| | 游戏对象被添加到场景 |
| | 游戏对象从场景移除 |
| | 转场初始化(目标场景) |
| | 转场开始(目标场景) |
| | 转场退出(源场景) |
| | 转场完成 |
| | 转场唤醒目标场景 |
Game Events (Phaser.Core.Events
)
Phaser.Core.Events游戏事件(Phaser.Core.Events
)
Phaser.Core.EventsEmitter: or
this.game.eventsgame.events| Constant | String | When |
|---|---|---|
| | Game instance finished booting |
| | Game ready to start running |
| | All global systems ready |
| | Before game loop step |
| | Main game loop step |
| | After game loop step |
| | Before rendering all scenes |
| | After rendering all scenes |
| | Game paused |
| | Game resumed |
| | Browser tab lost focus |
| | Browser tab gained focus |
| | Page Visibility API: hidden |
| | Page Visibility API: visible |
| | WebGL context lost |
| | Game being destroyed |
事件发射器: 或
this.game.eventsgame.events| 常量 | 字符串 | 触发时机 |
|---|---|---|
| | Game实例启动完成 |
| | Game准备好开始运行 |
| | 所有全局系统就绪 |
| | 游戏循环步骤之前 |
| | 游戏循环主步骤 |
| | 游戏循环步骤之后 |
| | 渲染所有场景之前 |
| | 渲染所有场景之后 |
| | 游戏暂停 |
| | 游戏恢复 |
| | 浏览器标签失去焦点 |
| | 浏览器标签获得焦点 |
| | Page Visibility API:页面隐藏 |
| | Page Visibility API:页面可见 |
| | WebGL上下文丢失 |
| | Game正在被销毁 |
Input Events (Phaser.Input.Events
)
Phaser.Input.Events输入事件(Phaser.Input.Events
)
Phaser.Input.EventsEmitter: (scene-level) or individual GameObjects. Events exist at three levels: scene-level (), scene-level with gameobject prefix, and directly on interactive GameObjects. See ../input-keyboard-mouse-touch/SKILL.md for full usage.
this.inputthis.inputScene-level pointer events (on ):
| | | | | | |
this.inputPOINTER_DOWN'pointerdown'POINTER_UP'pointerup'POINTER_MOVE'pointermove'POINTER_OVER'pointerover'POINTER_OUT'pointerout'POINTER_WHEEL'wheel'POINTER_DOWN_OUTSIDE'pointerdownoutside'POINTER_UP_OUTSIDE'pointerupoutside'Scene-level gameobject events (on ):
| | | | |
this.inputGAMEOBJECT_DOWN'gameobjectdown'GAMEOBJECT_UP'gameobjectup'GAMEOBJECT_MOVE'gameobjectmove'GAMEOBJECT_OVER'gameobjectover'GAMEOBJECT_OUT'gameobjectout'GAMEOBJECT_WHEEL'gameobjectwheel'Per-GameObject events (emitted on the GameObject itself, requires ):
| | | | |
setInteractive()GAMEOBJECT_POINTER_DOWN'pointerdown'GAMEOBJECT_POINTER_UP'pointerup'GAMEOBJECT_POINTER_MOVE'pointermove'GAMEOBJECT_POINTER_OVER'pointerover'GAMEOBJECT_POINTER_OUT'pointerout'GAMEOBJECT_POINTER_WHEEL'wheel'Drag events (on and on GameObjects with same string):
/ | / | / | / | / | / | /
this.inputDRAG_STARTGAMEOBJECT_DRAG_START'dragstart'DRAGGAMEOBJECT_DRAG'drag'DRAG_ENDGAMEOBJECT_DRAG_END'dragend'DRAG_ENTERGAMEOBJECT_DRAG_ENTER'dragenter'DRAG_OVERGAMEOBJECT_DRAG_OVER'dragover'DRAG_LEAVEGAMEOBJECT_DRAG_LEAVE'dragleave'DROPGAMEOBJECT_DROP'drop'Other: | |
GAME_OUT'gameout'GAME_OVER'gameover'POINTERLOCK_CHANGE'pointerlockchange'事件发射器:(场景级)或单个游戏对象。事件分为三个层级:场景级()、带游戏对象前缀的场景级、直接在可交互游戏对象上触发。完整用法请参考../input-keyboard-mouse-touch/SKILL.md。
this.inputthis.input场景级指针事件(上):
| | | | | | |
this.inputPOINTER_DOWN'pointerdown'POINTER_UP'pointerup'POINTER_MOVE'pointermove'POINTER_OVER'pointerover'POINTER_OUT'pointerout'POINTER_WHEEL'wheel'POINTER_DOWN_OUTSIDE'pointerdownoutside'POINTER_UP_OUTSIDE'pointerupoutside'场景级游戏对象事件(上):
| | | | |
this.inputGAMEOBJECT_DOWN'gameobjectdown'GAMEOBJECT_UP'gameobjectup'GAMEOBJECT_MOVE'gameobjectmove'GAMEOBJECT_OVER'gameobjectover'GAMEOBJECT_OUT'gameobjectout'GAMEOBJECT_WHEEL'gameobjectwheel'单个游戏对象事件(在游戏对象自身触发,需调用):
| | | | |
setInteractive()GAMEOBJECT_POINTER_DOWN'pointerdown'GAMEOBJECT_POINTER_UP'pointerup'GAMEOBJECT_POINTER_MOVE'pointermove'GAMEOBJECT_POINTER_OVER'pointerover'GAMEOBJECT_POINTER_OUT'pointerout'GAMEOBJECT_POINTER_WHEEL'wheel'拖拽事件(和游戏对象上均有相同字符串):
/ | / | / | / | / | / | /
this.inputDRAG_STARTGAMEOBJECT_DRAG_START'dragstart'DRAGGAMEOBJECT_DRAG'drag'DRAG_ENDGAMEOBJECT_DRAG_END'dragend'DRAG_ENTERGAMEOBJECT_DRAG_ENTER'dragenter'DRAG_OVERGAMEOBJECT_DRAG_OVER'dragover'DRAG_LEAVEGAMEOBJECT_DRAG_LEAVE'dragleave'DROPGAMEOBJECT_DROP'drop'其他: | |
GAME_OUT'gameout'GAME_OVER'gameover'POINTERLOCK_CHANGE'pointerlockchange'Loader Events (Phaser.Loader.Events
)
Phaser.Loader.Events加载器事件(Phaser.Loader.Events
)
Phaser.Loader.EventsEmitter:
this.load| Constant | String | When |
|---|---|---|
| | File added to load queue |
| | Loader starts |
| | Overall progress updated (0-1) |
| | Individual file loaded |
| | Individual file progress |
| | Individual file completed processing |
| | Specific file completed (append |
| | File failed to load |
| | All files loaded, post-processing |
| | All loading complete |
事件发射器:
this.load| 常量 | 字符串 | 触发时机 |
|---|---|---|
| | 文件被添加到加载队列 |
| | 加载器开始运行 |
| | 整体加载进度更新(0-1) |
| | 单个文件加载完成 |
| | 单个文件加载进度更新 |
| | 单个文件处理完成 |
| | 特定文件处理完成(追加 |
| | 文件加载失败 |
| | 所有文件加载完成,进入后处理阶段 |
| | 所有加载完成 |
Animation Events (Phaser.Animations.Events
)
Phaser.Animations.Events动画事件(Phaser.Animations.Events
)
Phaser.Animations.EventsEmitter: individual sprites (per-sprite) or (global AnimationManager)
this.anims| Constant | String | When |
|---|---|---|
| | Animation added to manager |
| | Animation removed from manager |
| | All animations paused |
| | All animations resumed |
| | Animation starts playing on a sprite |
| | Animation restarts on a sprite |
| | Animation repeats on a sprite |
| | Animation frame changes on a sprite |
| | Animation finishes on a sprite |
| | Specific animation finishes (append key) |
| | Animation stopped on a sprite |
事件发射器:单个精灵(每个精灵独立)或(全局AnimationManager)
this.anims| 常量 | 字符串 | 触发时机 |
|---|---|---|
| | 动画被添加到管理器 |
| | 动画从管理器移除 |
| | 所有动画暂停 |
| | 所有动画恢复 |
| | 精灵上的动画开始播放 |
| | 精灵上的动画重新播放 |
| | 精灵上的动画重复播放 |
| | 精灵上的动画帧更新 |
| | 精灵上的动画播放完成 |
| | 特定动画播放完成(追加键名) |
| | 精灵上的动画停止播放 |
Camera Events (Phaser.Cameras.Scene2D.Events
)
Phaser.Cameras.Scene2D.Events相机事件(Phaser.Cameras.Scene2D.Events
)
Phaser.Cameras.Scene2D.EventsEmitter: individual camera instance (e.g. ). Each camera effect has a START and COMPLETE pair.
this.cameras.mainDESTROY'cameradestroy'FADE_IN_START'camerafadeinstart'FADE_IN_COMPLETE'camerafadeincomplete'FADE_OUT_START'camerafadeoutstart'FADE_OUT_COMPLETE'camerafadeoutcomplete'FLASH_START'cameraflashstart'FLASH_COMPLETE'cameraflashcomplete'PAN_START'camerapanstart'PAN_COMPLETE'camerapancomplete'ROTATE_START'camerarotatestart'ROTATE_COMPLETE'camerarotatecomplete'SHAKE_START'camerashakestart'SHAKE_COMPLETE'camerashakecomplete'ZOOM_START'camerazoomstart'ZOOM_COMPLETE'camerazoomcomplete'FOLLOW_UPDATE'followupdate'PRE_RENDER'prerender'POST_RENDER'postrender'事件发射器:单个相机实例(例如)。每个相机特效都有对应的START和COMPLETE事件对。
this.cameras.mainDESTROY'cameradestroy'FADE_IN_START'camerafadeinstart'FADE_IN_COMPLETE'camerafadeincomplete'FADE_OUT_START'camerafadeoutstart'FADE_OUT_COMPLETE'camerafadeoutcomplete'FLASH_START'cameraflashstart'FLASH_COMPLETE'cameraflashcomplete'PAN_START'camerapanstart'PAN_COMPLETE'camerapancomplete'ROTATE_START'camerarotatestart'ROTATE_COMPLETE'camerarotatecomplete'SHAKE_START'camerashakestart'SHAKE_COMPLETE'camerashakecomplete'ZOOM_START'camerazoomstart'ZOOM_COMPLETE'camerazoomcomplete'FOLLOW_UPDATE'followupdate'PRE_RENDER'prerender'POST_RENDER'postrender'Sound Events (Phaser.Sound.Events
)
Phaser.Sound.Events声音事件(Phaser.Sound.Events
)
Phaser.Sound.EventsEmitter: individual sound instances or (SoundManager)
this.soundPer-sound instance events:
| | | | | | | | | | | | | |
PLAY'play'PAUSE'pause'RESUME'resume'STOP'stop'COMPLETE'complete'LOOP'loop'LOOPED'looped'SEEK'seek'MUTE'mute'VOLUME'volume'RATE'rate'DETUNE'detune'PAN'pan'DECODED'decoded'DESTROY'destroy'SoundManager-level events (on ):
| | | | | | | |
this.soundGLOBAL_MUTE'mute'GLOBAL_VOLUME'volume'GLOBAL_RATE'rate'GLOBAL_DETUNE'detune'PAUSE_ALL'pauseall'RESUME_ALL'resumeall'STOP_ALL'stopall'DECODED_ALL'decodedall'UNLOCKED'unlocked'事件发射器:单个声音实例或(SoundManager)
this.sound单个声音实例事件:
| | | | | | | | | | | | | |
PLAY'play'PAUSE'pause'RESUME'resume'STOP'stop'COMPLETE'complete'LOOP'loop'LOOPED'looped'SEEK'seek'MUTE'mute'VOLUME'volume'RATE'rate'DETUNE'detune'PAN'pan'DECODED'decoded'DESTROY'destroy'SoundManager级事件(上):
| | | | | | | |
this.soundGLOBAL_MUTE'mute'GLOBAL_VOLUME'volume'GLOBAL_RATE'rate'GLOBAL_DETUNE'detune'PAUSE_ALL'pauseall'RESUME_ALL'resumeall'STOP_ALL'stopall'DECODED_ALL'decodedall'UNLOCKED'unlocked'Tween Events (Phaser.Tweens.Events
)
Phaser.Tweens.Events补间事件(Phaser.Tweens.Events
)
Phaser.Tweens.EventsEmitter: individual tween instances
| Constant | String | When |
|---|---|---|
| | Tween becomes active |
| | Tween starts first play |
| | Tween updates a value |
| | Tween yoyos (reverses direction) |
| | Tween repeats |
| | Tween loops |
| | Tween paused |
| | Tween resumed |
| | Tween finishes |
| | Tween stopped manually |
事件发射器:单个补间实例
| 常量 | 字符串 | 触发时机 |
|---|---|---|
| | 补间变为激活状态 |
| | 补间首次开始播放 |
| | 补间更新数值 |
| | 补间反向播放 |
| | 补间重复播放 |
| | 补间循环播放 |
| | 补间暂停 |
| | 补间恢复 |
| | 补间播放完成 |
| | 补间被手动停止 |
Arcade Physics Events (Phaser.Physics.Arcade.Events
)
Phaser.Physics.Arcade.Events街机物理事件(Phaser.Physics.Arcade.Events
)
Phaser.Physics.Arcade.EventsEmitter:
this.physics.world| Constant | String | When |
|---|---|---|
| | Two bodies collide |
| | Two bodies overlap |
| | Body collides with a tile |
| | Body overlaps with a tile |
| | Body hits world boundary |
| | Physics world completes a step |
| | Physics world paused |
| | Physics world resumed |
事件发射器:
this.physics.world| 常量 | 字符串 | 触发时机 |
|---|---|---|
| | 两个物体碰撞 |
| | 两个物体重叠 |
| | 物体与瓦片碰撞 |
| | 物体与瓦片重叠 |
| | 物体碰撞到世界边界 |
| | 物理世界完成一次步进 |
| | 物理世界暂停 |
| | 物理世界恢复 |
Texture Events (Phaser.Textures.Events
)
Phaser.Textures.Events纹理事件(Phaser.Textures.Events
)
Phaser.Textures.EventsEmitter: (TextureManager)
this.textures| Constant | String | When |
|---|---|---|
| | Any texture added |
| | Specific texture added (append key) |
| | Any texture removed |
| | Specific texture removed (append key) |
| | Texture source loaded |
| | Texture source load error |
| | Texture manager ready |
事件发射器:(TextureManager)
this.textures| 常量 | 字符串 | 触发时机 |
|---|---|---|
| | 任意纹理被添加 |
| | 特定纹理被添加(追加键名) |
| | 任意纹理被移除 |
| | 特定纹理被移除(追加键名) |
| | 纹理资源加载完成 |
| | 纹理资源加载失败 |
| | 纹理管理器就绪 |
GameObject Events (Phaser.GameObjects.Events
)
Phaser.GameObjects.Events游戏对象事件(Phaser.GameObjects.Events
)
Phaser.GameObjects.EventsEmitter: individual GameObjects
| Constant | String | When |
|---|---|---|
| | GameObject added to a scene |
| | GameObject removed from scene |
| | GameObject destroyed |
Video GameObject events (on Video GameObjects):
| | | | | | | | | | | | | |
VIDEO_PLAY'play'VIDEO_PLAYING'playing'VIDEO_COMPLETE'complete'VIDEO_LOOP'loop'VIDEO_STOP'stop'VIDEO_CREATED'created'VIDEO_ERROR'error'VIDEO_LOCKED'locked'VIDEO_UNLOCKED'unlocked'VIDEO_METADATA'metadata'VIDEO_SEEKED'seeked'VIDEO_SEEKING'seeking'VIDEO_STALLED'stalled'VIDEO_TEXTURE'textureready'VIDEO_UNSUPPORTED'unsupported'事件发射器:单个游戏对象
| 常量 | 字符串 | 触发时机 |
|---|---|---|
| | 游戏对象被添加到场景 |
| | 游戏对象从场景移除 |
| | 游戏对象被销毁 |
视频游戏对象事件(在Video游戏对象上):
| | | | | | | | | | | | | |
VIDEO_PLAY'play'VIDEO_PLAYING'playing'VIDEO_COMPLETE'complete'VIDEO_LOOP'loop'VIDEO_STOP'stop'VIDEO_CREATED'created'VIDEO_ERROR'error'VIDEO_LOCKED'locked'VIDEO_UNLOCKED'unlocked'VIDEO_METADATA'metadata'VIDEO_SEEKED'seeked'VIDEO_SEEKING'seeking'VIDEO_STALLED'stalled'VIDEO_TEXTURE'textureready'VIDEO_UNSUPPORTED'unsupported'Time Events (Phaser.Time.Events
)
Phaser.Time.Events时间事件(Phaser.Time.Events
)
Phaser.Time.EventsEmitter: instances
Phaser.Time.TimerEvent| Constant | String | When |
|---|---|---|
| | TimerEvent finishes all repeats |
事件发射器:实例
Phaser.Time.TimerEvent| 常量 | 字符串 | 触发时机 |
|---|---|---|
| | TimerEvent完成所有重复次数 |
Event Removal Safety
事件移除注意事项
You must pass the SAME function reference AND the same context/scope to that you used with . Anonymous or inline arrow functions cannot be removed.
off()on()js
// BAD: arrow function cannot be removed later
this.events.on('update', () => { this.doStuff(); });
// GOOD: named method can be removed
this.events.on('update', this.onUpdate, this);
this.events.off('update', this.onUpdate, this);调用时必须传入与完全相同的函数引用和上下文/作用域。匿名函数或内联箭头函数无法被移除。
off()on()js
// 错误:箭头函数无法被后续移除
this.events.on('update', () => { this.doStuff(); });
// 正确:命名方法可以被移除
this.events.on('update', this.onUpdate, this);
this.events.off('update', this.onUpdate, this);once() Auto-Removes
once()自动移除
once()js
this.events.once(Phaser.Scenes.Events.CREATE, this.onFirstCreate, this);once()js
this.events.once(Phaser.Scenes.Events.CREATE, this.onFirstCreate, this);Utility Methods
工具方法
js
emitter.listenerCount('update'); // number of listeners for an event
emitter.eventNames(); // ['update', 'player-died'] -- all registered event names
emitter.removeAllListeners('player-died'); // remove all listeners for one event
emitter.removeAllListeners(); // remove ALL listeners for ALL eventsjs
emitter.listenerCount('update'); // 获取某个事件的监听器数量
emitter.eventNames(); // ['update', 'player-died'] -- 所有已注册的事件名称
emitter.removeAllListeners('player-died'); // 移除某个事件的所有监听器
emitter.removeAllListeners(); // 移除所有事件的所有监听器Creating a Standalone EventEmitter
创建独立的EventEmitter
js
const bus = new Phaser.Events.EventEmitter();
bus.on('inventory-changed', (items) => { console.log(items.length); });
bus.emit('inventory-changed', this.inventory);js
const bus = new Phaser.Events.EventEmitter();
bus.on('inventory-changed', (items) => { console.log(items.length); });
bus.emit('inventory-changed', this.inventory);Scene Events vs Game Events
场景事件 vs 游戏事件
- -- Scene-specific. Fires scene lifecycle events. Cleaned up when scene is destroyed.
this.events - -- Global. Fires game-level events (blur, focus, pause, resume). Persists across scene restarts -- clean up on SHUTDOWN.
this.game.events
js
create() {
this.events.on(Phaser.Scenes.Events.UPDATE, this.onUpdate, this);
this.game.events.on(Phaser.Core.Events.BLUR, this.onBlur, this);
this.events.once(Phaser.Scenes.Events.SHUTDOWN, () => {
this.game.events.off(Phaser.Core.Events.BLUR, this.onBlur, this);
});
}- -- 场景专属,触发场景生命周期事件,场景销毁时会被清理。
this.events - -- 全局事件,触发游戏级事件(失焦、聚焦、暂停、恢复),会在场景重启后保留,需在SHUTDOWN时清理。
this.game.events
js
create() {
this.events.on(Phaser.Scenes.Events.UPDATE, this.onUpdate, this);
this.game.events.on(Phaser.Core.Events.BLUR, this.onBlur, this);
this.events.once(Phaser.Scenes.Events.SHUTDOWN, () => {
this.game.events.off(Phaser.Core.Events.BLUR, this.onBlur, this);
});
}Gotchas
注意事项
Memory Leaks from Unremoved Listeners
未移除监听器导致的内存泄漏
The most common source of bugs. If a scene uses and the scene restarts via , old listeners persist because does not auto-remove. Each restart adds duplicate listeners.
on()scene.restart()on()js
// BAD: leaks listeners on every scene restart
create() {
this.input.on('pointerdown', this.shoot, this);
}
// GOOD: clean up in shutdown
create() {
this.input.on('pointerdown', this.shoot, this);
this.events.once(Phaser.Scenes.Events.SHUTDOWN, () => {
this.input.off('pointerdown', this.shoot, this);
});
}
// ALSO GOOD: use once() for events you only need fired once
create() {
this.events.once(Phaser.Scenes.Events.CREATE, this.onFirstCreate, this);
}这是最常见的bug来源。如果场景使用且通过重启,旧的监听器会保留,因为不会自动移除,每次重启都会添加重复的监听器。
on()scene.restart()on()js
// 错误:每次场景重启都会泄漏监听器
create() {
this.input.on('pointerdown', this.shoot, this);
}
// 正确:在shutdown时清理
create() {
this.input.on('pointerdown', this.shoot, this);
this.events.once(Phaser.Scenes.Events.SHUTDOWN, () => {
this.input.off('pointerdown', this.shoot, this);
});
}
// 同样正确:使用once()监听只需触发一次的事件
create() {
this.events.once(Phaser.Scenes.Events.CREATE, this.onFirstCreate, this);
}shutdown vs destroy
shutdown vs destroy
- fires when a scene stops but can restart later. Clean up listeners here.
SHUTDOWN - fires when a scene is permanently removed. Use for final cleanup.
DESTROY - A scene restart fires then
SHUTDOWNthenSTART. It does NOT fireCREATE.DESTROY
- 在场景停止但可能后续重启时触发,在此处清理监听器。
SHUTDOWN - 在场景被永久移除时触发,用于最终清理。
DESTROY - 场景重启会触发,然后是
SHUTDOWN和START,不会触发CREATE。DESTROY
Context Binding
上下文绑定
The third argument to / sets inside the callback. Without it, defaults to the emitter, not the scene. Use as the third argument with regular functions, or use arrow functions (which capture lexical ).
ononcethisthisthisthisononcethisthisthisthisoff() Requires Exact References
off()需要精确引用
off()on()off()on()Input Event Hierarchy
输入事件层级
Input events fire in order: (1) on the GameObject, (2) on , (3) on . Higher handlers can stop propagation.
GAMEOBJECT_POINTER_DOWNGAMEOBJECT_DOWNthis.inputPOINTER_DOWNthis.input输入事件触发顺序:(1) 游戏对象上的,(2) 上的,(3) 上的。上层处理函数可以阻止事件传播。
GAMEOBJECT_POINTER_DOWNthis.inputGAMEOBJECT_DOWNthis.inputPOINTER_DOWNGame Events vs Scene Events
游戏事件 vs 场景事件
this.game.eventsthis.eventsgame.eventsjs
create() {
this.game.events.on(Phaser.Core.Events.BLUR, this.onBlur, this);
this.events.once(Phaser.Scenes.Events.SHUTDOWN, () => {
this.game.events.off(Phaser.Core.Events.BLUR, this.onBlur, this);
});
}this.game.eventsthis.eventsgame.eventsjs
create() {
this.game.events.on(Phaser.Core.Events.BLUR, this.onBlur, this);
this.events.once(Phaser.Scenes.Events.SHUTDOWN, () => {
this.game.events.off(Phaser.Core.Events.BLUR, this.onBlur, this);
});
}Source File Map
源码文件映射
| Path | Description |
|---|---|
| Base EventEmitter class (wraps eventemitter3) |
| Scene lifecycle events (22 events) |
| Game-level events (16 events) |
| Input/pointer/drag events (48 events) |
| Asset loading events (10 events) |
| Animation playback events (11 events) |
| Camera effect events (18 events) |
| Sound playback events (24 events) |
| Tween lifecycle events (10 events) |
| Arcade physics events (8 events) |
| Texture manager events (7 events) |
| GameObject lifecycle + Video events (18 events) |
| TimerEvent events (1 event) |
| 路径 | 描述 |
|---|---|
| 基础EventEmitter类(封装eventemitter3) |
| 场景生命周期事件(22个事件) |
| 游戏级事件(16个事件) |
| 输入/指针/拖拽事件(48个事件) |
| 资源加载事件(10个事件) |
| 动画播放事件(11个事件) |
| 相机特效事件(18个事件) |
| 声音播放事件(24个事件) |
| 补间生命周期事件(10个事件) |
| 街机物理事件(8个事件) |
| 纹理管理器事件(7个事件) |
| 游戏对象生命周期 + 视频事件(18个事件) |
| TimerEvent事件(1个事件) |