Namespace: Events

Phaser.Tweens. Events

Events


TIMELINE_COMPLETE

The Timeline Complete Event.

This event is dispatched by a Tween Timeline when it completes playback.

Listen to it from a Timeline instance using Timeline.on('complete', listener), i.e.:

var timeline = this.tweens.timeline({
    targets: image,
    ease: 'Power1',
    duration: 3000,
    tweens: [ { x: 600 }, { y: 500 }, { x: 100 }, { y: 100 } ]
});
timeline.on('complete', listener);
timeline.play();
Parameters:
Name Type Description
timeline Phaser.Tweens.Timeline

A reference to the Timeline instance that emitted the event.

Since: 3.0.0
Source: src/tweens/events/TIMELINE_COMPLETE_EVENT.js (Line 7)

TIMELINE_LOOP

The Timeline Loop Event.

This event is dispatched by a Tween Timeline every time it loops.

Listen to it from a Timeline instance using Timeline.on('loop', listener), i.e.:

var timeline = this.tweens.timeline({
    targets: image,
    ease: 'Power1',
    duration: 3000,
    loop: 4,
    tweens: [ { x: 600 }, { y: 500 }, { x: 100 }, { y: 100 } ]
});
timeline.on('loop', listener);
timeline.play();
Parameters:
Name Type Description
timeline Phaser.Tweens.Timeline

A reference to the Timeline instance that emitted the event.

Since: 3.0.0
Source: src/tweens/events/TIMELINE_LOOP_EVENT.js (Line 7)

TIMELINE_PAUSE

The Timeline Pause Event.

This event is dispatched by a Tween Timeline when it is paused.

Listen to it from a Timeline instance using Timeline.on('pause', listener), i.e.:

var timeline = this.tweens.timeline({
    targets: image,
    ease: 'Power1',
    duration: 3000,
    tweens: [ { x: 600 }, { y: 500 }, { x: 100 }, { y: 100 } ]
});
timeline.on('pause', listener);
// At some point later ...
timeline.pause();
Parameters:
Name Type Description
timeline Phaser.Tweens.Timeline

A reference to the Timeline instance that emitted the event.

Since: 3.0.0
Source: src/tweens/events/TIMELINE_PAUSE_EVENT.js (Line 7)

TIMELINE_RESUME

The Timeline Resume Event.

This event is dispatched by a Tween Timeline when it is resumed from a paused state.

Listen to it from a Timeline instance using Timeline.on('resume', listener), i.e.:

var timeline = this.tweens.timeline({
    targets: image,
    ease: 'Power1',
    duration: 3000,
    tweens: [ { x: 600 }, { y: 500 }, { x: 100 }, { y: 100 } ]
});
timeline.on('resume', listener);
// At some point later ...
timeline.resume();
Parameters:
Name Type Description
timeline Phaser.Tweens.Timeline

A reference to the Timeline instance that emitted the event.

Since: 3.0.0
Source: src/tweens/events/TIMELINE_RESUME_EVENT.js (Line 7)

TIMELINE_START

The Timeline Start Event.

This event is dispatched by a Tween Timeline when it starts.

Listen to it from a Timeline instance using Timeline.on('start', listener), i.e.:

var timeline = this.tweens.timeline({
    targets: image,
    ease: 'Power1',
    duration: 3000,
    tweens: [ { x: 600 }, { y: 500 }, { x: 100 }, { y: 100 } ]
});
timeline.on('start', listener);
timeline.play();
Parameters:
Name Type Description
timeline Phaser.Tweens.Timeline

A reference to the Timeline instance that emitted the event.

Since: 3.0.0
Source: src/tweens/events/TIMELINE_START_EVENT.js (Line 7)

TIMELINE_UPDATE

The Timeline Update Event.

This event is dispatched by a Tween Timeline every time it updates, which can happen a lot of times per second, so be careful about listening to this event unless you absolutely require it.

Listen to it from a Timeline instance using Timeline.on('update', listener), i.e.:

var timeline = this.tweens.timeline({
    targets: image,
    ease: 'Power1',
    duration: 3000,
    tweens: [ { x: 600 }, { y: 500 }, { x: 100 }, { y: 100 } ]
});
timeline.on('update', listener);
timeline.play();
Parameters:
Name Type Description
timeline Phaser.Tweens.Timeline

A reference to the Timeline instance that emitted the event.

Since: 3.0.0
Source: src/tweens/events/TIMELINE_UPDATE_EVENT.js (Line 7)

TWEEN_ACTIVE

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.add({
    targets: image,
    x: 500,
    ease: 'Power1',
    duration: 3000
});
tween.on('active', listener);
Parameters:
Name Type Description
tween Phaser.Tweens.Tween

A reference to the Tween instance that emitted the event.

targets Array.<any>

An array of references to the target/s the Tween is operating on.

Since: 3.19.0
Source: src/tweens/events/TWEEN_ACTIVE_EVENT.js (Line 7)

TWEEN_COMPLETE

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 Description
tween Phaser.Tweens.Tween

A reference to the Tween instance that emitted the event.

targets Array.<any>

An array of references to the target/s the Tween is operating on.

Since: 3.19.0
Source: src/tweens/events/TWEEN_COMPLETE_EVENT.js (Line 7)

TWEEN_LOOP

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 Description
tween Phaser.Tweens.Tween

A reference to the Tween instance that emitted the event.

targets Array.<any>

An array of references to the target/s the Tween is operating on.

Since: 3.19.0
Source: src/tweens/events/TWEEN_LOOP_EVENT.js (Line 7)

TWEEN_REPEAT

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 Description
tween Phaser.Tweens.Tween

A reference to the Tween instance that emitted the event.

key string

The key of the property that just repeated.

target any

The target that the property just repeated on.

Since: 3.19.0
Source: src/tweens/events/TWEEN_REPEAT_EVENT.js (Line 7)

TWEEN_START

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 Description
tween Phaser.Tweens.Tween

A reference to the Tween instance that emitted the event.

targets Array.<any>

An array of references to the target/s the Tween is operating on.

Since: 3.19.0
Source: src/tweens/events/TWEEN_START_EVENT.js (Line 7)

TWEEN_STOP

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 Description
tween Phaser.Tweens.Tween

A reference to the Tween instance that emitted the event.

targets Array.<any>

An array of references to the target/s the Tween is operating on.

Since: 3.24.0
Source: src/tweens/events/TWEEN_STOP_EVENT.js (Line 7)

TWEEN_UPDATE

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 Description
tween Phaser.Tweens.Tween

A reference to the Tween instance that emitted the event.

key string

The property that was updated, i.e. x or scale.

target any

The target object that was updated. Usually a Game Object, but can be of any type.

current number

The current value of the property that was tweened.

previous number

The previous value of the property that was tweened, prior to this update.

Since: 3.19.0
Source: src/tweens/events/TWEEN_UPDATE_EVENT.js (Line 7)

TWEEN_YOYO

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 Description
tween Phaser.Tweens.Tween

A reference to the Tween instance that emitted the event.

key string

The property that yoyo'd, i.e. x or scale.

target any

The target object that was yoyo'd. Usually a Game Object, but can be of any type.

Since: 3.19.0
Source: src/tweens/events/TWEEN_YOYO_EVENT.js (Line 7)