Template:Event Nav: Difference between revisions

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{{event|event_alarm.png|'''[[Alarm event|Alarm]]'''|Alarm events are used to sequence things to the number of updates or 'steps' the game has processed.}}
<div style="column-count:3;-moz-column-count:3; -webkit-column-count:3; text-align:left" >
{{event|event_step.png|'''Step'''|Are for determining what happens each time the game updates.}}
{{event|event_create.png|Create|Happen only once when an object is first created.}}
{{event|event_collision.png|'''Collision'''|Collision events occur when objects come in contact with each other.}}
{{event|event_destroy.png|Destroy|Happen when objects are destroyed.}}
{{event|event_collision.png|'''Physics'''|Are when events trigger in the Box2D physics engine.}}
{{event|event_alarm.png|[[Alarm event|Alarm]]|Alarm events are used to sequence things to the number of updates or 'steps' the game has processed.}}
{{event|event_keyboard.png|'''Keyboard'''|Are for handling keyboard input.}}
{{event|event_step.png|[[Step]]|Triggered at regular intervals according to the [[room_speed]] and allow you to update objects before they are rendered. }}
{{event|event_key_press.png|'''Key Press'''|For handling when keyboard keys are pressed.}}
{{event|event_collision.png|[[Collision]]|Occur when objects come in contact with each other.}}
{{event|event_key_release.png|'''Key Release'''|For handling when keyboard keys are released.}}
{{event|event_collision.png|Physics|Similar to collision events but specific to the Box2D physics engine.}}
{{event|event_mouse.png|'''Mouse'''|Are for handling mouse input.}}
{{event|event_keyboard.png|Keyboard|Handle when a keyboard button is pressed and then held.}}
{{event|event_joystick.png|'''Joystick'''|Are for handling joystick input.}}
{{event|event_key_press.png|Key Press|Handle when keyboard keys are pressed.}}
{{event|event_gamepad.png|'''Gamepad'''|Are for handling controller/gamepad input.}}
{{event|event_key_release.png|Key Release|Handle when keyboard keys are released.}}
{{event|Paintbrush.png|'''Draw'''|Occur after the end step event and are for when you are ready to draw objects to the screen.}}
{{event|event_mouse.png|Mouse|Handle mouse input including button clicks.}}
{{event|Paintbrush.png|'''Draw GUI'''|Is for drawing things on a layer on top of everything else rendered, basically buttons and things. The event is called after all regular draw events occur and performs depth sorting on the objects and resets the projection to orthographic ignoring scaling and other view transformations.}}
{{event|event_joystick.png|Joystick|Handle joystick input for a variety of joystick devices.}}
{{event|event_other.png|'''Other'''|Events not covered in other categories, such as those defined by the user.}}
{{event|event_gamepad.png|Gamepad|Handle gamepad input using a more streamlined interface.}}
{{event|event_other.png|'''Room'''|Are for when things happen to the room, such as it restarts or ends.}}
{{event|Paintbrush.png|Draw|Occur after the end step event and are for when you are ready to draw objects to the screen.}}
{{event|event_other.png|'''Game'''|}}
{{event|Paintbrush.png|Draw GUI|Is for drawing things on a layer on top of everything else rendered, basically buttons and things. The event is called after all regular draw events occur and performs depth sorting on the objects and resets the projection to orthographic ignoring scaling and other view transformations.}}
{{event|event_create.png|'''Create'''|Happen only once when an object is first created.}}
{{event|event_other.png|Other|Events not covered in other categories, such as those defined by the user.}}
{{event|event_destroy.png|'''Destroy'''|Happen when objects are destroyed.}}
{{event|event_other.png|Room|Are for when things change about the current room, such as it restarts or ends.}}
{{event|event_other.png|Game|Are global to the entire game, such as just before the window closes and the game ends.}}
</div>

Latest revision as of 08:05, 10 September 2017

Event create.png Create
Happen only once when an object is first created.
Event destroy.png Destroy
Happen when objects are destroyed.
Event alarm.png Alarm
Alarm events are used to sequence things to the number of updates or 'steps' the game has processed.
Event step.png Step
Triggered at regular intervals according to the room_speed and allow you to update objects before they are rendered.
Event collision.png Collision
Occur when objects come in contact with each other.
Event collision.png Physics
Similar to collision events but specific to the Box2D physics engine.
Event keyboard.png Keyboard
Handle when a keyboard button is pressed and then held.
Event key press.png Key Press
Handle when keyboard keys are pressed.
Event key release.png Key Release
Handle when keyboard keys are released.
Event mouse.png Mouse
Handle mouse input including button clicks.
Event joystick.png Joystick
Handle joystick input for a variety of joystick devices.
Event gamepad.png Gamepad
Handle gamepad input using a more streamlined interface.
Paintbrush.png Draw
Occur after the end step event and are for when you are ready to draw objects to the screen.
Paintbrush.png Draw GUI
Is for drawing things on a layer on top of everything else rendered, basically buttons and things. The event is called after all regular draw events occur and performs depth sorting on the objects and resets the projection to orthographic ignoring scaling and other view transformations.
Event other.png Other
Events not covered in other categories, such as those defined by the user.
Event other.png Room
Are for when things change about the current room, such as it restarts or ends.
Event other.png Game
Are global to the entire game, such as just before the window closes and the game ends.