GameEvent <T, U>
Hierarchy
- GameEvent
- MediaEvent
- KillEvent
- PreKillEvent
- PostKillEvent
- GameStartEvent
- GameStopEvent
- PreDrawEvent
- PostDrawEvent
- PreTransformDrawEvent
- PostTransformDrawEvent
- PreDebugDrawEvent
- PostDebugDrawEvent
- PreUpdateEvent
- PostUpdateEvent
- PreFrameEvent
- PostFrameEvent
- GamepadConnectEvent
- GamepadDisconnectEvent
- GamepadButtonEvent
- GamepadAxisEvent
- VisibleEvent
- HiddenEvent
- PreCollisionEvent
- PostCollisionEvent
- CollisionStartEvent
- CollisionEndEvent
- InitializeEvent
- ActivateEvent
- DeactivateEvent
- ExitViewPortEvent
- EnterViewPortEvent
- EnterTriggerEvent
- ExitTriggerEvent
- ActionStartEvent
- ActionCompleteEvent
- AddEvent
- RemoveEvent
- PauseEvent
- ResumeEvent
- KeyEvent
Index
Constructors
constructor
Type parameters
- T
- U = T
Returns GameEvent<T, U>
Properties
publicother
Other target object for this event
publictarget
Target object for this event.
Accessors
publicbubbles
If set to false, prevents event from propagating to other actors. If true it will be propagated to all actors that apply.
Returns boolean
Parameters
value: boolean
Returns void
Methods
publicstopPropagation
Prevents event from bubbling
Returns void
Base event type in Excalibur that all other event types derive from. Not all event types are thrown on all Excalibur game objects, some events are unique to a type, others are not.