Provides an event-driven main loop for the application. Systems can subscribe to each frame and respond to state changes. Beware that the loop remains running while paused, which they must choose to respect.
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Methods
(static) delta() → {Number}
Returns the time elapsed since the previous frame.
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Returns:
- Type
- Number
(static) frame() → {Number}
Returns the current frame number since the loop began.
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Returns:
- Type
- Number
(static) isPaused() → {Boolean}
Returns whether the loop is currently paused.
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Returns:
- Type
- Boolean
(static) isRunning() → {Boolean}
Returns whether the loop is currently running.
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Returns:
- Type
- Boolean
(static) pause()
Pauses the loop.
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Fires:
(static) resume()
Resumes the loop.
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(static) start()
Starts the loop.
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(static) stop()
Stops the loop.
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(static) time() → {Number}
Returns the time elapsed since the loop began.
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Returns:
- Type
- Number
Events
event:frame
Fired every loop frame.
Type:
- Object
Properties:
Name | Type | Description |
---|---|---|
delta |
Number | Time elapsed since last frame |
frame |
Number | Current frame count of loop |
paused |
Boolean | Whether the loop is paused |
time |
Number | Total elapsed time of loop |
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Listeners of This Event:
- syngen.input.gamepad.update
- syngen.input.mouse.update
- syngen.performance.update
- syngen.position.update
- syngen.props.update
- syngen.streamer.update
event:pause
Fired when the loop is paused.
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event:resume
Fired when the loop is resumed.
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event:start
Fired when the loop starts.
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event:stop
Fired when the loop stops.
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