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Events
Monogatari has a lot of useful events that fire when certain engine events happen. These can be used to run your own custom functions with
monogatari.on ()
. For example, the following code will create a function that will be run every time the didLoadGame event fires:
monogatari.on ('didLoadGame', () => {
// Something here
});
Below is an in-progress list of all events Monogatari has.
Event | Description | Details |
willInit | | |
willSetup | | |
didSetup | | |
willBind | | |
didBind | | |
didInit | | |
Event | Description | Details |
willPreloadAssets | | |
assetLoaded | | |
assetQueued | | |
didPreloadAssets | | |
Event | Description | Details |
willRunAction | | |
didRunAction | | |
willRevertAction | | |
didRevertAction | | |
| |
configurationElementWillUpdate | |
configurationElementUpdate::<Options.js Key> | |
configurationElementDidUpdate | |
Event | Description | Details |
willLocalize | | |
didLocalize | | |
Event | Description | Details |
willLoadGame | Event fires at the start of a save file load | After the player clicks to load the game but before the game finishes loading. |
didLoadGame | Event fires after a save file load | After a save file has finished loading and all storage variable are set, but before anything is drawn to the screen and before players have control. |
Event | Description | Details |
didFinishTyping | Event fires after dialog text finishes | After every line of dialog in Monogatari's typewriter animation finishes and the player is able to click to get a new line. This includes at the end of the animation, as well as after clicking to skip the animation, or after every fed line if typewriter animation is disabled. |
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Last modified 3yr ago