run code before/after engine step
Problem it solves
You need your code to run at a precise point in Arcade's frame—right before physics runs, or right after sprites render—rather than whenever `game.onUpdate` happens to fire.
What this block does
Registers code to run immediately before or after one of the engine's built-in update steps (like physics or rendering).
The block
Block ID: spriteutiladdeventhandler
Parameters
| Name | Type | Default | Meaning |
|---|---|---|---|
| modifier | UpdatePriorityModifier | — | before or after |
| priority | UpdatePriority | — | Which engine step to hook into (e.g. physics, rendering sprites) |
Example
spriteutils.addEventHandler(spriteutils.UpdatePriorityModifier.After, spriteutils.UpdatePriority.Physics, function () {
console.log("physics just ran")
})Add the extension
Add github:jwunderl/arcade-sprite-util to your project, or open: Import arcade-sprite-util.