EventMan is an Event Management system based on the Publisher/Subscriber Reactor pattern. It completely separates code from the reactor implementation, which means that game components can be divided into modular, reusable parts. Also, due to the synchronous calling, it allows for simple coarse-grain concurrency while not adding the complexity of multiple threads to the system. EventMan itself is built thread safe tho, so it can technically be called from loading or other threads.
While that sounds incredibly fancy and complicated it is really easy to implement and use. Have a look at the Videos below to see how easy it is. Performance and features have not been neglected either. You can use any of the currently 6 publish overloads to send events with any objects as event name, send other objects along with it as messages, delay events by seconds/frames or any combination of those.
This package includes the entirely documented (line by line) EventMan system full source code, example projects and future updates/additions.
Links:
* Video - Intro
* Video - Getting Started
* WebGL Demo
* Online Docs
* Support
If you have any questions, comments or feature requests don't hesitate to contact me.
Any rating/review is greatly appreciated.