text: /**
   * @author       Richard Davey <rich@photonstorm.com>
   * @copyright    2019 Photon Storm Ltd.
   * @license      {@link https://opensource.org/licenses/MIT|MIT License}
   */
  
  /**
   * The Scene Systems Update Event.
   * 
   * This event is dispatched by a Scene during the main game loop step.
   * 
   * The event flow for a single step of a Scene is as follows:
   * 
   * 1. [PRE_UPDATE]{@linkcode Phaser.Scenes.Events#event:PRE_UPDATE}
   * 2. [UPDATE]{@linkcode Phaser.Scenes.Events#event:UPDATE}
   * 3. The `Scene.update` method is called, if it exists
   * 4. [POST_UPDATE]{@linkcode Phaser.Scenes.Events#event:POST_UPDATE}
   * 5. [RENDER]{@linkcode Phaser.Scenes.Events#event:RENDER}
   * 
   * Listen to it from a Scene using `this.scene.events.on('update', listener)`.
   * 
   * A Scene will only run its step if it is active.
   * 
   * @event Phaser.Scenes.Events#UPDATE
   * @since 3.0.0
   * 
   * @param {Phaser.Scenes.Systems} sys - A reference to the Scene Systems class of the Scene that emitted this event.
   * @param {number} time - The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.
   * @param {number} delta - The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.
   */
  module.exports = 'update';
  