These docs are for an outdated version of Phaser The documentation on this page is for Phaser 2.4.6. The latest release is 2.8.1.

Constructor

Phaser. Events

new Events(sprite)

The Events component is a collection of events fired by the parent game object.

For example to tell when a Sprite has been added to a new group:

sprite.events.onAddedToGroup.add(yourFunction, this);

Where yourFunction is the function you want called when this event occurs.

The Input-related events will only be dispatched if the Sprite has had inputEnabled set to true and the Animation-related events only apply to game objects with animations like Phaser.Sprite.

Parameters
Name Type Description
sprite Phaser.Sprite

A reference to the game object / Sprite that owns this Events object.

Source code: gameobjects/components/Events.js (Line 23)

Public Properties

onAddedToGroup : Phaser.Signal

This signal is dispatched when the parent is added to a new Group.

Source code: gameobjects/components/Events.js (Line 73)

onAnimationComplete : Phaser.Signal

This signal is dispatched when the parent has an animation that finishes playing.

Source code: gameobjects/components/Events.js (Line 153)

onAnimationLoop : Phaser.Signal

This signal is dispatched when the parent has an animation that loops playback.

Source code: gameobjects/components/Events.js (Line 158)

onAnimationStart : Phaser.Signal

This signal is dispatched when the parent has an animation that is played.

Source code: gameobjects/components/Events.js (Line 148)

onDestroy : Phaser.Signal

This signal is dispatched when the parent is destroyed.

Source code: gameobjects/components/Events.js (Line 88)

onDragStart : Phaser.Signal

This signal is dispatched if the parent is inputEnabled and receives a drag start event from a Pointer.

Source code: gameobjects/components/Events.js (Line 133)

onDragStop : Phaser.Signal

This signal is dispatched if the parent is inputEnabled and receives a drag stop event from a Pointer.

Source code: gameobjects/components/Events.js (Line 143)

onDragUpdate : Phaser.Signal

This signal is dispatched if the parent is inputEnabled and receives a drag update event from a Pointer.

Source code: gameobjects/components/Events.js (Line 138)

onEnterBounds : Phaser.Signal

This signal is dispatched when the parent returns within the world bounds (only if Sprite.checkWorldBounds is true).

Source code: gameobjects/components/Events.js (Line 108)

onInputDown : Phaser.Signal

This signal is dispatched if the parent is inputEnabled and receives a down event from a Pointer.

Source code: gameobjects/components/Events.js (Line 123)

onInputOut : Phaser.Signal

This signal is dispatched if the parent is inputEnabled and receives an out event from a Pointer.

Source code: gameobjects/components/Events.js (Line 118)

onInputOver : Phaser.Signal

This signal is dispatched if the parent is inputEnabled and receives an over event from a Pointer.

Source code: gameobjects/components/Events.js (Line 113)

onInputUp : Phaser.Signal

This signal is dispatched if the parent is inputEnabled and receives an up event from a Pointer.

Source code: gameobjects/components/Events.js (Line 128)

onKilled : Phaser.Signal

This signal is dispatched when the parent is killed.

Source code: gameobjects/components/Events.js (Line 93)

onOutOfBounds : Phaser.Signal

This signal is dispatched when the parent leaves the world bounds (only if Sprite.checkWorldBounds is true).

Source code: gameobjects/components/Events.js (Line 103)

onRemovedFromGroup : Phaser.Signal

This signal is dispatched when the parent is removed from a Group.

Source code: gameobjects/components/Events.js (Line 78)

onRemovedFromWorld : Phaser.Signal

This signal is dispatched if this item or any of its parents are removed from the game world.

Source code: gameobjects/components/Events.js (Line 83)

onRevived : Phaser.Signal

This signal is dispatched when the parent is revived.

Source code: gameobjects/components/Events.js (Line 98)

parent : Phaser.Sprite

The Sprite that owns these events.

Source code: gameobjects/components/Events.js (Line 28)

Public Methods

destroy()

Removes all events.

Source code: gameobjects/components/Events.js (Line 36)