These docs are for Phaser 2.4.8 Phaser 3 docs can be found on GitHub pages.
Phaser CE docs can be found on the Phaser CE Documentation site.

Constructor

Phaser. Events

new Events(sprite)

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

Phaser uses what are known as 'Signals' for all event handling. All of the events in this class are signals you can subscribe to, much in the same way you'd "listen" for an event.

For example to tell when a Sprite has been added to a new group, you can bind a function to the onAddedToGroup signal:

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

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

For more details about how signals work please see the Phaser.Signal class.

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 30)

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 80)

onAnimationComplete : Phaser.Signal

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

Source code: gameobjects/components/Events.js (Line 160)

onAnimationLoop : Phaser.Signal

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

Source code: gameobjects/components/Events.js (Line 165)

onAnimationStart : Phaser.Signal

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

Source code: gameobjects/components/Events.js (Line 155)

onDestroy : Phaser.Signal

This signal is dispatched when the parent is destroyed.

Source code: gameobjects/components/Events.js (Line 95)

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 140)

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 150)

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 145)

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 115)

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 130)

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 125)

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 120)

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 135)

onKilled : Phaser.Signal

This signal is dispatched when the parent is killed.

Source code: gameobjects/components/Events.js (Line 100)

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 110)

onRemovedFromGroup : Phaser.Signal

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

Source code: gameobjects/components/Events.js (Line 85)

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 90)

onRevived : Phaser.Signal

This signal is dispatched when the parent is revived.

Source code: gameobjects/components/Events.js (Line 105)

parent : Phaser.Sprite

The Sprite that owns these events.

Source code: gameobjects/components/Events.js (Line 35)

Public Methods

destroy()

Removes all events.

Source code: gameobjects/components/Events.js (Line 43)