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)