phaser/src/input/events/GAMEOBJECT_POINTER_MOVE_EVENT.js

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/**
* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2020 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
/**
* The Game Object Pointer Move Event.
*
* This event is dispatched by an interactive Game Object if a pointer is moved while over it.
*
* Listen to this event from a Game Object using: `gameObject.on('pointermove', listener)`.
* Note that the scope of the listener is automatically set to be the Game Object instance itself.
*
* To receive this event, the Game Object must have been set as interactive.
* See [GameObject.setInteractive]{@link Phaser.GameObjects.GameObject#setInteractive} for more details.
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*
* The event hierarchy is as follows:
*
* 1. [GAMEOBJECT_POINTER_MOVE]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_MOVE}
* 2. [GAMEOBJECT_MOVE]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_MOVE}
* 3. [POINTER_MOVE]{@linkcode Phaser.Input.Events#event:POINTER_MOVE}
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*
* With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop
* the propagation of this event.
*
* @event Phaser.Input.Events#GAMEOBJECT_POINTER_MOVE
* @since 3.0.0
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*
* @param {Phaser.Input.Pointer} pointer - The Pointer responsible for triggering this event.
* @param {number} localX - The x coordinate that the Pointer interacted with this object on, relative to the Game Object's top-left position.
* @param {number} localY - The y coordinate that the Pointer interacted with this object on, relative to the Game Object's top-left position.
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* @param {Phaser.Types.Input.EventData} event - The Phaser input event. You can call `stopPropagation()` to halt it from going any further in the event flow.
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*/
module.exports = 'pointermove';