phaser/src/input/events/GAMEOBJECT_OUT_EVENT.js

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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* The Game Object Out Input Event.
*
* This event is dispatched by the Input Plugin belonging to a Scene if a pointer moves out of _any_ interactive Game Object.
*
* Listen to this event from within a Scene using: `this.input.on('gameobjectout', listener)`.
*
* To receive this event, the Game Objects must have been set as interactive.
* See [GameObject.setInteractive]{@link Phaser.GameObjects.GameObject#setInteractive} for more details.
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*
* To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_POINTER_OUT]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_OUT} event instead.
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*
* The event hierarchy is as follows:
*
* 1. [GAMEOBJECT_POINTER_OUT]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_OUT}
* 2. [GAMEOBJECT_OUT]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_OUT}
* 3. [POINTER_OUT]{@linkcode Phaser.Input.Events#event:POINTER_OUT}
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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_OUT
* @since 3.0.0
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*
* @param {Phaser.Input.Pointer} pointer - The Pointer responsible for triggering this event.
* @param {Phaser.GameObjects.GameObject} gameObject - The Game Object the pointer moved out of.
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* @param {Phaser.Input.Types.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 = 'gameobjectout';