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< li class = "class-depth-1" >
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< a href = "Phaser.Sprite.html" > Sprite< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.SpriteBatch.html" > SpriteBatch< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Stage.html" > Stage< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.State.html" > State< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.StateManager.html" > StateManager< / a >
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< li class = "class-depth-1" >
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< a href = "Phaser.Text.html" > Text< / a >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tile.html" > Tile< / a >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tilemap.html" > Tilemap< / a >
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< li class = "class-depth-1" >
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< a href = "PIXI.BitmapText.html" > BitmapText< / a >
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< a href = "PIXI.CanvasGraphics.html" > CanvasGraphics< / a >
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< a href = "PIXI.CanvasMaskManager.html" > CanvasMaskManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasRenderer.html" > CanvasRenderer< / a >
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< a href = "PIXI.DisplayObject.html" > DisplayObject< / a >
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< a href = "PIXI.DisplayObjectContainer.html" > DisplayObjectContainer< / a >
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< a href = "PIXI.DotScreenFilter.html" > DotScreenFilter< / a >
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< a href = "PIXI.Ellipse.html" > Ellipse< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.Event.html" > Event< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.EventTarget.html" > EventTarget< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.FilterBlock.html" > FilterBlock< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.FilterTexture.html" > FilterTexture< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.Graphics.html" > Graphics< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.GraphicsData.html" > GraphicsData< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.GrayFilter.html" > GrayFilter< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.ImageLoader.html" > ImageLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.InteractionData.html" > InteractionData< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.InteractionManager.html" > InteractionManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.InvertFilter.html" > InvertFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.JsonLoader.html" > JsonLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Matrix.html" > Matrix< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.MovieClip.html" > MovieClip< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.NoiseFilter.html" > NoiseFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.NormalMapFilter.html" > NormalMapFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PixelateFilter.html" > PixelateFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PIXI.html" > PIXI< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PixiFastShader.html" > PixiFastShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PixiShader.html" > PixiShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Point.html" > Point< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Polygon.html" > Polygon< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PolyK.html" > PolyK< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PrimitiveShader.html" > PrimitiveShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Rectangle.html" > Rectangle< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.RenderTexture.html" > RenderTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.RGBSplitFilter.html" > RGBSplitFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Rope.html" > Rope< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.RoundedRectangle.html" > RoundedRectangle< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SepiaFilter.html" > SepiaFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SmartBlurFilter.html" > SmartBlurFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Spine.html" > Spine< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SpineLoader.html" > SpineLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Sprite.html" > Sprite< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SpriteBatch.html" > SpriteBatch< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SpriteSheetLoader.html" > SpriteSheetLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Stage.html" > Stage< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Strip.html" > Strip< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.StripShader.html" > StripShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Text.html" > Text< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Texture.html" > Texture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TilingSprite.html" > TilingSprite< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TiltShiftFilter.html" > TiltShiftFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TiltShiftXFilter.html" > TiltShiftXFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TiltShiftYFilter.html" > TiltShiftYFilter< / a >
< / li >
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< a href = "PIXI.TwistFilter.html" > TwistFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.VideoTexture.html" > VideoTexture< / a >
< / li >
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< a href = "PIXI.WebGLBlendModeManager.html" > WebGLBlendModeManager< / a >
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< a href = "PIXI.WebGLFastSpriteBatch.html" > WebGLFastSpriteBatch< / a >
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< a href = "PIXI.WebGLFilterManager.html" > WebGLFilterManager< / a >
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< a href = "PIXI.WebGLRenderer.html" > WebGLRenderer< / a >
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< h1 class = "page-title" > Source: D:/wamp/www/phaser/src/gameobjects/Events.js< / h1 >
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< section >
< article >
< pre class = "sunlight-highlight-javascript linenums" > /**
* @author Richard Davey < rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
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* The Events component is a collection of events fired by the parent game object.
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*
* For example to tell when a Sprite has been added to a new group:
*
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* `sprite.events.onAddedToGroup.add(yourFunction, this);`
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*
* Where `yourFunction` is the function you want called when this event occurs.
*
* Note that the Input related events only exist if the Sprite has had `inputEnabled` set to `true`.
*
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* @class Phaser.Events
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* @constructor
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* @param {Phaser.Sprite} sprite - A reference to the Sprite that owns this Events object.
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*/
Phaser.Events = function (sprite) {
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/**
* @property {Phaser.Sprite} parent - The Sprite that owns these events.
*/
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this.parent = sprite;
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/**
* @property {Phaser.Signal} onAddedToGroup - This signal is dispatched when the parent is added to a new Group.
*/
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this.onAddedToGroup = new Phaser.Signal();
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/**
* @property {Phaser.Signal} onRemovedFromGroup - This signal is dispatched when the parent is removed from a Group.
*/
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this.onRemovedFromGroup = new Phaser.Signal();
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/**
* @property {Phaser.Signal} onRemovedFromWorld - This signal is dispatched if this item or any of its parents are removed from the game world.
*/
this.onRemovedFromWorld = new Phaser.Signal();
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/**
* @property {Phaser.Signal} onDestroy - This signal is dispatched when the parent is destoyed.
*/
this.onDestroy = new Phaser.Signal();
/**
* @property {Phaser.Signal} onKilled - This signal is dispatched when the parent is killed.
*/
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this.onKilled = new Phaser.Signal();
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/**
* @property {Phaser.Signal} onRevived - This signal is dispatched when the parent is revived.
*/
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this.onRevived = new Phaser.Signal();
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/**
* @property {Phaser.Signal} onOutOfBounds - This signal is dispatched when the parent leaves the world bounds (only if Sprite.checkWorldBounds is true).
*/
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this.onOutOfBounds = new Phaser.Signal();
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/**
* @property {Phaser.Signal} onEnterBounds - This signal is dispatched when the parent returns within the world bounds (only if Sprite.checkWorldBounds is true).
*/
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this.onEnterBounds = new Phaser.Signal();
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/**
* @property {Phaser.Signal} onInputOver - This signal is dispatched if the parent is inputEnabled and receives an over event from a Pointer.
* @default null
*/
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this.onInputOver = null;
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/**
* @property {Phaser.Signal} onInputOut - This signal is dispatched if the parent is inputEnabled and receives an out event from a Pointer.
* @default null
*/
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this.onInputOut = null;
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/**
* @property {Phaser.Signal} onInputDown - This signal is dispatched if the parent is inputEnabled and receives a down event from a Pointer.
* @default null
*/
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this.onInputDown = null;
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/**
* @property {Phaser.Signal} onInputUp - This signal is dispatched if the parent is inputEnabled and receives an up event from a Pointer.
* @default null
*/
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this.onInputUp = null;
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/**
* @property {Phaser.Signal} onDragStart - This signal is dispatched if the parent is inputEnabled and receives a drag start event from a Pointer.
* @default null
*/
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this.onDragStart = null;
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/**
* @property {Phaser.Signal} onDragStop - This signal is dispatched if the parent is inputEnabled and receives a drag stop event from a Pointer.
* @default null
*/
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this.onDragStop = null;
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/**
* @property {Phaser.Signal} onAnimationStart - This signal is dispatched when the parent has an animation that is played.
* @default null
*/
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this.onAnimationStart = null;
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/**
* @property {Phaser.Signal} onAnimationComplete - This signal is dispatched when the parent has an animation that finishes playing.
* @default null
*/
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this.onAnimationComplete = null;
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/**
* @property {Phaser.Signal} onAnimationLoop - This signal is dispatched when the parent has an animation that loops playback.
* @default null
*/
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this.onAnimationLoop = null;
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};
Phaser.Events.prototype = {
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/**
* Removes all events.
*
* @method destroy
*/
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destroy: function () {
this.parent = null;
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this.onDestroy.dispose();
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this.onAddedToGroup.dispose();
this.onRemovedFromGroup.dispose();
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this.onRemovedFromWorld.dispose();
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this.onKilled.dispose();
this.onRevived.dispose();
this.onOutOfBounds.dispose();
if (this.onInputOver)
{
this.onInputOver.dispose();
this.onInputOut.dispose();
this.onInputDown.dispose();
this.onInputUp.dispose();
this.onDragStart.dispose();
this.onDragStop.dispose();
}
if (this.onAnimationStart)
{
this.onAnimationStart.dispose();
this.onAnimationComplete.dispose();
this.onAnimationLoop.dispose();
}
}
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};
Phaser.Events.prototype.constructor = Phaser.Events;
< / pre >
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< / article >
< / section >
< / div >
< div class = "clearfix" > < / div >
< footer >
< span class = "copyright" >
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Phaser Copyright © 2012-2014 Photon Storm Ltd.
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< / span >
< br / >
< span class = "jsdoc-message" >
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Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.3.0-dev< / a >
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on Sat Nov 15 2014 19:54:24 GMT-0000 (GMT) using the < a href = "https://github.com/terryweiss/docstrap" > DocStrap template< / a > .
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< / span >
< / footer >
< / div >
< br clear = "both" >
< / div >
< / div >
< script src = "scripts/sunlight.js" > < / script >
< script src = "scripts/sunlight.javascript.js" > < / script >
< script src = "scripts/sunlight-plugin.doclinks.js" > < / script >
< script src = "scripts/sunlight-plugin.linenumbers.js" > < / script >
< script src = "scripts/sunlight-plugin.menu.js" > < / script >
< script src = "scripts/jquery.min.js" > < / script >
< script src = "scripts/jquery.scrollTo.js" > < / script >
< script src = "scripts/jquery.localScroll.js" > < / script >
< script src = "scripts/bootstrap-dropdown.js" > < / script >
< script src = "scripts/toc.js" > < / script >
< script > Sunlight . highlightAll ( { lineNumbers : true , showMenu : true , enableDoclinks : true } ) ; < / script >
< script >
$( function () {
$( "#toc" ).toc( {
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anchorName : function(i, heading, prefix) {
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return $(heading).attr("id") || ( prefix + i );
},
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selectors : "h1,h2,h3,h4",
showAndHide : false,
scrollTo : 60
} );
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
} );
< / script >
< / body >
< / html >