phaser/src/input/events/POINTER_UP_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 Pointer Up Input Event.
*
* This event is dispatched by the Input Plugin belonging to a Scene if a pointer is released anywhere.
*
* Listen to this event from within a Scene using: `this.input.on('pointerup', listener)`.
*
* The event hierarchy is as follows:
*
* 1. [GAMEOBJECT_POINTER_UP]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_UP}
* 2. [GAMEOBJECT_UP]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_UP}
* 3. [POINTER_UP]{@linkcode Phaser.Input.Events#event:POINTER_UP} or [POINTER_UP_OUTSIDE]{@linkcode Phaser.Input.Events#event:POINTER_UP_OUTSIDE}
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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#POINTER_UP
* @since 3.0.0
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*
* @param {Phaser.Input.Pointer} pointer - The Pointer responsible for triggering this event.
* @param {Phaser.GameObjects.GameObject[]} currentlyOver - An array containing all interactive Game Objects that the pointer was over when the event was created.
*/
module.exports = 'pointerup';