Added jsdoc version numbers to each event

This commit is contained in:
Richard Davey 2019-02-12 11:37:58 +00:00
parent 04080bc1ba
commit ccaae460a4
200 changed files with 211 additions and 6 deletions

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* or the Animation Manager creating a new animation directly.
*
* @event Phaser.Animations.Events#ADD_ANIMATION
* @since 3.0.0
*
* @param {string} key - The key of the Animation that was added to the global Animation Manager.
* @param {Phaser.Animations.Animation} animation - An instance of the newly created Animation.

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* animation at the same time, this event will invoke its handler for each one of them.
*
* @event Phaser.Animations.Events#ANIMATION_COMPLETE
* @since 3.16.1
*
* @param {Phaser.Animations.Animation} animation - A reference to the Animation that completed.
* @param {Phaser.Animations.AnimationFrame} frame - The current Animation Frame that the Animation completed on.

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@ -13,6 +13,7 @@
* bound to this event will be invoked every time the Animation repeats, for every Game Object that may have it.
*
* @event Phaser.Animations.Events#ANIMATION_REPEAT
* @since 3.16.1
*
* @param {Phaser.Animations.Animation} animation - A reference to the Animation that repeated.
* @param {Phaser.Animations.AnimationFrame} frame - The current Animation Frame that the Animation was on when it repeated.

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@ -13,6 +13,7 @@
* animation at the same time, this event will invoke its handler for each one of them.
*
* @event Phaser.Animations.Events#ANIMATION_RESTART
* @since 3.16.1
*
* @param {Phaser.Animations.Animation} animation - A reference to the Animation that restarted playing.
* @param {Phaser.Animations.AnimationFrame} frame - The current Animation Frame that the Animation restarted with.

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* animation at the same time, this event will invoke its handler for each one of them.
*
* @event Phaser.Animations.Events#ANIMATION_START
* @since 3.16.1
*
* @param {Phaser.Animations.Animation} animation - A reference to the Animation that started playing.
* @param {Phaser.Animations.AnimationFrame} frame - The current Animation Frame that the Animation started with.

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@ -13,5 +13,6 @@
* that the game has paused as well.
*
* @event Phaser.Animations.Events#PAUSE_ALL
* @since 3.0.0
*/
module.exports = 'pauseall';

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* This event is dispatched when an animation is removed from the global Animation Manager.
*
* @event Phaser.Animations.Events#REMOVE_ANIMATION
* @since 3.0.0
*
* @param {string} key - The key of the Animation that was removed from the global Animation Manager.
* @param {Phaser.Animations.Animation} animation - An instance of the removed Animation.

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* When this happens all current animations will continue updating again.
*
* @event Phaser.Animations.Events#RESUME_ALL
* @since 3.0.0
*/
module.exports = 'resumeall';

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* This same event is dispatched for all animations. To listen for a specific animation, use the `SPRITE_ANIMATION_KEY_COMPLETE` event.
*
* @event Phaser.Animations.Events#SPRITE_ANIMATION_COMPLETE
* @since 3.16.1
*
* @param {Phaser.Animations.Animation} animation - A reference to the Animation that completed.
* @param {Phaser.Animations.AnimationFrame} frame - The current Animation Frame that the Animation completed on.

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* the animation. For example, if you had an animation with the key 'explode' you should listen for `animationcomplete-explode`.
*
* @event Phaser.Animations.Events#SPRITE_ANIMATION_KEY_COMPLETE
* @since 3.16.1
*
* @param {Phaser.Animations.Animation} animation - A reference to the Animation that completed.
* @param {Phaser.Animations.AnimationFrame} frame - The current Animation Frame that the Animation completed on.

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* the animation. For example, if you had an animation with the key 'explode' you should listen for `animationrepeat-explode`.
*
* @event Phaser.Animations.Events#SPRITE_ANIMATION_KEY_REPEAT
* @since 3.16.1
*
* @param {Phaser.Animations.Animation} animation - A reference to the Animation that is repeating on the Sprite.
* @param {Phaser.Animations.AnimationFrame} frame - The current Animation Frame that the Animation started with.

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@ -13,6 +13,7 @@
* the animation. For example, if you had an animation with the key 'explode' you should listen for `animationrestart-explode`.
*
* @event Phaser.Animations.Events#SPRITE_ANIMATION_KEY_RESTART
* @since 3.16.1
*
* @param {Phaser.Animations.Animation} animation - A reference to the Animation that was restarted on the Sprite.
* @param {Phaser.Animations.AnimationFrame} frame - The current Animation Frame that the Animation restarted with.

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@ -13,6 +13,7 @@
* the animation. For example, if you had an animation with the key 'explode' you should listen for `animationstart-explode`.
*
* @event Phaser.Animations.Events#SPRITE_ANIMATION_KEY_START
* @since 3.16.1
*
* @param {Phaser.Animations.Animation} animation - A reference to the Animation that was started on the Sprite.
* @param {Phaser.Animations.AnimationFrame} frame - The current Animation Frame that the Animation started with.

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@ -14,6 +14,7 @@
* the animation. For example, if you had an animation with the key 'explode' you should listen for `animationupdate-explode`.
*
* @event Phaser.Animations.Events#SPRITE_ANIMATION_KEY_UPDATE
* @since 3.16.1
*
* @param {Phaser.Animations.Animation} animation - A reference to the Animation that has updated on the Sprite.
* @param {Phaser.Animations.AnimationFrame} frame - The current Animation Frame of the Animation.

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@ -14,6 +14,7 @@
* This same event is dispatched for all animations. To listen for a specific animation, use the `SPRITE_ANIMATION_KEY_REPEAT` event.
*
* @event Phaser.Animations.Events#SPRITE_ANIMATION_REPEAT
* @since 3.16.1
*
* @param {Phaser.Animations.Animation} animation - A reference to the Animation that is repeating on the Sprite.
* @param {Phaser.Animations.AnimationFrame} frame - The current Animation Frame that the Animation started with.

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@ -14,6 +14,7 @@
* This same event is dispatched for all animations. To listen for a specific animation, use the `SPRITE_ANIMATION_KEY_RESTART` event.
*
* @event Phaser.Animations.Events#SPRITE_ANIMATION_RESTART
* @since 3.16.1
*
* @param {Phaser.Animations.Animation} animation - A reference to the Animation that was restarted on the Sprite.
* @param {Phaser.Animations.AnimationFrame} frame - The current Animation Frame that the Animation restarted with.

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@ -14,6 +14,7 @@
* This same event is dispatched for all animations. To listen for a specific animation, use the `SPRITE_ANIMATION_KEY_START` event.
*
* @event Phaser.Animations.Events#SPRITE_ANIMATION_START
* @since 3.16.1
*
* @param {Phaser.Animations.Animation} animation - A reference to the Animation that was started on the Sprite.
* @param {Phaser.Animations.AnimationFrame} frame - The current Animation Frame that the Animation started with.

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* This same event is dispatched for all animations. To listen for a specific animation, use the `SPRITE_ANIMATION_KEY_UPDATE` event.
*
* @event Phaser.Animations.Events#SPRITE_ANIMATION_UPDATE
* @since 3.16.1
*
* @param {Phaser.Animations.Animation} animation - A reference to the Animation that has updated on the Sprite.
* @param {Phaser.Animations.AnimationFrame} frame - The current Animation Frame of the Animation.

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@ -10,6 +10,7 @@
* This event is dispatched by any Cache that extends the BaseCache each time a new object is added to it.
*
* @event Phaser.Cache.Events#ADD
* @since 3.0.0
*
* @param {Phaser.Cache.BaseCache} cache - The cache to which the object was added.
* @param {string} key - The key of the object added to the cache.

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@ -10,6 +10,7 @@
* This event is dispatched by any Cache that extends the BaseCache each time an object is removed from it.
*
* @event Phaser.Cache.Events#REMOVE
* @since 3.0.0
*
* @param {Phaser.Cache.BaseCache} cache - The cache from which the object was removed.
* @param {string} key - The key of the object removed from the cache.

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@ -10,6 +10,7 @@
* This event is dispatched by a Camera instance when it is destroyed by the Camera Manager.
*
* @event Phaser.Cameras.Scene2D.Events#DESTROY
* @since 3.0.0
*
* @param {Phaser.Cameras.Scene2D.BaseCamera} camera - The camera that was destroyed.
*/

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* Listen to it from a Camera instance using `Camera.on('camerafadeincomplete', listener)`.
*
* @event Phaser.Cameras.Scene2D.Events#FADE_IN_COMPLETE
* @since 3.3.0
*
* @param {Phaser.Cameras.Scene2D.Camera} camera - The camera that the effect began on.
* @param {Phaser.Cameras.Scene2D.Effects.Fade} effect - A reference to the effect instance.

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* Listen to it from a Camera instance using `Camera.on('camerafadeinstart', listener)`.
*
* @event Phaser.Cameras.Scene2D.Events#FADE_IN_START
* @since 3.3.0
*
* @param {Phaser.Cameras.Scene2D.Camera} camera - The camera that the effect began on.
* @param {Phaser.Cameras.Scene2D.Effects.Fade} effect - A reference to the effect instance.

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* Listen to it from a Camera instance using `Camera.on('camerafadeoutcomplete', listener)`.
*
* @event Phaser.Cameras.Scene2D.Events#FADE_OUT_COMPLETE
* @since 3.3.0
*
* @param {Phaser.Cameras.Scene2D.Camera} camera - The camera that the effect began on.
* @param {Phaser.Cameras.Scene2D.Effects.Fade} effect - A reference to the effect instance.

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* Listen to it from a Camera instance using `Camera.on('camerafadeoutstart', listener)`.
*
* @event Phaser.Cameras.Scene2D.Events#FADE_OUT_START
* @since 3.3.0
*
* @param {Phaser.Cameras.Scene2D.Camera} camera - The camera that the effect began on.
* @param {Phaser.Cameras.Scene2D.Effects.Fade} effect - A reference to the effect instance.

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* This event is dispatched by a Camera instance when the Flash Effect completes.
*
* @event Phaser.Cameras.Scene2D.Events#FLASH_COMPLETE
* @since 3.3.0
*
* @param {Phaser.Cameras.Scene2D.Camera} camera - The camera that the effect began on.
* @param {Phaser.Cameras.Scene2D.Effects.Flash} effect - A reference to the effect instance.

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* This event is dispatched by a Camera instance when the Flash Effect starts.
*
* @event Phaser.Cameras.Scene2D.Events#FLASH_START
* @since 3.3.0
*
* @param {Phaser.Cameras.Scene2D.Camera} camera - The camera that the effect began on.
* @param {Phaser.Cameras.Scene2D.Effects.Flash} effect - A reference to the effect instance.

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* This event is dispatched by a Camera instance when the Pan Effect completes.
*
* @event Phaser.Cameras.Scene2D.Events#PAN_COMPLETE
* @since 3.3.0
*
* @param {Phaser.Cameras.Scene2D.Camera} camera - The camera that the effect began on.
* @param {Phaser.Cameras.Scene2D.Effects.Pan} effect - A reference to the effect instance.

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* This event is dispatched by a Camera instance when the Pan Effect starts.
*
* @event Phaser.Cameras.Scene2D.Events#PAN_START
* @since 3.3.0
*
* @param {Phaser.Cameras.Scene2D.Camera} camera - The camera that the effect began on.
* @param {Phaser.Cameras.Scene2D.Effects.Pan} effect - A reference to the effect instance.

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* Listen to it from a Camera instance using: `camera.on('postrender', listener)`.
*
* @event Phaser.Cameras.Scene2D.Events#POST_RENDER
* @since 3.0.0
*
* @param {Phaser.Cameras.Scene2D.BaseCamera} camera - The camera that has finished rendering to a texture.
*/

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* Listen to it from a Camera instance using: `camera.on('prerender', listener)`.
*
* @event Phaser.Cameras.Scene2D.Events#PRE_RENDER
* @since 3.0.0
*
* @param {Phaser.Cameras.Scene2D.BaseCamera} camera - The camera that is about to render to a texture.
*/

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* This event is dispatched by a Camera instance when the Shake Effect completes.
*
* @event Phaser.Cameras.Scene2D.Events#SHAKE_COMPLETE
* @since 3.3.0
*
* @param {Phaser.Cameras.Scene2D.Camera} camera - The camera that the effect began on.
* @param {Phaser.Cameras.Scene2D.Effects.Shake} effect - A reference to the effect instance.

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* This event is dispatched by a Camera instance when the Shake Effect starts.
*
* @event Phaser.Cameras.Scene2D.Events#SHAKE_START
* @since 3.3.0
*
* @param {Phaser.Cameras.Scene2D.Camera} camera - The camera that the effect began on.
* @param {Phaser.Cameras.Scene2D.Effects.Shake} effect - A reference to the effect instance.

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* This event is dispatched by a Camera instance when the Zoom Effect completes.
*
* @event Phaser.Cameras.Scene2D.Events#ZOOM_COMPLETE
* @since 3.3.0
*
* @param {Phaser.Cameras.Scene2D.Camera} camera - The camera that the effect began on.
* @param {Phaser.Cameras.Scene2D.Effects.Zoom} effect - A reference to the effect instance.

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* This event is dispatched by a Camera instance when the Zoom Effect starts.
*
* @event Phaser.Cameras.Scene2D.Events#ZOOM_START
* @since 3.3.0
*
* @param {Phaser.Cameras.Scene2D.Camera} camera - The camera that the effect began on.
* @param {Phaser.Cameras.Scene2D.Effects.Zoom} effect - A reference to the effect instance.

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* tab, or if they simply remove focus from the browser to another app.
*
* @event Phaser.Core.Events#BLUR
* @since 3.0.0
*/
module.exports = 'blur';

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* The global systems use this event to know when to set themselves up, dispatching their own `ready` events as required.
*
* @event Phaser.Core.Events#BOOT
* @since 3.0.0
*/
module.exports = 'boot';

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* Custom plugins and game code should also do the same.
*
* @event Phaser.Core.Events#DESTROY
* @since 3.0.0
*/
module.exports = 'destroy';

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* enters a focused state. The focus event is raised when the window re-gains focus, having previously lost it.
*
* @event Phaser.Core.Events#FOCUS
* @since 3.0.0
*/
module.exports = 'focus';

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* your game should account for in its own code, should the pause be an issue (i.e. for multiplayer games)
*
* @event Phaser.Core.Events#HIDDEN
* @since 3.0.0
*/
module.exports = 'hidden';

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* This event is dispatched when the Game loop enters a paused state, usually as a result of the Visibility Handler.
*
* @event Phaser.Core.Events#PAUSE
* @since 3.0.0
*/
module.exports = 'pause';

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* Use it for any last minute post-processing before the next game step begins.
*
* @event Phaser.Core.Events#POST_RENDER
* @since 3.0.0
*
* @param {(Phaser.Renderer.Canvas.CanvasRenderer|Phaser.Renderer.WebGL.WebGLRenderer)} renderer - A reference to the current renderer being used by the Game instance.
*/

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* Hook into it from plugins or systems that need to do things before the render starts.
*
* @event Phaser.Core.Events#POST_STEP
* @since 3.0.0
*
* @param {number} time - The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.
* @param {number} delta - The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.

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* The renderer will already have been initialized this frame, clearing itself and preparing to receive the Scenes for rendering, but it won't have actually drawn anything yet.
*
* @event Phaser.Core.Events#PRE_RENDER
* @since 3.0.0
*
* @param {(Phaser.Renderer.Canvas.CanvasRenderer|Phaser.Renderer.WebGL.WebGLRenderer)} renderer - A reference to the current renderer being used by the Game instance.
*/

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* Hook into it from plugins or systems that need to update before the Scene Manager does.
*
* @event Phaser.Core.Events#PRE_STEP
* @since 3.0.0
*
* @param {number} time - The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.
* @param {number} delta - The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.

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* and all local systems are now able to start.
*
* @event Phaser.Core.Events#READY
* @since 3.0.0
*/
module.exports = 'ready';

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* This event is dispatched when the game loop leaves a paused state and resumes running.
*
* @event Phaser.Core.Events#RESUME
* @since 3.0.0
*/
module.exports = 'resume';

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* Hook into it from plugins or systems that need to update before the Scene Manager does, but after the core Systems have.
*
* @event Phaser.Core.Events#STEP
* @since 3.0.0
*
* @param {number} time - The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.
* @param {number} delta - The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.

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* Only browsers that support the Visibility API will cause this event to be emitted.
*
* @event Phaser.Core.Events#VISIBLE
* @since 3.0.0
*/
module.exports = 'visible';

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* To listen for the change of a specific item, use the `CHANGE_DATA_KEY_EVENT` event.
*
* @event Phaser.Data.Events#CHANGE_DATA
* @since 3.0.0
*
* @param {any} parent - A reference to the object that the Data Manager responsible for this event belongs to.
* @param {string} key - The unique key of the data item within the Data Manager.

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* then you can listen for `sprite.data.on('changedata-gold')`.
*
* @event Phaser.Data.Events#CHANGE_DATA_KEY
* @since 3.16.1
*
* @param {any} parent - A reference to the object that owns the instance of the Data Manager responsible for this event.
* @param {string} key - The unique key of the data item within the Data Manager.

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* the removal of a data item on a Game Object you would use: `sprite.data.on('removedata', listener)`.
*
* @event Phaser.Data.Events#REMOVE_DATA
* @since 3.0.0
*
* @param {any} parent - A reference to the object that owns the instance of the Data Manager responsible for this event.
* @param {string} key - The unique key of the data item within the Data Manager.

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* the addition of a new data item on a Game Object you would use: `sprite.data.on('setdata', listener)`.
*
* @event Phaser.Data.Events#SET_DATA
* @since 3.0.0
*
* @param {any} parent - A reference to the object that owns the instance of the Data Manager responsible for this event.
* @param {string} key - The unique key of the data item within the Data Manager.

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* Listen for it on a Game Object instance using `GameObject.on('destroy', listener)`.
*
* @event Phaser.GameObjects.Events#DESTROY
* @since 3.0.0
*
* @param {Phaser.GameObjects.GameObject} gameObject - The Game Object which is being destroyed.
*/

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* This internal event is dispatched by the Input Plugin when it boots, signalling to all of its systems to create themselves.
*
* @event Phaser.Input.Events#BOOT
* @since 3.0.0
*/
module.exports = 'boot';

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@ -10,5 +10,6 @@
* This internal event is dispatched by the Input Plugin when it is destroyed, signalling to all of its systems to destroy themselves.
*
* @event Phaser.Input.Events#DESTROY
* @since 3.0.0
*/
module.exports = 'destroy';

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@ -14,6 +14,7 @@
* To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_DRAG_END]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_DRAG_END} event instead.
*
* @event Phaser.Input.Events#DRAG_END
* @since 3.0.0
*
* @param {Phaser.Input.Pointer} pointer - The Pointer responsible for triggering this event.
* @param {Phaser.GameObjects.GameObject} gameObject - The interactive Game Object that this pointer stopped dragging.

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@ -16,6 +16,7 @@
* To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_DRAG_ENTER]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_DRAG_ENTER} event instead.
*
* @event Phaser.Input.Events#DRAG_ENTER
* @since 3.0.0
*
* @param {Phaser.Input.Pointer} pointer - The Pointer responsible for triggering this event.
* @param {Phaser.GameObjects.GameObject} gameObject - The interactive Game Object that this pointer is dragging.

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@ -16,6 +16,7 @@
* To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_DRAG]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_DRAG} event instead.
*
* @event Phaser.Input.Events#DRAG
* @since 3.0.0
*
* @param {Phaser.Input.Pointer} pointer - The Pointer responsible for triggering this event.
* @param {Phaser.GameObjects.GameObject} gameObject - The interactive Game Object that this pointer is dragging.

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@ -16,6 +16,7 @@
* To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_DRAG_LEAVE]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_DRAG_LEAVE} event instead.
*
* @event Phaser.Input.Events#DRAG_LEAVE
* @since 3.0.0
*
* @param {Phaser.Input.Pointer} pointer - The Pointer responsible for triggering this event.
* @param {Phaser.GameObjects.GameObject} gameObject - The interactive Game Object that this pointer is dragging.

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@ -19,6 +19,7 @@
* To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_DRAG_OVER]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_DRAG_OVER} event instead.
*
* @event Phaser.Input.Events#DRAG_OVER
* @since 3.0.0
*
* @param {Phaser.Input.Pointer} pointer - The Pointer responsible for triggering this event.
* @param {Phaser.GameObjects.GameObject} gameObject - The interactive Game Object that this pointer is dragging.

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@ -16,6 +16,7 @@
* To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_DRAG_START]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_DRAG_START} event instead.
*
* @event Phaser.Input.Events#DRAG_START
* @since 3.0.0
*
* @param {Phaser.Input.Pointer} pointer - The Pointer responsible for triggering this event.
* @param {Phaser.GameObjects.GameObject} gameObject - The interactive Game Object that this pointer is dragging.

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@ -14,6 +14,7 @@
* To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_DROP]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_DROP} event instead.
*
* @event Phaser.Input.Events#DROP
* @since 3.0.0
*
* @param {Phaser.Input.Pointer} pointer - The Pointer responsible for triggering this event.
* @param {Phaser.GameObjects.GameObject} gameObject - The interactive Game Object that this pointer was dragging.

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@ -26,6 +26,7 @@
* the propagation of this event.
*
* @event Phaser.Input.Events#GAMEOBJECT_DOWN
* @since 3.0.0
*
* @param {Phaser.Input.Pointer} pointer - The Pointer responsible for triggering this event.
* @param {Phaser.GameObjects.GameObject} gameObject - The Game Object the pointer was pressed down on.

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@ -16,6 +16,7 @@
* See [GameObject.setInteractive](Phaser.GameObjects.GameObject#setInteractive) for more details.
*
* @event Phaser.Input.Events#GAMEOBJECT_DRAG_END
* @since 3.0.0
*
* @param {Phaser.Input.Pointer} pointer - The Pointer responsible for triggering this event.
* @param {number} dragX - The x coordinate where the Pointer stopped dragging the Game Object, in world space.

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@ -16,6 +16,7 @@
* See [GameObject.setInteractive]{@link Phaser.GameObjects.GameObject#setInteractive} for more details.
*
* @event Phaser.Input.Events#GAMEOBJECT_DRAG_ENTER
* @since 3.0.0
*
* @param {Phaser.Input.Pointer} pointer - The Pointer responsible for triggering this event.
* @param {Phaser.GameObjects.GameObject} target - The drag target that this pointer has moved into.

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@ -16,6 +16,7 @@
* See [GameObject.setInteractive]{@link Phaser.GameObjects.GameObject#setInteractive} for more details.
*
* @event Phaser.Input.Events#GAMEOBJECT_DRAG
* @since 3.0.0
*
* @param {Phaser.Input.Pointer} pointer - The Pointer responsible for triggering this event.
* @param {number} dragX - The x coordinate where the Pointer is currently dragging the Game Object, in world space.

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@ -16,6 +16,7 @@
* See [GameObject.setInteractive]{@link Phaser.GameObjects.GameObject#setInteractive} for more details.
*
* @event Phaser.Input.Events#GAMEOBJECT_DRAG_LEAVE
* @since 3.0.0
*
* @param {Phaser.Input.Pointer} pointer - The Pointer responsible for triggering this event.
* @param {Phaser.GameObjects.GameObject} target - The drag target that this pointer has left.

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@ -19,6 +19,7 @@
* See [GameObject.setInteractive]{@link Phaser.GameObjects.GameObject#setInteractive} for more details.
*
* @event Phaser.Input.Events#GAMEOBJECT_DRAG_OVER
* @since 3.0.0
*
* @param {Phaser.Input.Pointer} pointer - The Pointer responsible for triggering this event.
* @param {Phaser.GameObjects.GameObject} target - The drag target that this pointer has moved over.

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@ -19,6 +19,7 @@
* For example, `gameObject.input.dragStartX`, `dragStartY` and so on.
*
* @event Phaser.Input.Events#GAMEOBJECT_DRAG_START
* @since 3.0.0
*
* @param {Phaser.Input.Pointer} pointer - The Pointer responsible for triggering this event.
* @param {number} dragX - The x coordinate where the Pointer is currently dragging the Game Object, in world space.

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@ -16,6 +16,7 @@
* See [GameObject.setInteractive]{@link Phaser.GameObjects.GameObject#setInteractive} for more details.
*
* @event Phaser.Input.Events#GAMEOBJECT_DROP
* @since 3.0.0
*
* @param {Phaser.Input.Pointer} pointer - The Pointer responsible for triggering this event.
* @param {Phaser.GameObjects.GameObject} target - The Drag Target the `gameObject` has been dropped on.

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@ -26,6 +26,7 @@
* the propagation of this event.
*
* @event Phaser.Input.Events#GAMEOBJECT_MOVE
* @since 3.0.0
*
* @param {Phaser.Input.Pointer} pointer - The Pointer responsible for triggering this event.
* @param {Phaser.GameObjects.GameObject} gameObject - The Game Object the pointer was moved on.

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@ -26,6 +26,7 @@
* the propagation of this event.
*
* @event Phaser.Input.Events#GAMEOBJECT_OUT
* @since 3.0.0
*
* @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.

View file

@ -26,6 +26,7 @@
* the propagation of this event.
*
* @event Phaser.Input.Events#GAMEOBJECT_OVER
* @since 3.0.0
*
* @param {Phaser.Input.Pointer} pointer - The Pointer responsible for triggering this event.
* @param {Phaser.GameObjects.GameObject} gameObject - The Game Object the pointer moved over.

View file

@ -25,6 +25,7 @@
* the propagation of this event.
*
* @event Phaser.Input.Events#GAMEOBJECT_POINTER_DOWN
* @since 3.0.0
*
* @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.

View file

@ -25,6 +25,7 @@
* the propagation of this event.
*
* @event Phaser.Input.Events#GAMEOBJECT_POINTER_MOVE
* @since 3.0.0
*
* @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.

View file

@ -25,6 +25,7 @@
* the propagation of this event.
*
* @event Phaser.Input.Events#GAMEOBJECT_POINTER_OUT
* @since 3.0.0
*
* @param {Phaser.Input.Pointer} pointer - The Pointer responsible for triggering this event.
* @param {Phaser.Input.EventData} event - The Phaser input event. You can call `stopPropagation()` to halt it from going any further in the event flow.

View file

@ -25,6 +25,7 @@
* the propagation of this event.
*
* @event Phaser.Input.Events#GAMEOBJECT_POINTER_OVER
* @since 3.0.0
*
* @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.

View file

@ -25,6 +25,7 @@
* the propagation of this event.
*
* @event Phaser.Input.Events#GAMEOBJECT_POINTER_UP
* @since 3.0.0
*
* @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.

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@ -26,6 +26,7 @@
* the propagation of this event.
*
* @event Phaser.Input.Events#GAMEOBJECT_UP
* @since 3.0.0
*
* @param {Phaser.Input.Pointer} pointer - The Pointer responsible for triggering this event.
* @param {Phaser.GameObjects.GameObject} gameObject - The Game Object the pointer was over when released.

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@ -13,6 +13,7 @@
* Listen to this event from within a Scene using: `this.input.on('gameout', listener)`.
*
* @event Phaser.Input.Events#GAME_OUT
* @since 3.16.1
*
* @param {number} time - The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.
* @param {(MouseEvent|TouchEvent)} event - The DOM Event that triggered the canvas out.

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@ -13,6 +13,7 @@
* Listen to this event from within a Scene using: `this.input.on('gameover', listener)`.
*
* @event Phaser.Input.Events#GAME_OVER
* @since 3.16.1
*
* @param {number} time - The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.
* @param {(MouseEvent|TouchEvent)} event - The DOM Event that triggered the canvas over.

View file

@ -10,5 +10,6 @@
* This internal event is dispatched by the Input Manager when it boots.
*
* @event Phaser.Input.Events#MANAGER_BOOT
* @since 3.0.0
*/
module.exports = 'boot';

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@ -11,6 +11,7 @@
* and it wants the Input Plugins to update themselves.
*
* @event Phaser.Input.Events#MANAGER_PROCESS
* @since 3.0.0
*
* @param {number} time - The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.
* @param {number} delta - The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.

View file

@ -10,5 +10,6 @@
* This internal event is dispatched by the Input Manager as part of its update step.
*
* @event Phaser.Input.Events#MANAGER_UPDATE
* @since 3.0.0
*/
module.exports = 'update';

View file

@ -10,6 +10,7 @@
* This event is dispatched by the Input Manager when it is processing a native Pointer Lock Change DOM Event.
*
* @event Phaser.Input.Events#POINTERLOCK_CHANGE
* @since 3.0.0
*
* @param {Event} event - The native DOM Event.
* @param {boolean} locked - The locked state of the Mouse Pointer.

View file

@ -21,6 +21,7 @@
* the propagation of this event.
*
* @event Phaser.Input.Events#POINTER_DOWN
* @since 3.0.0
*
* @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.

View file

@ -21,6 +21,7 @@
* the propagation of this event.
*
* @event Phaser.Input.Events#POINTER_DOWN_OUTSIDE
* @since 3.16.1
*
* @param {Phaser.Input.Pointer} pointer - The Pointer responsible for triggering this event.
*/

View file

@ -21,6 +21,7 @@
* the propagation of this event.
*
* @event Phaser.Input.Events#POINTER_MOVE
* @since 3.0.0
*
* @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.

View file

@ -21,6 +21,7 @@
* the propagation of this event.
*
* @event Phaser.Input.Events#POINTER_OUT
* @since 3.0.0
*
* @param {Phaser.Input.Pointer} pointer - The Pointer responsible for triggering this event.
* @param {Phaser.GameObjects.GameObject[]} justOut - An array containing all interactive Game Objects that the pointer moved out of when the event was created.

View file

@ -21,6 +21,7 @@
* the propagation of this event.
*
* @event Phaser.Input.Events#POINTER_OVER
* @since 3.0.0
*
* @param {Phaser.Input.Pointer} pointer - The Pointer responsible for triggering this event.
* @param {Phaser.GameObjects.GameObject[]} justOver - An array containing all interactive Game Objects that the pointer moved over when the event was created.

View file

@ -21,6 +21,7 @@
* the propagation of this event.
*
* @event Phaser.Input.Events#POINTER_UP
* @since 3.0.0
*
* @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.

View file

@ -21,6 +21,7 @@
* the propagation of this event.
*
* @event Phaser.Input.Events#POINTER_UP_OUTSIDE
* @since 3.16.1
*
* @param {Phaser.Input.Pointer} pointer - The Pointer responsible for triggering this event.
*/

View file

@ -11,5 +11,6 @@
* This hook is designed specifically for input plugins, but can also be listened to from user-land code.
*
* @event Phaser.Input.Events#PRE_UPDATE
* @since 3.0.0
*/
module.exports = 'preupdate';

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@ -10,5 +10,6 @@
* This internal event is dispatched by the Input Plugin when it shuts down, signalling to all of its systems to shut themselves down.
*
* @event Phaser.Input.Events#SHUTDOWN
* @since 3.0.0
*/
module.exports = 'shutdown';

View file

@ -11,5 +11,6 @@
* signalling to all of its internal systems to start.
*
* @event Phaser.Input.Events#START
* @since 3.0.0
*/
module.exports = 'start';

View file

@ -11,6 +11,7 @@
* This hook is designed specifically for input plugins, but can also be listened to from user-land code.
*
* @event Phaser.Input.Events#UPDATE
* @since 3.0.0
*
* @param {number} time - The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.
* @param {number} delta - The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.

View file

@ -14,6 +14,7 @@
* You can also listen for a DOWN event from a Gamepad instance. See the [GAMEPAD_BUTTON_DOWN]{@linkcode Phaser.Input.Gamepad.Events#event:GAMEPAD_BUTTON_DOWN} event for details.
*
* @event Phaser.Input.Gamepad.Events#BUTTON_DOWN
* @since 3.10.0
*
* @param {Phaser.Input.Gamepad} pad - A reference to the Gamepad on which the button was pressed.
* @param {Phaser.Input.Gamepad.Button} button - A reference to the Button which was pressed.

View file

@ -14,6 +14,7 @@
* You can also listen for an UP event from a Gamepad instance. See the [GAMEPAD_BUTTON_UP]{@linkcode Phaser.Input.Gamepad.Events#event:GAMEPAD_BUTTON_UP} event for details.
*
* @event Phaser.Input.Gamepad.Events#BUTTON_UP
* @since 3.10.0
*
* @param {Phaser.Input.Gamepad} pad - A reference to the Gamepad on which the button was released.
* @param {Phaser.Input.Gamepad.Button} button - A reference to the Button which was released.

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@ -17,6 +17,7 @@
* already connected.
*
* @event Phaser.Input.Gamepad.Events#CONNECTED
* @since 3.0.0
*
* @param {Phaser.Input.Gamepad} pad - A reference to the Gamepad which was connected.
* @param {Event} event - The native DOM Event that triggered the connection.

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