/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * The Events component is a collection of events fired by the parent Game Object. * * Phaser uses what are known as 'Signals' for all event handling. All of the events in * this class are signals you can subscribe to, much in the same way you'd "listen" for * an event. * * For example to tell when a Sprite has been added to a new group, you can bind a function * to the `onAddedToGroup` signal: * * `sprite.events.onAddedToGroup.add(yourFunction, this);` * * Where `yourFunction` is the function you want called when this event occurs. * * For more details about how signals work please see the Phaser.Signal class. * * The Input-related events will only be dispatched if the Sprite has had `inputEnabled` set to `true` * and the Animation-related events only apply to game objects with animations like {@link Phaser.Sprite}. * * @class Phaser.Events * @constructor * @param {Phaser.Sprite} sprite - A reference to the game object / Sprite that owns this Events object. */ Phaser.Events = function (sprite) { /** * @property {Phaser.Sprite} parent - The Sprite that owns these events. */ this.parent = sprite; // The signals are automatically added by the corresponding proxy properties }; Phaser.Events.prototype = { /** * Removes all events. * * @method Phaser.Events#destroy */ destroy: function () { this._parent = null; if (this._onDestroy) { this._onDestroy.dispose(); } if (this._onAddedToGroup) { this._onAddedToGroup.dispose(); } if (this._onRemovedFromGroup) { this._onRemovedFromGroup.dispose(); } if (this._onRemovedFromWorld) { this._onRemovedFromWorld.dispose(); } if (this._onKilled) { this._onKilled.dispose(); } if (this._onRevived) { this._onRevived.dispose(); } if (this._onEnterBounds) { this._onEnterBounds.dispose(); } if (this._onOutOfBounds) { this._onOutOfBounds.dispose(); } if (this._onInputOver) { this._onInputOver.dispose(); } if (this._onInputOut) { this._onInputOut.dispose(); } if (this._onInputDown) { this._onInputDown.dispose(); } if (this._onInputUp) { this._onInputUp.dispose(); } if (this._onDragStart) { this._onDragStart.dispose(); } if (this._onDragUpdate) { this._onDragUpdate.dispose(); } if (this._onDragStop) { this._onDragStop.dispose(); } if (this._onAnimationStart) { this._onAnimationStart.dispose(); } if (this._onAnimationComplete) { this._onAnimationComplete.dispose(); } if (this._onAnimationLoop) { this._onAnimationLoop.dispose(); } }, // The following properties are sentinels that will be replaced with getters /** * This signal is dispatched when this Game Object is added to a new Group. * It is sent two arguments: * {any} The Game Object that was added to the Group. * {Phaser.Group} The Group it was added to. * @property {Phaser.Signal} onAddedToGroup */ onAddedToGroup: null, /** * This signal is dispatched when the Game Object is removed from a Group. * It is sent two arguments: * {any} The Game Object that was removed from the Group. * {Phaser.Group} The Group it was removed from. * @property {Phaser.Signal} onRemovedFromGroup */ onRemovedFromGroup: null, /** * This Signal is never used internally by Phaser and is now deprecated. * @deprecated * @property {Phaser.Signal} onRemovedFromWorld */ onRemovedFromWorld: null, /** * This signal is dispatched when the Game Object is destroyed. * This happens when `Sprite.destroy()` is called, or `Group.destroy()` with `destroyChildren` set to true. * It is sent one argument: * {any} The Game Object that was destroyed. * @property {Phaser.Signal} onDestroy */ onDestroy: null, /** * This signal is dispatched when the Game Object is killed. * This happens when `Sprite.kill()` is called. * Please understand the difference between `kill` and `destroy` by looking at their respective methods. * It is sent one argument: * {any} The Game Object that was killed. * @property {Phaser.Signal} onKilled */ onKilled: null, /** * This signal is dispatched when the Game Object is revived from a previously killed state. * This happens when `Sprite.revive()` is called. * It is sent one argument: * {any} The Game Object that was revived. * @property {Phaser.Signal} onRevived */ onRevived: null, /** * This signal is dispatched when the Game Object leaves the Phaser.World bounds. * This signal is only if `Sprite.checkWorldBounds` is set to `true`. * It is sent one argument: * {any} The Game Object that left the World bounds. * @property {Phaser.Signal} onOutOfBounds */ onOutOfBounds: null, /** * This signal is dispatched when the Game Object returns within the Phaser.World bounds, having previously been outside of them. * This signal is only if `Sprite.checkWorldBounds` is set to `true`. * It is sent one argument: * {any} The Game Object that entered the World bounds. * @property {Phaser.Signal} onEnterBounds */ onEnterBounds: null, /** * This signal is dispatched if the Game Object has `inputEnabled` set to `true`, * and receives an over event from a Phaser.Pointer. * It is sent two arguments: * {any} The Game Object that received the event. * {Phaser.Pointer} The Phaser.Pointer object that caused the event. * @property {Phaser.Signal} onInputOver */ onInputOver: null, /** * This signal is dispatched if the Game Object has `inputEnabled` set to `true`, * and receives an out event from a Phaser.Pointer, which was previously over it. * It is sent two arguments: * {any} The Game Object that received the event. * {Phaser.Pointer} The Phaser.Pointer object that caused the event. * @property {Phaser.Signal} onInputOut */ onInputOut: null, /** * This signal is dispatched if the Game Object has `inputEnabled` set to `true`, * and receives a down event from a Phaser.Pointer. This effectively means the Pointer has been * pressed down (but not yet released) on the Game Object. * It is sent two arguments: * {any} The Game Object that received the event. * {Phaser.Pointer} The Phaser.Pointer object that caused the event. * @property {Phaser.Signal} onInputDown */ onInputDown: null, /** * This signal is dispatched if the Game Object has `inputEnabled` set to `true`, * and receives an up event from a Phaser.Pointer. This effectively means the Pointer had been * pressed down, and was then released on the Game Object. * It is sent three arguments: * {any} The Game Object that received the event. * {Phaser.Pointer} The Phaser.Pointer object that caused the event. * {boolean} isOver - Is the Pointer still over the Game Object? * @property {Phaser.Signal} onInputUp */ onInputUp: null, /** * This signal is dispatched if the Game Object has been `inputEnabled` and `enableDrag` has been set. * It is sent when a Phaser.Pointer starts to drag the Game Object, taking into consideration the various * drag limitations that may be set. * It is sent four arguments: * {any} The Game Object that received the event. * {Phaser.Pointer} The Phaser.Pointer object that caused the event. * {number} The x coordinate that the drag started from. * {number} The y coordinate that the drag started from. * @property {Phaser.Signal} onDragStart */ onDragStart: null, /** * This signal is dispatched if the Game Object has been `inputEnabled` and `enableDrag` has been set. * It is sent when a Phaser.Pointer is actively dragging the Game Object. * Be warned: This is a high volume Signal. Be careful what you bind to it. * It is sent six arguments: * {any} The Game Object that received the event. * {Phaser.Pointer} The Phaser.Pointer object that caused the event. * {number} The new x coordinate of the Game Object. * {number} The new y coordinate of the Game Object. * {Phaser.Point} A Point object that contains the point the Game Object was snapped to, if `snapOnDrag` has been enabled. * {boolean} The `fromStart` boolean, indicates if this is the first update immediately after the drag has started. * @property {Phaser.Signal} onDragUpdate */ onDragUpdate: null, /** * This signal is dispatched if the Game Object has been `inputEnabled` and `enableDrag` has been set. * It is sent when a Phaser.Pointer stops dragging the Game Object. * It is sent two arguments: * {any} The Game Object that received the event. * {Phaser.Pointer} The Phaser.Pointer object that caused the event. * @property {Phaser.Signal} onDragStop */ onDragStop: null, /** * This signal is dispatched if the Game Object has the AnimationManager component, * and an Animation has been played. * You can also listen to `Animation.onStart` rather than via the Game Objects events. * It is sent two arguments: * {any} The Game Object that received the event. * {Phaser.Animation} The Phaser.Animation that was started. * @property {Phaser.Signal} onAnimationStart */ onAnimationStart: null, /** * This signal is dispatched if the Game Object has the AnimationManager component, * and an Animation has been stopped (via `animation.stop()` and the `dispatchComplete` argument has been set. * You can also listen to `Animation.onComplete` rather than via the Game Objects events. * It is sent two arguments: * {any} The Game Object that received the event. * {Phaser.Animation} The Phaser.Animation that was stopped. * @property {Phaser.Signal} onAnimationComplete */ onAnimationComplete: null, /** * This signal is dispatched if the Game Object has the AnimationManager component, * and an Animation has looped playback. * You can also listen to `Animation.onLoop` rather than via the Game Objects events. * It is sent two arguments: * {any} The Game Object that received the event. * {Phaser.Animation} The Phaser.Animation that looped. * @property {Phaser.Signal} onAnimationLoop */ onAnimationLoop: null }; Phaser.Events.prototype.constructor = Phaser.Events; // Create an auto-create proxy getter and dispatch method for all events. // The backing property is the same as the event name, prefixed with '_' // and the dispatch method is the same as the event name postfixed with '$dispatch'. for (var prop in Phaser.Events.prototype) { if (!Phaser.Events.prototype.hasOwnProperty(prop) || prop.indexOf('on') !== 0 || Phaser.Events.prototype[prop] !== null) { continue; } (function (prop, backing) { 'use strict'; // The accessor creates a new Signal; and so it should only be used from user-code. Object.defineProperty(Phaser.Events.prototype, prop, { get: function () { return this[backing] || (this[backing] = new Phaser.Signal()); } }); // The dispatcher will only broadcast on an already-created signal; call this internally. Phaser.Events.prototype[prop + '$dispatch'] = function () { return this[backing] ? this[backing].dispatch.apply(this[backing], arguments) : null; }; })(prop, '_' + prop); }