/// /** * Phaser - Components - Events * * Signals that are dispatched by the Sprite and its various components */ module Phaser.Components.Sprite { export class Events { /** * The Events component is a collection of events fired by the parent game object and its components. * @param parent The game object using this Input component */ constructor(parent: Phaser.Sprite) { this.game = parent.game; this._parent = parent; this.onAddedToGroup = new Phaser.Signal; this.onRemovedFromGroup = new Phaser.Signal; this.onKilled = new Phaser.Signal; this.onRevived = new Phaser.Signal; this.onOutOfBounds = new Phaser.Signal; } /** * Reference to Phaser.Game */ public game: Game; /** * Local private reference to its parent game object. */ private _parent: Phaser.Sprite; /** * Dispatched by the Group this Sprite is added to. */ public onAddedToGroup: Phaser.Signal; /** * Dispatched by the Group this Sprite is removed from. */ public onRemovedFromGroup: Phaser.Signal; /** * Dispatched when this Sprite is killed. */ public onKilled: Phaser.Signal; /** * Dispatched when this Sprite is revived. */ public onRevived: Phaser.Signal; /** * Dispatched by the Input component when a pointer moves over an Input enabled sprite. */ public onInputOver: Phaser.Signal; /** * Dispatched by the Input component when a pointer moves out of an Input enabled sprite. */ public onInputOut: Phaser.Signal; /** * Dispatched by the Input component when a pointer is pressed down on an Input enabled sprite. */ public onInputDown: Phaser.Signal; /** * Dispatched by the Input component when a pointer is released over an Input enabled sprite */ public onInputUp: Phaser.Signal; /** * Dispatched by the Input component when the Sprite starts being dragged */ public onDragStart: Phaser.Signal; /** * Dispatched by the Input component when the Sprite stops being dragged */ public onDragStop: Phaser.Signal; /** * Dispatched by the Animation component when the Sprite starts being animated */ public onAnimationStart: Phaser.Signal; /** * Dispatched by the Animation component when the Sprite animation completes */ public onAnimationComplete: Phaser.Signal; /** * Dispatched by the Animation component when the Sprite animation loops */ public onAnimationLoop: Phaser.Signal; /** * Dispatched by the Sprite when it first leaves the world bounds */ public onOutOfBounds: Phaser.Signal; } }