/** * @author Richard Davey * @copyright 2013 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * @class Phaser.Events * * @classdesc The Events component is a collection of events fired by the parent game object. * * For example to tell when a Sprite has been added to a new group: * * ```sprite.events.onAddedToGroup.add(yourFunction, this);``` * * 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`. * * @constructor * * @param {Phaser.Sprite} sprite - A reference to Description. */ Phaser.Events = function (sprite) { this.parent = sprite; 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(); this.onInputOver = null; this.onInputOut = null; this.onInputDown = null; this.onInputUp = null; this.onDragStart = null; this.onDragStop = null; this.onAnimationStart = null; this.onAnimationComplete = null; this.onAnimationLoop = null; }; Phaser.Events.prototype = { destroy: function () { this.parent = null; this.onAddedToGroup.dispose(); this.onRemovedFromGroup.dispose(); 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(); } } }; Phaser.Events.prototype.constructor = Phaser.Events;