/** * @author Richard Davey * @copyright 2013-2023 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|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} * * 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 * @type {string} * @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. */ module.exports = 'pointerup';