/** * @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 /** * @property {Phaser.Signal} onAddedToGroup - This signal is dispatched when the parent is added to a new Group. */ onAddedToGroup: null, /** * @property {Phaser.Signal} onRemovedFromGroup - This signal is dispatched when the parent is removed from a Group. */ onRemovedFromGroup: null, /** * @property {Phaser.Signal} onRemovedFromWorld - This signal is dispatched if this item or any of its parents are removed from the game world. */ onRemovedFromWorld: null, /** * @property {Phaser.Signal} onDestroy - This signal is dispatched when the parent is destroyed. */ onDestroy: null, /** * @property {Phaser.Signal} onKilled - This signal is dispatched when the parent is killed. */ onKilled: null, /** * @property {Phaser.Signal} onRevived - This signal is dispatched when the parent is revived. */ onRevived: null, /** * @property {Phaser.Signal} onOutOfBounds - This signal is dispatched when the parent leaves the world bounds (only if Sprite.checkWorldBounds is true). */ onOutOfBounds: null, /** * @property {Phaser.Signal} onEnterBounds - This signal is dispatched when the parent returns within the world bounds (only if Sprite.checkWorldBounds is true). */ onEnterBounds: null, /** * @property {Phaser.Signal} onInputOver - This signal is dispatched if the parent is inputEnabled and receives an over event from a Pointer. */ onInputOver: null, /** * @property {Phaser.Signal} onInputOut - This signal is dispatched if the parent is inputEnabled and receives an out event from a Pointer. */ onInputOut: null, /** * @property {Phaser.Signal} onInputDown - This signal is dispatched if the parent is inputEnabled and receives a down event from a Pointer. */ onInputDown: null, /** * @property {Phaser.Signal} onInputUp - This signal is dispatched if the parent is inputEnabled and receives an up event from a Pointer. */ onInputUp: null, /** * @property {Phaser.Signal} onDragStart - This signal is dispatched if the parent is inputEnabled and receives a drag start event from a Pointer. */ onDragStart: null, /** * @property {Phaser.Signal} onDragUpdate - This signal is dispatched if the parent is inputEnabled and receives a drag update event from a Pointer. */ onDragUpdate: null, /** * @property {Phaser.Signal} onDragStop - This signal is dispatched if the parent is inputEnabled and receives a drag stop event from a Pointer. */ onDragStop: null, /** * @property {Phaser.Signal} onAnimationStart - This signal is dispatched when the parent has an animation that is played. */ onAnimationStart: null, /** * @property {Phaser.Signal} onAnimationComplete - This signal is dispatched when the parent has an animation that finishes playing. */ onAnimationComplete: null, /** * @property {Phaser.Signal} onAnimationLoop - This signal is dispatched when the parent has an animation that loops playback. */ 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); }