/** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * The Game Object Move Input Event. * * This event is dispatched by the Input Plugin belonging to a Scene if a pointer is moved across _any_ interactive Game Object. * * Listen to this event from within a Scene using: `this.input.on('gameobjectmove', listener)`. * * To receive this event, the Game Objects must have been set as interactive. * See [GameObject.setInteractive]{@link Phaser.GameObjects.GameObject#setInteractive} for more details. * * To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_POINTER_MOVE]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_MOVE} event instead. * * The event hierarchy is as follows: * * 1. [GAMEOBJECT_POINTER_MOVE]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_MOVE} * 2. [GAMEOBJECT_MOVE]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_MOVE} * 3. [POINTER_MOVE]{@linkcode Phaser.Input.Events#event:POINTER_MOVE} * * 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#GAMEOBJECT_MOVE * * @param {Phaser.Input.Pointer} pointer - The Pointer responsible for triggering this event. * @param {Phaser.GameObjects.GameObject} gameObject - The Game Object the pointer was moved on. * @param {Phaser.Input.EventData} event - The Phaser input event. You can call `stopPropagation()` to halt it from going any further in the event flow. */ module.exports = 'gameobjectmove';