Phaser. Events

new Events(sprite)

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 Phaser.Sprite.

Parameters:
Name Type Description
sprite Phaser.Sprite

A reference to the game object / Sprite that owns this Events object.

Source - gameobjects/components/Events.js, line 30

Members

onAddedToGroup :Phaser.Signal

This signal is dispatched when the parent is added to a new Group.

Source - gameobjects/components/Events.js, line 80

onAnimationComplete :Phaser.Signal

This signal is dispatched when the parent has an animation that finishes playing.

Source - gameobjects/components/Events.js, line 160

onAnimationLoop :Phaser.Signal

This signal is dispatched when the parent has an animation that loops playback.

Source - gameobjects/components/Events.js, line 165

onAnimationStart :Phaser.Signal

This signal is dispatched when the parent has an animation that is played.

Source - gameobjects/components/Events.js, line 155

onDestroy :Phaser.Signal

This signal is dispatched when the parent is destroyed.

Source - gameobjects/components/Events.js, line 95

onDragStart :Phaser.Signal

This signal is dispatched if the parent is inputEnabled and receives a drag start event from a Pointer.

Source - gameobjects/components/Events.js, line 140

onDragStop :Phaser.Signal

This signal is dispatched if the parent is inputEnabled and receives a drag stop event from a Pointer.

Source - gameobjects/components/Events.js, line 150

onDragUpdate :Phaser.Signal

This signal is dispatched if the parent is inputEnabled and receives a drag update event from a Pointer.

Source - gameobjects/components/Events.js, line 145

onEnterBounds :Phaser.Signal

This signal is dispatched when the parent returns within the world bounds (only if Sprite.checkWorldBounds is true).

Source - gameobjects/components/Events.js, line 115

onInputDown :Phaser.Signal

This signal is dispatched if the parent is inputEnabled and receives a down event from a Pointer.

Source - gameobjects/components/Events.js, line 130

onInputOut :Phaser.Signal

This signal is dispatched if the parent is inputEnabled and receives an out event from a Pointer.

Source - gameobjects/components/Events.js, line 125

onInputOver :Phaser.Signal

This signal is dispatched if the parent is inputEnabled and receives an over event from a Pointer.

Source - gameobjects/components/Events.js, line 120

onInputUp :Phaser.Signal

This signal is dispatched if the parent is inputEnabled and receives an up event from a Pointer.

Source - gameobjects/components/Events.js, line 135

onKilled :Phaser.Signal

This signal is dispatched when the parent is killed.

Source - gameobjects/components/Events.js, line 100

onOutOfBounds :Phaser.Signal

This signal is dispatched when the parent leaves the world bounds (only if Sprite.checkWorldBounds is true).

Source - gameobjects/components/Events.js, line 110

onRemovedFromGroup :Phaser.Signal

This signal is dispatched when the parent is removed from a Group.

Source - gameobjects/components/Events.js, line 85

onRemovedFromWorld :Phaser.Signal

This signal is dispatched if this item or any of its parents are removed from the game world.

Source - gameobjects/components/Events.js, line 90

onRevived :Phaser.Signal

This signal is dispatched when the parent is revived.

Source - gameobjects/components/Events.js, line 105

parent :Phaser.Sprite

The Sprite that owns these events.

Source - gameobjects/components/Events.js, line 35

Methods

destroy()

Removes all events.

Source - gameobjects/components/Events.js, line 43
Phaser Copyright © 2012-2016 Photon Storm Ltd.
Documentation generated by JSDoc 3.3.3 on Fri Jun 17 2016 12:45:32 GMT+0100 (BST) using the DocStrap template.