new Events(sprite)
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.
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 23
Members
-
onAddedToGroup :Phaser.Signal
-
This signal is dispatched when the parent is added to a new Group.
- Source - gameobjects/components/Events.js, line 72
-
onAnimationComplete :Phaser.Signal
-
This signal is dispatched when the parent has an animation that finishes playing.
- Source - gameobjects/components/Events.js, line 147
-
onAnimationLoop :Phaser.Signal
-
This signal is dispatched when the parent has an animation that loops playback.
- Source - gameobjects/components/Events.js, line 152
-
onAnimationStart :Phaser.Signal
-
This signal is dispatched when the parent has an animation that is played.
- Source - gameobjects/components/Events.js, line 142
-
onDestroy :Phaser.Signal
-
This signal is dispatched when the parent is destroyed.
- Source - gameobjects/components/Events.js, line 87
-
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 132
-
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 137
-
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 107
-
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 122
-
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 117
-
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 112
-
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 127
-
onKilled :Phaser.Signal
-
This signal is dispatched when the parent is killed.
- Source - gameobjects/components/Events.js, line 92
-
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 102
-
onRemovedFromGroup :Phaser.Signal
-
This signal is dispatched when the parent is removed from a Group.
- Source - gameobjects/components/Events.js, line 77
-
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 82
-
onRevived :Phaser.Signal
-
This signal is dispatched when the parent is revived.
- Source - gameobjects/components/Events.js, line 97
-
parent :Phaser.Sprite
-
The Sprite that owns these events.
- Source - gameobjects/components/Events.js, line 28
Methods
-
destroy()
-
Removes all events.
- Source - gameobjects/components/Events.js, line 36