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 this Game Object is added to a new Group. It is sent two arguments: {any} The Game Object that was added to the Group. {Phaser.Group} The Group it was added to.
- Source - gameobjects/components/Events.js, line 84
-
onAnimationComplete :Phaser.Signal
-
This signal is dispatched if the Game Object has the AnimationManager component, and an Animation has been stopped (via
animation.stop()
and thedispatchComplete
argument has been set. You can also listen toAnimation.onComplete
rather than via the Game Objects events. It is sent two arguments: {any} The Game Object that received the event. {Phaser.Animation} The Phaser.Animation that was stopped.- Source - gameobjects/components/Events.js, line 249
-
onAnimationLoop :Phaser.Signal
-
This signal is dispatched if the Game Object has the AnimationManager component, and an Animation has looped playback. You can also listen to
Animation.onLoop
rather than via the Game Objects events. It is sent two arguments: {any} The Game Object that received the event. {Phaser.Animation} The Phaser.Animation that looped.- Source - gameobjects/components/Events.js, line 260
-
onAnimationStart :Phaser.Signal
-
This signal is dispatched if the Game Object has the AnimationManager component, and an Animation has been played. You can also listen to
Animation.onStart
rather than via the Game Objects events. It is sent two arguments: {any} The Game Object that received the event. {Phaser.Animation} The Phaser.Animation that was started.- Source - gameobjects/components/Events.js, line 238
-
onDestroy :Phaser.Signal
-
This signal is dispatched when the Game Object is destroyed. This happens when
Sprite.destroy()
is called, orGroup.destroy()
withdestroyChildren
set to true. It is sent one argument: {any} The Game Object that was destroyed.- Source - gameobjects/components/Events.js, line 109
-
onDragStart :Phaser.Signal
-
This signal is dispatched if the Game Object has been
inputEnabled
andenableDrag
has been set. It is sent when a Phaser.Pointer starts to drag the Game Object, taking into consideration the various drag limitations that may be set. It is sent four arguments: {any} The Game Object that received the event. {Phaser.Pointer} The Phaser.Pointer object that caused the event. {number} The x coordinate that the drag started from. {number} The y coordinate that the drag started from.- Source - gameobjects/components/Events.js, line 202
-
onDragStop :Phaser.Signal
-
This signal is dispatched if the Game Object has been
inputEnabled
andenableDrag
has been set. It is sent when a Phaser.Pointer stops dragging the Game Object. It is sent two arguments: {any} The Game Object that received the event. {Phaser.Pointer} The Phaser.Pointer object that caused the event.- Source - gameobjects/components/Events.js, line 227
-
onDragUpdate :Phaser.Signal
-
This signal is dispatched if the Game Object has been
inputEnabled
andenableDrag
has been set. It is sent when a Phaser.Pointer is actively dragging the Game Object. Be warned: This is a high volume Signal. Be careful what you bind to it. It is sent six arguments: {any} The Game Object that received the event. {Phaser.Pointer} The Phaser.Pointer object that caused the event. {number} The new x coordinate of the Game Object. {number} The new y coordinate of the Game Object. {Phaser.Point} A Point object that contains the point the Game Object was snapped to, ifsnapOnDrag
has been enabled. {boolean} ThefromStart
boolean, indicates if this is the first update immediately after the drag has started.- Source - gameobjects/components/Events.js, line 217
-
onEnterBounds :Phaser.Signal
-
This signal is dispatched when the Game Object returns within the Phaser.World bounds, having previously been outside of them. This signal is only if
Sprite.checkWorldBounds
is set totrue
. It is sent one argument: {any} The Game Object that entered the World bounds.- Source - gameobjects/components/Events.js, line 146
-
onInputDown :Phaser.Signal
-
This signal is dispatched if the Game Object has
inputEnabled
set totrue
, and receives a down event from a Phaser.Pointer. This effectively means the Pointer has been pressed down (but not yet released) on the Game Object. It is sent two arguments: {any} The Game Object that received the event. {Phaser.Pointer} The Phaser.Pointer object that caused the event.- Source - gameobjects/components/Events.js, line 177
-
onInputOut :Phaser.Signal
-
This signal is dispatched if the Game Object has
inputEnabled
set totrue
, and receives an out event from a Phaser.Pointer, which was previously over it. It is sent two arguments: {any} The Game Object that received the event. {Phaser.Pointer} The Phaser.Pointer object that caused the event.- Source - gameobjects/components/Events.js, line 166
-
onInputOver :Phaser.Signal
-
This signal is dispatched if the Game Object has
inputEnabled
set totrue
, and receives an over event from a Phaser.Pointer. It is sent two arguments: {any} The Game Object that received the event. {Phaser.Pointer} The Phaser.Pointer object that caused the event.- Source - gameobjects/components/Events.js, line 156
-
onInputUp :Phaser.Signal
-
This signal is dispatched if the Game Object has
inputEnabled
set totrue
, and receives an up event from a Phaser.Pointer. This effectively means the Pointer had been pressed down, and was then released on the Game Object. It is sent three arguments: {any} The Game Object that received the event. {Phaser.Pointer} The Phaser.Pointer object that caused the event. {boolean} isOver - Is the Pointer still over the Game Object?- Source - gameobjects/components/Events.js, line 189
-
onKilled :Phaser.Signal
-
This signal is dispatched when the Game Object is killed. This happens when
Sprite.kill()
is called. Please understand the difference betweenkill
anddestroy
by looking at their respective methods. It is sent one argument: {any} The Game Object that was killed.- Source - gameobjects/components/Events.js, line 119
-
onOutOfBounds :Phaser.Signal
-
This signal is dispatched when the Game Object leaves the Phaser.World bounds. This signal is only if
Sprite.checkWorldBounds
is set totrue
. It is sent one argument: {any} The Game Object that left the World bounds.- Source - gameobjects/components/Events.js, line 137
-
onRemovedFromGroup :Phaser.Signal
-
This signal is dispatched when the Game Object is removed from a Group. It is sent two arguments: {any} The Game Object that was removed from the Group. {Phaser.Group} The Group it was removed from.
- Source - gameobjects/components/Events.js, line 93
-
onRemovedFromWorld :Phaser.Signal
- This method is deprecated and should not be used. It may be removed in the future.
- Deprecated:
- Yes
- Source - gameobjects/components/Events.js, line 100
-
onRevived :Phaser.Signal
-
This signal is dispatched when the Game Object is revived from a previously killed state. This happens when
Sprite.revive()
is called. It is sent one argument: {any} The Game Object that was revived.- Source - gameobjects/components/Events.js, line 128
-
parent :Phaser.Sprite
-
The Sprite that owns these events.
- Source - gameobjects/components/Events.js, line 35
This Signal is never used internally by Phaser and is now deprecated.
Methods
-
destroy()
-
Removes all events.
- Source - gameobjects/components/Events.js, line 43