phaser/Phaser/gameobjects/Events.ts
2013-08-06 03:14:48 +01:00

112 lines
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3 KiB
TypeScript

/// <reference path="../Game.ts" />
/**
* Phaser - Components - Events
*
* Signals that are dispatched by the Sprite and its various components
*/
module Phaser.Components {
export class Events {
/**
* The Events component is a collection of events fired by the parent game object and its components.
* @param parent The game object using this Input component
*/
constructor(parent: Phaser.Sprite) {
this.game = parent.game;
this._parent = parent;
this.onAddedToGroup = new Phaser.Signal;
this.onRemovedFromGroup = new Phaser.Signal;
this.onKilled = new Phaser.Signal;
this.onRevived = new Phaser.Signal;
this.onOutOfBounds = new Phaser.Signal;
}
/**
* Reference to Phaser.Game
*/
public game: Game;
/**
* Local private reference to its parent game object.
*/
private _parent: Phaser.Sprite;
/**
* Dispatched by the Group this Sprite is added to.
*/
public onAddedToGroup: Phaser.Signal;
/**
* Dispatched by the Group this Sprite is removed from.
*/
public onRemovedFromGroup: Phaser.Signal;
/**
* Dispatched when this Sprite is killed.
*/
public onKilled: Phaser.Signal;
/**
* Dispatched when this Sprite is revived.
*/
public onRevived: Phaser.Signal;
/**
* Dispatched by the Input component when a pointer moves over an Input enabled sprite.
*/
public onInputOver: Phaser.Signal;
/**
* Dispatched by the Input component when a pointer moves out of an Input enabled sprite.
*/
public onInputOut: Phaser.Signal;
/**
* Dispatched by the Input component when a pointer is pressed down on an Input enabled sprite.
*/
public onInputDown: Phaser.Signal;
/**
* Dispatched by the Input component when a pointer is released over an Input enabled sprite
*/
public onInputUp: Phaser.Signal;
/**
* Dispatched by the Input component when the Sprite starts being dragged
*/
public onDragStart: Phaser.Signal;
/**
* Dispatched by the Input component when the Sprite stops being dragged
*/
public onDragStop: Phaser.Signal;
/**
* Dispatched by the Animation component when the Sprite starts being animated
*/
public onAnimationStart: Phaser.Signal;
/**
* Dispatched by the Animation component when the Sprite animation completes
*/
public onAnimationComplete: Phaser.Signal;
/**
* Dispatched by the Animation component when the Sprite animation loops
*/
public onAnimationLoop: Phaser.Signal;
/**
* Dispatched by the Sprite when it first leaves the world bounds
*/
public onOutOfBounds: Phaser.Signal;
}
}