phaser/src/gameobjects/Events.js

159 lines
4.8 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* 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.
*
* Note that the Input related events only exist if the Sprite has had `inputEnabled` set to `true`.
*
* @class Phaser.Events
* @constructor
* @param {Phaser.Sprite} sprite - A reference to Description.
*/
Phaser.Events = function (sprite) {
/**
* @property {Phaser.Sprite} parent - The Sprite that owns these events.
*/
this.parent = sprite;
/**
* @property {Phaser.Signal} onAddedToGroup - This signal is dispatched when the parent is added to a new Group.
*/
this.onAddedToGroup = new Phaser.Signal();
/**
* @property {Phaser.Signal} onRemovedFromGroup - This signal is dispatched when the parent is removed from a Group.
*/
this.onRemovedFromGroup = new Phaser.Signal();
/**
* @property {Phaser.Signal} onDestroy - This signal is dispatched when the parent is destoyed.
*/
this.onDestroy = new Phaser.Signal();
/**
* @property {Phaser.Signal} onKilled - This signal is dispatched when the parent is killed.
*/
this.onKilled = new Phaser.Signal();
/**
* @property {Phaser.Signal} onRevived - This signal is dispatched when the parent is revived.
*/
this.onRevived = new Phaser.Signal();
/**
* @property {Phaser.Signal} onOutOfBounds - This signal is dispatched when the parent leaves the world bounds (only if Sprite.checkWorldBounds is true).
*/
this.onOutOfBounds = new Phaser.Signal();
/**
* @property {Phaser.Signal} onEnterBounds - This signal is dispatched when the parent returns within the world bounds (only if Sprite.checkWorldBounds is true).
*/
this.onEnterBounds = new Phaser.Signal();
/**
* @property {Phaser.Signal} onInputOver - This signal is dispatched if the parent is inputEnabled and receives an over event from a Pointer.
* @default null
*/
this.onInputOver = null;
/**
* @property {Phaser.Signal} onInputOut - This signal is dispatched if the parent is inputEnabled and receives an out event from a Pointer.
* @default null
*/
this.onInputOut = null;
/**
* @property {Phaser.Signal} onInputDown - This signal is dispatched if the parent is inputEnabled and receives a down event from a Pointer.
* @default null
*/
this.onInputDown = null;
/**
* @property {Phaser.Signal} onInputUp - This signal is dispatched if the parent is inputEnabled and receives an up event from a Pointer.
* @default null
*/
this.onInputUp = null;
/**
* @property {Phaser.Signal} onDragStart - This signal is dispatched if the parent is inputEnabled and receives a drag start event from a Pointer.
* @default null
*/
this.onDragStart = null;
/**
* @property {Phaser.Signal} onDragStop - This signal is dispatched if the parent is inputEnabled and receives a drag stop event from a Pointer.
* @default null
*/
this.onDragStop = null;
/**
* @property {Phaser.Signal} onAnimationStart - This signal is dispatched when the parent has an animation that is played.
* @default null
*/
this.onAnimationStart = null;
/**
* @property {Phaser.Signal} onAnimationComplete - This signal is dispatched when the parent has an animation that finishes playing.
* @default null
*/
this.onAnimationComplete = null;
/**
* @property {Phaser.Signal} onAnimationLoop - This signal is dispatched when the parent has an animation that loops playback.
* @default null
*/
this.onAnimationLoop = null;
};
Phaser.Events.prototype = {
/**
* Removes all events.
*
* @method destroy
*/
destroy: function () {
this.parent = null;
this.onDestroy.dispose();
this.onAddedToGroup.dispose();
this.onRemovedFromGroup.dispose();
this.onKilled.dispose();
this.onRevived.dispose();
this.onOutOfBounds.dispose();
if (this.onInputOver)
{
this.onInputOver.dispose();
this.onInputOut.dispose();
this.onInputDown.dispose();
this.onInputUp.dispose();
this.onDragStart.dispose();
this.onDragStop.dispose();
}
if (this.onAnimationStart)
{
this.onAnimationStart.dispose();
this.onAnimationComplete.dispose();
this.onAnimationLoop.dispose();
}
}
};
Phaser.Events.prototype.constructor = Phaser.Events;