mirror of
https://github.com/photonstorm/phaser
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36 lines
1.6 KiB
JavaScript
36 lines
1.6 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2020 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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/**
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* The Game Object Pointer Out Event.
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*
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* This event is dispatched by an interactive Game Object if a pointer moves out of it.
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*
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* Listen to this event from a Game Object using: `gameObject.on('pointerout', listener)`.
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* Note that the scope of the listener is automatically set to be the Game Object instance itself.
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*
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* To receive this event, the Game Object must have been set as interactive.
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* See [GameObject.setInteractive]{@link Phaser.GameObjects.GameObject#setInteractive} for more details.
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*
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* The event hierarchy is as follows:
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*
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* 1. [GAMEOBJECT_POINTER_OUT]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_OUT}
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* 2. [GAMEOBJECT_OUT]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_OUT}
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* 3. [POINTER_OUT]{@linkcode Phaser.Input.Events#event:POINTER_OUT}
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*
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* With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop
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* the propagation of this event.
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*
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* If the pointer leaves the game canvas itself, it will not trigger an this event. To handle those cases,
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* please listen for the [GAME_OUT]{@linkcode Phaser.Input.Events#event:GAME_OUT} event.
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*
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* @event Phaser.Input.Events#GAMEOBJECT_POINTER_OUT
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* @since 3.0.0
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*
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* @param {Phaser.Input.Pointer} pointer - The Pointer responsible for triggering this event.
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* @param {Phaser.Types.Input.EventData} event - The Phaser input event. You can call `stopPropagation()` to halt it from going any further in the event flow.
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*/
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module.exports = 'pointerout';
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