mirror of
https://github.com/photonstorm/phaser
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295 lines
12 KiB
JavaScript
295 lines
12 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2016 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* The Events component is a collection of events fired by the parent Game Object.
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*
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* Phaser uses what are known as 'Signals' for all event handling. All of the events in
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* this class are signals you can subscribe to, much in the same way you'd "listen" for
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* an event.
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*
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* For example to tell when a Sprite has been added to a new group, you can bind a function
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* to the `onAddedToGroup` signal:
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*
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* `sprite.events.onAddedToGroup.add(yourFunction, this);`
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*
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* Where `yourFunction` is the function you want called when this event occurs.
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*
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* For more details about how signals work please see the Phaser.Signal class.
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*
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* The Input-related events will only be dispatched if the Sprite has had `inputEnabled` set to `true`
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* and the Animation-related events only apply to game objects with animations like {@link Phaser.Sprite}.
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*
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* @class Phaser.Events
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* @constructor
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* @param {Phaser.Sprite} sprite - A reference to the game object / Sprite that owns this Events object.
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*/
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Phaser.Events = function (sprite) {
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/**
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* @property {Phaser.Sprite} parent - The Sprite that owns these events.
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*/
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this.parent = sprite;
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// The signals are automatically added by the corresponding proxy properties
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};
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Phaser.Events.prototype = {
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/**
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* Removes all events.
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*
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* @method Phaser.Events#destroy
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*/
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destroy: function () {
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this._parent = null;
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if (this._onDestroy) { this._onDestroy.dispose(); }
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if (this._onAddedToGroup) { this._onAddedToGroup.dispose(); }
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if (this._onRemovedFromGroup) { this._onRemovedFromGroup.dispose(); }
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if (this._onRemovedFromWorld) { this._onRemovedFromWorld.dispose(); }
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if (this._onKilled) { this._onKilled.dispose(); }
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if (this._onRevived) { this._onRevived.dispose(); }
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if (this._onEnterBounds) { this._onEnterBounds.dispose(); }
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if (this._onOutOfBounds) { this._onOutOfBounds.dispose(); }
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if (this._onInputOver) { this._onInputOver.dispose(); }
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if (this._onInputOut) { this._onInputOut.dispose(); }
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if (this._onInputDown) { this._onInputDown.dispose(); }
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if (this._onInputUp) { this._onInputUp.dispose(); }
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if (this._onDragStart) { this._onDragStart.dispose(); }
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if (this._onDragUpdate) { this._onDragUpdate.dispose(); }
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if (this._onDragStop) { this._onDragStop.dispose(); }
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if (this._onAnimationStart) { this._onAnimationStart.dispose(); }
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if (this._onAnimationComplete) { this._onAnimationComplete.dispose(); }
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if (this._onAnimationLoop) { this._onAnimationLoop.dispose(); }
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},
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// The following properties are sentinels that will be replaced with getters
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/**
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* This signal is dispatched when this Game Object is added to a new Group.
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* It is sent two arguments:
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* {any} The Game Object that was added to the Group.
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* {Phaser.Group} The Group it was added to.
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* @property {Phaser.Signal} onAddedToGroup
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*/
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onAddedToGroup: null,
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/**
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* This signal is dispatched when the Game Object is removed from a Group.
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* It is sent two arguments:
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* {any} The Game Object that was removed from the Group.
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* {Phaser.Group} The Group it was removed from.
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* @property {Phaser.Signal} onRemovedFromGroup
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*/
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onRemovedFromGroup: null,
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/**
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* This Signal is never used internally by Phaser and is now deprecated.
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* @deprecated
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* @property {Phaser.Signal} onRemovedFromWorld
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*/
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onRemovedFromWorld: null,
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/**
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* This signal is dispatched when the Game Object is destroyed.
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* This happens when `Sprite.destroy()` is called, or `Group.destroy()` with `destroyChildren` set to true.
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* It is sent one argument:
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* {any} The Game Object that was destroyed.
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* @property {Phaser.Signal} onDestroy
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*/
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onDestroy: null,
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/**
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* This signal is dispatched when the Game Object is killed.
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* This happens when `Sprite.kill()` is called.
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* Please understand the difference between `kill` and `destroy` by looking at their respective methods.
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* It is sent one argument:
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* {any} The Game Object that was killed.
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* @property {Phaser.Signal} onKilled
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*/
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onKilled: null,
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/**
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* This signal is dispatched when the Game Object is revived from a previously killed state.
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* This happens when `Sprite.revive()` is called.
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* It is sent one argument:
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* {any} The Game Object that was revived.
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* @property {Phaser.Signal} onRevived
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*/
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onRevived: null,
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/**
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* This signal is dispatched when the Game Object leaves the Phaser.World bounds.
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* This signal is only if `Sprite.checkWorldBounds` is set to `true`.
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* It is sent one argument:
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* {any} The Game Object that left the World bounds.
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* @property {Phaser.Signal} onOutOfBounds
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*/
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onOutOfBounds: null,
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/**
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* This signal is dispatched when the Game Object returns within the Phaser.World bounds, having previously been outside of them.
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* This signal is only if `Sprite.checkWorldBounds` is set to `true`.
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* It is sent one argument:
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* {any} The Game Object that entered the World bounds.
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* @property {Phaser.Signal} onEnterBounds
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*/
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onEnterBounds: null,
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/**
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* This signal is dispatched if the Game Object has `inputEnabled` set to `true`,
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* and receives an over event from a Phaser.Pointer.
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* It is sent two arguments:
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* {any} The Game Object that received the event.
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* {Phaser.Pointer} The Phaser.Pointer object that caused the event.
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* @property {Phaser.Signal} onInputOver
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*/
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onInputOver: null,
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/**
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* This signal is dispatched if the Game Object has `inputEnabled` set to `true`,
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* and receives an out event from a Phaser.Pointer, which was previously over it.
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* It is sent two arguments:
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* {any} The Game Object that received the event.
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* {Phaser.Pointer} The Phaser.Pointer object that caused the event.
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* @property {Phaser.Signal} onInputOut
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*/
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onInputOut: null,
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/**
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* This signal is dispatched if the Game Object has `inputEnabled` set to `true`,
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* and receives a down event from a Phaser.Pointer. This effectively means the Pointer has been
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* pressed down (but not yet released) on the Game Object.
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* It is sent two arguments:
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* {any} The Game Object that received the event.
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* {Phaser.Pointer} The Phaser.Pointer object that caused the event.
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* @property {Phaser.Signal} onInputDown
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*/
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onInputDown: null,
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/**
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* This signal is dispatched if the Game Object has `inputEnabled` set to `true`,
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* and receives an up event from a Phaser.Pointer. This effectively means the Pointer had been
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* pressed down, and was then released on the Game Object.
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* It is sent three arguments:
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* {any} The Game Object that received the event.
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* {Phaser.Pointer} The Phaser.Pointer object that caused the event.
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* {boolean} isOver - Is the Pointer still over the Game Object?
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* @property {Phaser.Signal} onInputUp
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*/
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onInputUp: null,
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/**
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* This signal is dispatched if the Game Object has been `inputEnabled` and `enableDrag` has been set.
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* It is sent when a Phaser.Pointer starts to drag the Game Object, taking into consideration the various
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* drag limitations that may be set.
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* It is sent four arguments:
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* {any} The Game Object that received the event.
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* {Phaser.Pointer} The Phaser.Pointer object that caused the event.
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* {number} The x coordinate that the drag started from.
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* {number} The y coordinate that the drag started from.
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* @property {Phaser.Signal} onDragStart
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*/
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onDragStart: null,
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/**
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* This signal is dispatched if the Game Object has been `inputEnabled` and `enableDrag` has been set.
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* It is sent when a Phaser.Pointer is actively dragging the Game Object.
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* Be warned: This is a high volume Signal. Be careful what you bind to it.
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* It is sent six arguments:
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* {any} The Game Object that received the event.
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* {Phaser.Pointer} The Phaser.Pointer object that caused the event.
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* {number} The new x coordinate of the Game Object.
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* {number} The new y coordinate of the Game Object.
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* {Phaser.Point} A Point object that contains the point the Game Object was snapped to, if `snapOnDrag` has been enabled.
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* {boolean} The `fromStart` boolean, indicates if this is the first update immediately after the drag has started.
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* @property {Phaser.Signal} onDragUpdate
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*/
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onDragUpdate: null,
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/**
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* This signal is dispatched if the Game Object has been `inputEnabled` and `enableDrag` has been set.
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* It is sent when a Phaser.Pointer stops dragging the Game Object.
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* It is sent two arguments:
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* {any} The Game Object that received the event.
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* {Phaser.Pointer} The Phaser.Pointer object that caused the event.
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* @property {Phaser.Signal} onDragStop
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*/
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onDragStop: null,
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/**
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* This signal is dispatched if the Game Object has the AnimationManager component,
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* and an Animation has been played.
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* You can also listen to `Animation.onStart` rather than via the Game Objects events.
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* It is sent two arguments:
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* {any} The Game Object that received the event.
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* {Phaser.Animation} The Phaser.Animation that was started.
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* @property {Phaser.Signal} onAnimationStart
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*/
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onAnimationStart: null,
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/**
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* This signal is dispatched if the Game Object has the AnimationManager component,
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* and an Animation has been stopped (via `animation.stop()` and the `dispatchComplete` argument has been set.
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* You can also listen to `Animation.onComplete` rather than via the Game Objects events.
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* It is sent two arguments:
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* {any} The Game Object that received the event.
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* {Phaser.Animation} The Phaser.Animation that was stopped.
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* @property {Phaser.Signal} onAnimationComplete
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*/
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onAnimationComplete: null,
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/**
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* This signal is dispatched if the Game Object has the AnimationManager component,
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* and an Animation has looped playback.
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* You can also listen to `Animation.onLoop` rather than via the Game Objects events.
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* It is sent two arguments:
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* {any} The Game Object that received the event.
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* {Phaser.Animation} The Phaser.Animation that looped.
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* @property {Phaser.Signal} onAnimationLoop
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*/
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onAnimationLoop: null
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};
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Phaser.Events.prototype.constructor = Phaser.Events;
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// Create an auto-create proxy getter and dispatch method for all events.
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// The backing property is the same as the event name, prefixed with '_'
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// and the dispatch method is the same as the event name postfixed with '$dispatch'.
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for (var prop in Phaser.Events.prototype)
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{
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if (!Phaser.Events.prototype.hasOwnProperty(prop) ||
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prop.indexOf('on') !== 0 ||
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Phaser.Events.prototype[prop] !== null)
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{
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continue;
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}
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(function (prop, backing) {
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'use strict';
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// The accessor creates a new Signal; and so it should only be used from user-code.
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Object.defineProperty(Phaser.Events.prototype, prop, {
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get: function () {
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return this[backing] || (this[backing] = new Phaser.Signal());
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}
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});
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// The dispatcher will only broadcast on an already-created signal; call this internally.
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Phaser.Events.prototype[prop + '$dispatch'] = function () {
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return this[backing] ? this[backing].dispatch.apply(this[backing], arguments) : null;
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};
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})(prop, '_' + prop);
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}
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