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https://github.com/photonstorm/phaser
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30 lines
1.3 KiB
JavaScript
30 lines
1.3 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013-2023 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 Pointer Up Input Event.
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*
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* This event is dispatched by the Input Plugin belonging to a Scene if a pointer is released anywhere.
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*
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* Listen to this event from within a Scene using: `this.input.on('pointerup', listener)`.
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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_UP]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_UP}
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* 2. [GAMEOBJECT_UP]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_UP}
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* 3. [POINTER_UP]{@linkcode Phaser.Input.Events#event:POINTER_UP} or [POINTER_UP_OUTSIDE]{@linkcode Phaser.Input.Events#event:POINTER_UP_OUTSIDE}
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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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* @event Phaser.Input.Events#POINTER_UP
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* @type {string}
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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.GameObjects.GameObject[]} currentlyOver - An array containing all interactive Game Objects that the pointer was over when the event was created.
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*/
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module.exports = 'pointerup';
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