phaser/src/input/events/GAMEOBJECT_MOVE_EVENT.js
2019-01-18 15:20:56 +00:00

34 lines
1.7 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* The Game Object Move Input Event.
*
* This event is dispatched by the Input Plugin belonging to a Scene if a pointer is moved across _any_ interactive Game Object.
*
* Listen to this event from within a Scene using: `this.input.on('gameobjectmove', listener)`.
*
* To receive this event, the Game Objects must have been set as interactive.
* See [GameObject.setInteractive]{@link Phaser.GameObjects.GameObject#setInteractive} for more details.
*
* To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_POINTER_MOVE]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_MOVE} event instead.
*
* The event hierarchy is as follows:
*
* 1. [GAMEOBJECT_POINTER_MOVE]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_MOVE}
* 2. [GAMEOBJECT_MOVE]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_MOVE}
* 3. [POINTER_MOVE]{@linkcode Phaser.Input.Events#event:POINTER_MOVE}
*
* With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop
* the propagation of this event.
*
* @event Phaser.Input.Events#GAMEOBJECT_MOVE
*
* @param {Phaser.Input.Pointer} pointer - The Pointer responsible for triggering this event.
* @param {Phaser.GameObjects.GameObject} gameObject - The Game Object the pointer was moved on.
* @param {Phaser.Input.EventData} event - The Phaser input event. You can call `stopPropagation()` to halt it from going any further in the event flow.
*/
module.exports = 'gameobjectmove';