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https://github.com/photonstorm/phaser
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34 lines
1.7 KiB
JavaScript
34 lines
1.7 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2019 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 Game Object Move 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 moved across _any_ interactive Game Object.
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*
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* Listen to this event from within a Scene using: `this.input.on('gameobjectmove', listener)`.
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*
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* To receive this event, the Game Objects 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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* 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.
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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_MOVE]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_MOVE}
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* 2. [GAMEOBJECT_MOVE]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_MOVE}
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* 3. [POINTER_MOVE]{@linkcode Phaser.Input.Events#event:POINTER_MOVE}
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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#GAMEOBJECT_MOVE
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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} gameObject - The Game Object the pointer was moved on.
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* @param {Phaser.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 = 'gameobjectmove';
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