phaser/Phaser/components/sprite/Events.ts

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2.8 KiB
TypeScript

/// <reference path="../../Game.ts" />
/**
* Phaser - Components - Events
*
* Signals that are dispatched by the Sprite and its various components
*/
module Phaser.Components.Sprite {
export class Events {
/**
* The Events component is a collection of events fired by the parent Sprite and its other components.
* @param parent The Sprite using this Input component
*/
constructor(parent: Phaser.Sprite) {
this.game = parent.game;
this.sprite = parent;
this.onAddedToGroup = new Phaser.Signal;
this.onRemovedFromGroup = new Phaser.Signal;
this.onKilled = new Phaser.Signal;
this.onRevived = new Phaser.Signal;
// Only create these if Sprite input is enabled?
this.onInputOver = new Phaser.Signal;
this.onInputOut = new Phaser.Signal;
this.onInputDown = new Phaser.Signal;
this.onInputUp = new Phaser.Signal;
this.onDragStart = new Phaser.Signal;
this.onDragStop = new Phaser.Signal;
}
/**
* Reference to Phaser.Game
*/
public game: Game;
/**
* Reference to the Image stored in the Game.Cache that is used as the texture for the Sprite.
*/
private sprite: Phaser.Sprite;
/**
* Dispatched by the Group this Sprite is added to.
*/
public onAddedToGroup: Phaser.Signal;
/**
* Dispatched by the Group this Sprite is removed from.
*/
public onRemovedFromGroup: Phaser.Signal;
/**
* Dispatched when this Sprite is killed.
*/
public onKilled: Phaser.Signal;
/**
* Dispatched when this Sprite is revived.
*/
public onRevived: Phaser.Signal;
/**
* Dispatched by the Input component when a pointer moves over an Input enabled sprite.
*/
public onInputOver: Phaser.Signal;
/**
* Dispatched by the Input component when a pointer moves out of an Input enabled sprite.
*/
public onInputOut: Phaser.Signal;
/**
* Dispatched by the Input component when a pointer is pressed down on an Input enabled sprite.
*/
public onInputDown: Phaser.Signal;
/**
* Dispatched by the Input component when a pointer is released over an Input enabled sprite
*/
public onInputUp: Phaser.Signal;
/**
* Dispatched by the Input component when the Sprite starts being dragged
*/
public onDragStart: Phaser.Signal;
/**
* Dispatched by the Input component when the Sprite stops being dragged
*/
public onDragStop: Phaser.Signal;
public onOutOfBounds: Phaser.Signal;
}
}