phaser/docs/Phaser.Events.html
2016-07-08 15:46:26 +01:00

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<li class="class-depth-0">
<a href="global.html#BOTTOM_LEFT">BOTTOM_LEFT</a>
</li>
<li class="class-depth-0">
<a href="global.html#BOTTOM_RIGHT">BOTTOM_RIGHT</a>
</li>
<li class="class-depth-0">
<a href="global.html#BUTTON">BUTTON</a>
</li>
<li class="class-depth-0">
<a href="global.html#CANVAS">CANVAS</a>
</li>
<li class="class-depth-0">
<a href="global.html#CANVAS_FILTER">CANVAS_FILTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#CENTER">CENTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#CIRCLE">CIRCLE</a>
</li>
<li class="class-depth-0">
<a href="global.html#CREATURE">CREATURE</a>
</li>
<li class="class-depth-0">
<a href="global.html#displayList">displayList</a>
</li>
<li class="class-depth-0">
<a href="global.html#DOWN">DOWN</a>
</li>
<li class="class-depth-0">
<a href="global.html#ELLIPSE">ELLIPSE</a>
</li>
<li class="class-depth-0">
<a href="global.html#EMITTER">EMITTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#GAMES">GAMES</a>
</li>
<li class="class-depth-0">
<a href="global.html#GRAPHICS">GRAPHICS</a>
</li>
<li class="class-depth-0">
<a href="global.html#GROUP">GROUP</a>
</li>
<li class="class-depth-0">
<a href="global.html#HEADLESS">HEADLESS</a>
</li>
<li class="class-depth-0">
<a href="global.html#HORIZONTAL">HORIZONTAL</a>
</li>
<li class="class-depth-0">
<a href="global.html#IMAGE">IMAGE</a>
</li>
<li class="class-depth-0">
<a href="global.html#intersectsRectangle">intersectsRectangle</a>
</li>
<li class="class-depth-0">
<a href="global.html#LANDSCAPE">LANDSCAPE</a>
</li>
<li class="class-depth-0">
<a href="global.html#LEFT">LEFT</a>
</li>
<li class="class-depth-0">
<a href="global.html#LEFT_BOTTOM">LEFT_BOTTOM</a>
</li>
<li class="class-depth-0">
<a href="global.html#LEFT_CENTER">LEFT_CENTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#LEFT_TOP">LEFT_TOP</a>
</li>
<li class="class-depth-0">
<a href="global.html#LINE">LINE</a>
</li>
<li class="class-depth-0">
<a href="global.html#MATRIX">MATRIX</a>
</li>
<li class="class-depth-0">
<a href="global.html#NONE">NONE</a>
</li>
<li class="class-depth-0">
<a href="global.html#PENDING_ATLAS">PENDING_ATLAS</a>
</li>
<li class="class-depth-0">
<a href="global.html#POINT">POINT</a>
</li>
<li class="class-depth-0">
<a href="global.html#POINTER">POINTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#POLYGON">POLYGON</a>
</li>
<li class="class-depth-0">
<a href="global.html#PORTRAIT">PORTRAIT</a>
</li>
<li class="class-depth-0">
<a href="global.html#RECTANGLE">RECTANGLE</a>
</li>
<li class="class-depth-0">
<a href="global.html#RENDERTEXTURE">RENDERTEXTURE</a>
</li>
<li class="class-depth-0">
<a href="global.html#RETROFONT">RETROFONT</a>
</li>
<li class="class-depth-0">
<a href="global.html#RIGHT">RIGHT</a>
</li>
<li class="class-depth-0">
<a href="global.html#RIGHT_BOTTOM">RIGHT_BOTTOM</a>
</li>
<li class="class-depth-0">
<a href="global.html#RIGHT_CENTER">RIGHT_CENTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#RIGHT_TOP">RIGHT_TOP</a>
</li>
<li class="class-depth-0">
<a href="global.html#ROPE">ROPE</a>
</li>
<li class="class-depth-0">
<a href="global.html#ROUNDEDRECTANGLE">ROUNDEDRECTANGLE</a>
</li>
<li class="class-depth-0">
<a href="global.html#scaleModes">scaleModes</a>
</li>
<li class="class-depth-0">
<a href="global.html#SPRITE">SPRITE</a>
</li>
<li class="class-depth-0">
<a href="global.html#SPRITEBATCH">SPRITEBATCH</a>
</li>
<li class="class-depth-0">
<a href="global.html#TEXT">TEXT</a>
</li>
<li class="class-depth-0">
<a href="global.html#TILEMAP">TILEMAP</a>
</li>
<li class="class-depth-0">
<a href="global.html#TILEMAPLAYER">TILEMAPLAYER</a>
</li>
<li class="class-depth-0">
<a href="global.html#TILESPRITE">TILESPRITE</a>
</li>
<li class="class-depth-0">
<a href="global.html#TOP_CENTER">TOP_CENTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#TOP_LEFT">TOP_LEFT</a>
</li>
<li class="class-depth-0">
<a href="global.html#TOP_RIGHT">TOP_RIGHT</a>
</li>
<li class="class-depth-0">
<a href="global.html#UP">UP</a>
</li>
<li class="class-depth-0">
<a href="global.html#VERSION">VERSION</a>
</li>
<li class="class-depth-0">
<a href="global.html#VERTICAL">VERTICAL</a>
</li>
<li class="class-depth-0">
<a href="global.html#VIDEO">VIDEO</a>
</li>
<li class="class-depth-0">
<a href="global.html#WEBGL">WEBGL</a>
</li>
<li class="class-depth-0">
<a href="global.html#WEBGL_FILTER">WEBGL_FILTER</a>
</li>
</ul>
</li>
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Core<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="Phaser.Game.html">Game</a></li>
<li class="class-depth-1"><a href="Phaser.Group.html">Group</a></li>
<li class="class-depth-1"><a href="Phaser.World.html">World</a></li>
<li class="class-depth-1"><a href="Phaser.Loader.html">Loader</a></li>
<li class="class-depth-1"><a href="Phaser.Cache.html">Cache</a></li>
<li class="class-depth-1"><a href="Phaser.Time.html">Time</a></li>
<li class="class-depth-1"><a href="Phaser.Camera.html">Camera</a></li>
<li class="class-depth-1"><a href="Phaser.StateManager.html">State Manager</a></li>
<li class="class-depth-1"><a href="Phaser.TweenManager.html">Tween Manager</a></li>
<li class="class-depth-1"><a href="Phaser.SoundManager.html">Sound Manager</a></li>
<li class="class-depth-1"><a href="Phaser.Input.html">Input Manager</a></li>
<li class="class-depth-1"><a href="Phaser.ScaleManager.html">Scale Manager</a></li>
</ul>
</li>
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Game Objects<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="Phaser.GameObjectFactory.html">Factory (game.add)</a></li>
<li class="class-depth-1"><a href="Phaser.GameObjectCreator.html">Creator (game.make)</a></li>
<li class="class-depth-1"><a href="Phaser.Sprite.html">Sprite</a></li>
<li class="class-depth-1"><a href="Phaser.Image.html">Image</a></li>
<li class="class-depth-1"><a href="Phaser.Sound.html">Sound</a></li>
<li class="class-depth-1"><a href="Phaser.Video.html">Video</a></li>
<li class="class-depth-1"><a href="Phaser.Particles.Arcade.Emitter.html">Particle Emitter</a></li>
<li class="class-depth-1"><a href="Phaser.Particle.html">Particle</a></li>
<li class="class-depth-1"><a href="Phaser.Text.html">Text</a></li>
<li class="class-depth-1"><a href="Phaser.Tween.html">Tween</a></li>
<li class="class-depth-1"><a href="Phaser.BitmapText.html">BitmapText</a></li>
<li class="class-depth-1"><a href="Phaser.Tilemap.html">Tilemap</a></li>
<li class="class-depth-1"><a href="Phaser.BitmapData.html">BitmapData</a></li>
<li class="class-depth-1"><a href="Phaser.RetroFont.html">RetroFont</a></li>
<li class="class-depth-1"><a href="Phaser.Button.html">Button</a></li>
<li class="class-depth-1"><a href="Phaser.Animation.html">Animation</a></li>
<li class="class-depth-1"><a href="Phaser.Graphics.html">Graphics</a></li>
<li class="class-depth-1"><a href="Phaser.RenderTexture.html">RenderTexture</a></li>
<li class="class-depth-1"><a href="Phaser.TileSprite.html">TileSprite</a></li>
</ul>
</li>
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Geometry<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="Phaser.Circle.html">Circle</a></li>
<li class="class-depth-1"><a href="Phaser.Ellipse.html">Ellipse</a></li>
<li class="class-depth-1"><a href="Phaser.Line.html">Line</a></li>
<li class="class-depth-1"><a href="Phaser.Matrix.html">Matrix</a></li>
<li class="class-depth-1"><a href="Phaser.Point.html">Point</a></li>
<li class="class-depth-1"><a href="Phaser.Polygon.html">Polygon</a></li>
<li class="class-depth-1"><a href="Phaser.Rectangle.html">Rectangle</a></li>
<li class="class-depth-1"><a href="Phaser.RoundedRectangle.html">Rounded Rectangle</a></li>
</ul>
</li>
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Physics<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="Phaser.Physics.Arcade.html">Arcade Physics</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.Arcade.Body.html">Body</a></li>
<li class="class-depth-2"><a href="Phaser.Weapon.html">Weapon</a></li>
<li class="class-depth-1"><a href="Phaser.Physics.P2.html">P2 Physics</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.Body.html">Body</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.Spring.html">Spring</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a></li>
<li class="class-depth-1"><a href="Phaser.Physics.Ninja.html">Ninja Physics</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.Body.html">Body</a></li>
</ul>
</li>
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Input<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="Phaser.InputHandler.html">Input Handler</a></li>
<li class="class-depth-1"><a href="Phaser.Pointer.html">Pointer</a></li>
<li class="class-depth-1"><a href="Phaser.DeviceButton.html">Device Button</a></li>
<li class="class-depth-1"><a href="Phaser.Mouse.html">Mouse</a></li>
<li class="class-depth-1"><a href="Phaser.Keyboard.html">Keyboard</a></li>
<li class="class-depth-1"><a href="Phaser.Key.html">Key</a></li>
<li class="class-depth-1"><a href="Phaser.Gamepad.html">Gamepad</a></li>
</ul>
</li>
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Community<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="http://phaser.io">Phaser Web Site</a></li>
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</div>
</div>
<div class="row-fluid">
<div class="span8">
<div id="main">
<!--<h1 class="page-title">Class: Events</h1>-->
<section>
<header>
<h2>
<span class="ancestors"><a href="Phaser.html">Phaser</a>.</span>
Events
</h2>
</header>
<article>
<div class="container-overview">
<dt>
<h4 class="name "
id="Events"><span class="type-signature"></span>new Events<span class="signature">(sprite)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>The Events component is a collection of events fired by the parent Game Object.</p>
<p>Phaser uses what are known as 'Signals' for all event handling. All of the events in
this class are signals you can subscribe to, much in the same way you'd &quot;listen&quot; for
an event.</p>
<p>For example to tell when a Sprite has been added to a new group, you can bind a function
to the <code>onAddedToGroup</code> signal:</p>
<p><code>sprite.events.onAddedToGroup.add(yourFunction, this);</code></p>
<p>Where <code>yourFunction</code> is the function you want called when this event occurs.</p>
<p>For more details about how signals work please see the Phaser.Signal class.</p>
<p>The Input-related events will only be dispatched if the Sprite has had <code>inputEnabled</code> set to <code>true</code>
and the Animation-related events only apply to game objects with animations like <a href="Phaser.Sprite.html">Phaser.Sprite</a>.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>sprite</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Sprite.html">Phaser.Sprite</a></span>
</td>
<td class="description last"><p>A reference to the game object / Sprite that owns this Events object.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Events.js.html">gameobjects/components/Events.js</a>, <a href="src_gameobjects_components_Events.js.html#sunlight-1-line-30">line 30</a>
</dt>
</dl>
</dd>
</div>
<h3 class="subsection-title">Members</h3>
<dl>
<dt>
<h4 class="name "
id="onAddedToGroup"><span class="type-signature"></span>onAddedToGroup<span class="type-signature"> :<a href="Phaser.Signal.html">Phaser.Signal</a></span></h4>
</dt>
<dd>
<div class="description">
<p>This signal is dispatched when this Game Object is added to a new Group.
It is sent two arguments:
{any} The Game Object that was added to the Group.
{Phaser.Group} The Group it was added to.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Events.js.html">gameobjects/components/Events.js</a>, <a href="src_gameobjects_components_Events.js.html#sunlight-1-line-84">line 84</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="onAnimationComplete"><span class="type-signature"></span>onAnimationComplete<span class="type-signature"> :<a href="Phaser.Signal.html">Phaser.Signal</a></span></h4>
</dt>
<dd>
<div class="description">
<p>This signal is dispatched if the Game Object has the AnimationManager component,
and an Animation has been stopped (via <code>animation.stop()</code> and the <code>dispatchComplete</code> argument has been set.
You can also listen to <code>Animation.onComplete</code> rather than via the Game Objects events.
It is sent two arguments:
{any} The Game Object that received the event.
{Phaser.Animation} The Phaser.Animation that was stopped.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Events.js.html">gameobjects/components/Events.js</a>, <a href="src_gameobjects_components_Events.js.html#sunlight-1-line-249">line 249</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="onAnimationLoop"><span class="type-signature"></span>onAnimationLoop<span class="type-signature"> :<a href="Phaser.Signal.html">Phaser.Signal</a></span></h4>
</dt>
<dd>
<div class="description">
<p>This signal is dispatched if the Game Object has the AnimationManager component,
and an Animation has looped playback.
You can also listen to <code>Animation.onLoop</code> rather than via the Game Objects events.
It is sent two arguments:
{any} The Game Object that received the event.
{Phaser.Animation} The Phaser.Animation that looped.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Events.js.html">gameobjects/components/Events.js</a>, <a href="src_gameobjects_components_Events.js.html#sunlight-1-line-260">line 260</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="onAnimationStart"><span class="type-signature"></span>onAnimationStart<span class="type-signature"> :<a href="Phaser.Signal.html">Phaser.Signal</a></span></h4>
</dt>
<dd>
<div class="description">
<p>This signal is dispatched if the Game Object has the AnimationManager component,
and an Animation has been played.
You can also listen to <code>Animation.onStart</code> rather than via the Game Objects events.
It is sent two arguments:
{any} The Game Object that received the event.
{Phaser.Animation} The Phaser.Animation that was started.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Events.js.html">gameobjects/components/Events.js</a>, <a href="src_gameobjects_components_Events.js.html#sunlight-1-line-238">line 238</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="onDestroy"><span class="type-signature"></span>onDestroy<span class="type-signature"> :<a href="Phaser.Signal.html">Phaser.Signal</a></span></h4>
</dt>
<dd>
<div class="description">
<p>This signal is dispatched when the Game Object is destroyed.
This happens when <code>Sprite.destroy()</code> is called, or <code>Group.destroy()</code> with <code>destroyChildren</code> set to true.
It is sent one argument:
{any} The Game Object that was destroyed.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Events.js.html">gameobjects/components/Events.js</a>, <a href="src_gameobjects_components_Events.js.html#sunlight-1-line-109">line 109</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="onDragStart"><span class="type-signature"></span>onDragStart<span class="type-signature"> :<a href="Phaser.Signal.html">Phaser.Signal</a></span></h4>
</dt>
<dd>
<div class="description">
<p>This signal is dispatched if the Game Object has been <code>inputEnabled</code> and <code>enableDrag</code> has been set.
It is sent when a Phaser.Pointer starts to drag the Game Object, taking into consideration the various
drag limitations that may be set.
It is sent four arguments:
{any} The Game Object that received the event.
{Phaser.Pointer} The Phaser.Pointer object that caused the event.
{number} The x coordinate that the drag started from.
{number} The y coordinate that the drag started from.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Events.js.html">gameobjects/components/Events.js</a>, <a href="src_gameobjects_components_Events.js.html#sunlight-1-line-202">line 202</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="onDragStop"><span class="type-signature"></span>onDragStop<span class="type-signature"> :<a href="Phaser.Signal.html">Phaser.Signal</a></span></h4>
</dt>
<dd>
<div class="description">
<p>This signal is dispatched if the Game Object has been <code>inputEnabled</code> and <code>enableDrag</code> has been set.
It is sent when a Phaser.Pointer stops dragging the Game Object.
It is sent two arguments:
{any} The Game Object that received the event.
{Phaser.Pointer} The Phaser.Pointer object that caused the event.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Events.js.html">gameobjects/components/Events.js</a>, <a href="src_gameobjects_components_Events.js.html#sunlight-1-line-227">line 227</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="onDragUpdate"><span class="type-signature"></span>onDragUpdate<span class="type-signature"> :<a href="Phaser.Signal.html">Phaser.Signal</a></span></h4>
</dt>
<dd>
<div class="description">
<p>This signal is dispatched if the Game Object has been <code>inputEnabled</code> and <code>enableDrag</code> has been set.
It is sent when a Phaser.Pointer is actively dragging the Game Object.
Be warned: This is a high volume Signal. Be careful what you bind to it.
It is sent six arguments:
{any} The Game Object that received the event.
{Phaser.Pointer} The Phaser.Pointer object that caused the event.
{number} The new x coordinate of the Game Object.
{number} The new y coordinate of the Game Object.
{Phaser.Point} A Point object that contains the point the Game Object was snapped to, if <code>snapOnDrag</code> has been enabled.
{boolean} The <code>fromStart</code> boolean, indicates if this is the first update immediately after the drag has started.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Events.js.html">gameobjects/components/Events.js</a>, <a href="src_gameobjects_components_Events.js.html#sunlight-1-line-217">line 217</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="onEnterBounds"><span class="type-signature"></span>onEnterBounds<span class="type-signature"> :<a href="Phaser.Signal.html">Phaser.Signal</a></span></h4>
</dt>
<dd>
<div class="description">
<p>This signal is dispatched when the Game Object returns within the Phaser.World bounds, having previously been outside of them.
This signal is only if <code>Sprite.checkWorldBounds</code> is set to <code>true</code>.
It is sent one argument:
{any} The Game Object that entered the World bounds.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Events.js.html">gameobjects/components/Events.js</a>, <a href="src_gameobjects_components_Events.js.html#sunlight-1-line-146">line 146</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="onInputDown"><span class="type-signature"></span>onInputDown<span class="type-signature"> :<a href="Phaser.Signal.html">Phaser.Signal</a></span></h4>
</dt>
<dd>
<div class="description">
<p>This signal is dispatched if the Game Object has <code>inputEnabled</code> set to <code>true</code>,
and receives a down event from a Phaser.Pointer. This effectively means the Pointer has been
pressed down (but not yet released) on the Game Object.
It is sent two arguments:
{any} The Game Object that received the event.
{Phaser.Pointer} The Phaser.Pointer object that caused the event.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Events.js.html">gameobjects/components/Events.js</a>, <a href="src_gameobjects_components_Events.js.html#sunlight-1-line-177">line 177</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="onInputOut"><span class="type-signature"></span>onInputOut<span class="type-signature"> :<a href="Phaser.Signal.html">Phaser.Signal</a></span></h4>
</dt>
<dd>
<div class="description">
<p>This signal is dispatched if the Game Object has <code>inputEnabled</code> set to <code>true</code>,
and receives an out event from a Phaser.Pointer, which was previously over it.
It is sent two arguments:
{any} The Game Object that received the event.
{Phaser.Pointer} The Phaser.Pointer object that caused the event.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Events.js.html">gameobjects/components/Events.js</a>, <a href="src_gameobjects_components_Events.js.html#sunlight-1-line-166">line 166</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="onInputOver"><span class="type-signature"></span>onInputOver<span class="type-signature"> :<a href="Phaser.Signal.html">Phaser.Signal</a></span></h4>
</dt>
<dd>
<div class="description">
<p>This signal is dispatched if the Game Object has <code>inputEnabled</code> set to <code>true</code>,
and receives an over event from a Phaser.Pointer.
It is sent two arguments:
{any} The Game Object that received the event.
{Phaser.Pointer} The Phaser.Pointer object that caused the event.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Events.js.html">gameobjects/components/Events.js</a>, <a href="src_gameobjects_components_Events.js.html#sunlight-1-line-156">line 156</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="onInputUp"><span class="type-signature"></span>onInputUp<span class="type-signature"> :<a href="Phaser.Signal.html">Phaser.Signal</a></span></h4>
</dt>
<dd>
<div class="description">
<p>This signal is dispatched if the Game Object has <code>inputEnabled</code> set to <code>true</code>,
and receives an up event from a Phaser.Pointer. This effectively means the Pointer had been
pressed down, and was then released on the Game Object.
It is sent three arguments:
{any} The Game Object that received the event.
{Phaser.Pointer} The Phaser.Pointer object that caused the event.
{boolean} isOver - Is the Pointer still over the Game Object?</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Events.js.html">gameobjects/components/Events.js</a>, <a href="src_gameobjects_components_Events.js.html#sunlight-1-line-189">line 189</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="onKilled"><span class="type-signature"></span>onKilled<span class="type-signature"> :<a href="Phaser.Signal.html">Phaser.Signal</a></span></h4>
</dt>
<dd>
<div class="description">
<p>This signal is dispatched when the Game Object is killed.
This happens when <code>Sprite.kill()</code> is called.
Please understand the difference between <code>kill</code> and <code>destroy</code> by looking at their respective methods.
It is sent one argument:
{any} The Game Object that was killed.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Events.js.html">gameobjects/components/Events.js</a>, <a href="src_gameobjects_components_Events.js.html#sunlight-1-line-119">line 119</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="onOutOfBounds"><span class="type-signature"></span>onOutOfBounds<span class="type-signature"> :<a href="Phaser.Signal.html">Phaser.Signal</a></span></h4>
</dt>
<dd>
<div class="description">
<p>This signal is dispatched when the Game Object leaves the Phaser.World bounds.
This signal is only if <code>Sprite.checkWorldBounds</code> is set to <code>true</code>.
It is sent one argument:
{any} The Game Object that left the World bounds.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Events.js.html">gameobjects/components/Events.js</a>, <a href="src_gameobjects_components_Events.js.html#sunlight-1-line-137">line 137</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="onRemovedFromGroup"><span class="type-signature"></span>onRemovedFromGroup<span class="type-signature"> :<a href="Phaser.Signal.html">Phaser.Signal</a></span></h4>
</dt>
<dd>
<div class="description">
<p>This signal is dispatched when the Game Object is removed from a Group.
It is sent two arguments:
{any} The Game Object that was removed from the Group.
{Phaser.Group} The Group it was removed from.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Events.js.html">gameobjects/components/Events.js</a>, <a href="src_gameobjects_components_Events.js.html#sunlight-1-line-93">line 93</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name toc-deprecated"
id="onRemovedFromWorld"><span class="type-signature"></span>onRemovedFromWorld<span class="type-signature"> :<a href="Phaser.Signal.html">Phaser.Signal</a></span></h4>
</dt>
<dd>
<dt class="important deprecated-notice">
This method is <em>deprecated</em> and should not be used. It may be removed in the future.
</dt>
<div class="description">
<p>This Signal is never used internally by Phaser and is now deprecated.</p>
</div>
<dl class="details">
<dt class="important tag-deprecated">Deprecated:</dt>
<dd class="tag-deprecated"><ul>
<li>Yes</li>
</ul></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Events.js.html">gameobjects/components/Events.js</a>, <a href="src_gameobjects_components_Events.js.html#sunlight-1-line-100">line 100</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="onRevived"><span class="type-signature"></span>onRevived<span class="type-signature"> :<a href="Phaser.Signal.html">Phaser.Signal</a></span></h4>
</dt>
<dd>
<div class="description">
<p>This signal is dispatched when the Game Object is revived from a previously killed state.
This happens when <code>Sprite.revive()</code> is called.
It is sent one argument:
{any} The Game Object that was revived.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Events.js.html">gameobjects/components/Events.js</a>, <a href="src_gameobjects_components_Events.js.html#sunlight-1-line-128">line 128</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="parent"><span class="type-signature"></span>parent<span class="type-signature"> :<a href="Phaser.Sprite.html">Phaser.Sprite</a></span></h4>
</dt>
<dd>
<div class="description">
<p>The Sprite that owns these events.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Events.js.html">gameobjects/components/Events.js</a>, <a href="src_gameobjects_components_Events.js.html#sunlight-1-line-35">line 35</a>
</dt>
</dl>
</dd>
</dl>
<h3 class="subsection-title">Methods</h3>
<dl>
<dt>
<h4 class="name "
id="destroy"><span class="type-signature"></span>destroy<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Removes all events.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Events.js.html">gameobjects/components/Events.js</a>, <a href="src_gameobjects_components_Events.js.html#sunlight-1-line-43">line 43</a>
</dt>
</dl>
</dd>
</dl>
</article>
</section>
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