mirror of
https://github.com/photonstorm/phaser
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112 lines
No EOL
3 KiB
TypeScript
112 lines
No EOL
3 KiB
TypeScript
/// <reference path="../_definitions.ts" />
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/**
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* Phaser - Components - Events
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*
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* Signals that are dispatched by the Sprite and its various components
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*/
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module Phaser.Components {
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export class Events {
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/**
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* The Events component is a collection of events fired by the parent game object and its components.
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* @param parent The game object using this Input component
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*/
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constructor(parent: Phaser.Sprite) {
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this.game = parent.game;
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this._parent = parent;
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this.onAddedToGroup = new Phaser.Signal;
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this.onRemovedFromGroup = new Phaser.Signal;
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this.onKilled = new Phaser.Signal;
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this.onRevived = new Phaser.Signal;
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this.onOutOfBounds = new Phaser.Signal;
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}
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/**
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* Reference to Phaser.Game
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*/
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public game: Phaser.Game;
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/**
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* Local private reference to its parent game object.
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*/
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private _parent: Phaser.Sprite;
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/**
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* Dispatched by the Group this Sprite is added to.
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*/
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public onAddedToGroup: Phaser.Signal;
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/**
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* Dispatched by the Group this Sprite is removed from.
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*/
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public onRemovedFromGroup: Phaser.Signal;
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/**
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* Dispatched when this Sprite is killed.
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*/
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public onKilled: Phaser.Signal;
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/**
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* Dispatched when this Sprite is revived.
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*/
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public onRevived: Phaser.Signal;
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/**
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* Dispatched by the Input component when a pointer moves over an Input enabled sprite.
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*/
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public onInputOver: Phaser.Signal;
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/**
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* Dispatched by the Input component when a pointer moves out of an Input enabled sprite.
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*/
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public onInputOut: Phaser.Signal;
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/**
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* Dispatched by the Input component when a pointer is pressed down on an Input enabled sprite.
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*/
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public onInputDown: Phaser.Signal;
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/**
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* Dispatched by the Input component when a pointer is released over an Input enabled sprite
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*/
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public onInputUp: Phaser.Signal;
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/**
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* Dispatched by the Input component when the Sprite starts being dragged
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*/
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public onDragStart: Phaser.Signal;
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/**
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* Dispatched by the Input component when the Sprite stops being dragged
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*/
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public onDragStop: Phaser.Signal;
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/**
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* Dispatched by the Animation component when the Sprite starts being animated
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*/
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public onAnimationStart: Phaser.Signal;
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/**
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* Dispatched by the Animation component when the Sprite animation completes
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*/
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public onAnimationComplete: Phaser.Signal;
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/**
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* Dispatched by the Animation component when the Sprite animation loops
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*/
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public onAnimationLoop: Phaser.Signal;
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/**
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* Dispatched by the Sprite when it first leaves the world bounds
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*/
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public onOutOfBounds: Phaser.Signal;
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}
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} |