The Events component is a collection of events fired by the parent Game Object.
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 "listen" for
an event.
For example to tell when a Sprite has been added to a new group, you can bind a function
to the onAddedToGroup
signal:
sprite.events.onAddedToGroup.add(yourFunction, this);
Where yourFunction
is the function you want called when this event occurs.
For more details about how signals work please see the Phaser.Signal class.
The Input-related events will only be dispatched if the Sprite has had inputEnabled
set to true
and the Animation-related events only apply to game objects with animations like Phaser.Sprite.
Name | Type | Description |
---|---|---|
sprite | Phaser.Sprite | A reference to the game object / Sprite that owns this Events object. |
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.
This signal is dispatched if the Game Object has the AnimationManager component,
and an Animation has been stopped (via animation.stop()
and the dispatchComplete
argument has been set.
You can also listen to Animation.onComplete
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.
This signal is dispatched if the Game Object has the AnimationManager component,
and an Animation has looped playback.
You can also listen to Animation.onLoop
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.
This signal is dispatched if the Game Object has the AnimationManager component,
and an Animation has been played.
You can also listen to Animation.onStart
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.
This signal is dispatched when the Game Object is destroyed.
This happens when Sprite.destroy()
is called, or Group.destroy()
with destroyChildren
set to true.
It is sent one argument:
{any} The Game Object that was destroyed.
This signal is dispatched if the Game Object has been inputEnabled
and enableDrag
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.
This signal is dispatched if the Game Object has been inputEnabled
and enableDrag
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.
This signal is dispatched if the Game Object has been inputEnabled
and enableDrag
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 snapOnDrag
has been enabled.
{boolean} The fromStart
boolean, indicates if this is the first update immediately after the drag has started.
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 Sprite.checkWorldBounds
is set to true
.
It is sent one argument:
{any} The Game Object that entered the World bounds.
This signal is dispatched if the Game Object has inputEnabled
set to true
,
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.
This signal is dispatched if the Game Object has inputEnabled
set to true
,
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.
This signal is dispatched if the Game Object has inputEnabled
set to true
,
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.
This signal is dispatched if the Game Object has inputEnabled
set to true
,
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?
This signal is dispatched when the Game Object is killed.
This happens when Sprite.kill()
is called.
Please understand the difference between kill
and destroy
by looking at their respective methods.
It is sent one argument:
{any} The Game Object that was killed.
This signal is dispatched when the Game Object leaves the Phaser.World bounds.
This signal is only if Sprite.checkWorldBounds
is set to true
.
It is sent one argument:
{any} The Game Object that left the World bounds.
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.
This Signal is never used internally by Phaser and is now deprecated.
This signal is dispatched when the Game Object is revived from a previously killed state.
This happens when Sprite.revive()
is called.
It is sent one argument:
{any} The Game Object that was revived.
The Sprite that owns these events.
Removes all events.
© 2016 Richard Davey, Photon Storm Ltd.
Licensed under the MIT License.
http://phaser.io/docs/2.6.2/Phaser.Events.html