Phaser. Events

new Events(sprite)

The Events component is a collection of events fired by the parent game object.

For example to tell when a Sprite has been added to a new group:

sprite.events.onAddedToGroup.add(yourFunction, this);

Where yourFunction is the function you want called when this event occurs.

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.

Parameters:
Name Type Description
sprite Phaser.Sprite

A reference to the game object / Sprite that owns this Events object.

Source - gameobjects/components/Events.js, line 23

Members

onAddedToGroup :Phaser.Signal

This signal is dispatched when the parent is added to a new Group.

Source - gameobjects/components/Events.js, line 73

onAnimationComplete :Phaser.Signal

This signal is dispatched when the parent has an animation that finishes playing.

Source - gameobjects/components/Events.js, line 153

onAnimationLoop :Phaser.Signal

This signal is dispatched when the parent has an animation that loops playback.

Source - gameobjects/components/Events.js, line 158

onAnimationStart :Phaser.Signal

This signal is dispatched when the parent has an animation that is played.

Source - gameobjects/components/Events.js, line 148

onDestroy :Phaser.Signal

This signal is dispatched when the parent is destroyed.

Source - gameobjects/components/Events.js, line 88

onDragStart :Phaser.Signal

This signal is dispatched if the parent is inputEnabled and receives a drag start event from a Pointer.

Source - gameobjects/components/Events.js, line 133

onDragStop :Phaser.Signal

This signal is dispatched if the parent is inputEnabled and receives a drag stop event from a Pointer.

Source - gameobjects/components/Events.js, line 143

onDragUpdate :Phaser.Signal

This signal is dispatched if the parent is inputEnabled and receives a drag update event from a Pointer.

Source - gameobjects/components/Events.js, line 138

onEnterBounds :Phaser.Signal

This signal is dispatched when the parent returns within the world bounds (only if Sprite.checkWorldBounds is true).

Source - gameobjects/components/Events.js, line 108

onInputDown :Phaser.Signal

This signal is dispatched if the parent is inputEnabled and receives a down event from a Pointer.

Source - gameobjects/components/Events.js, line 123

onInputOut :Phaser.Signal

This signal is dispatched if the parent is inputEnabled and receives an out event from a Pointer.

Source - gameobjects/components/Events.js, line 118

onInputOver :Phaser.Signal

This signal is dispatched if the parent is inputEnabled and receives an over event from a Pointer.

Source - gameobjects/components/Events.js, line 113

onInputUp :Phaser.Signal

This signal is dispatched if the parent is inputEnabled and receives an up event from a Pointer.

Source - gameobjects/components/Events.js, line 128

onKilled :Phaser.Signal

This signal is dispatched when the parent is killed.

Source - gameobjects/components/Events.js, line 93

onOutOfBounds :Phaser.Signal

This signal is dispatched when the parent leaves the world bounds (only if Sprite.checkWorldBounds is true).

Source - gameobjects/components/Events.js, line 103

onRemovedFromGroup :Phaser.Signal

This signal is dispatched when the parent is removed from a Group.

Source - gameobjects/components/Events.js, line 78

onRemovedFromWorld :Phaser.Signal

This signal is dispatched if this item or any of its parents are removed from the game world.

Source - gameobjects/components/Events.js, line 83

onRevived :Phaser.Signal

This signal is dispatched when the parent is revived.

Source - gameobjects/components/Events.js, line 98

parent :Phaser.Sprite

The Sprite that owns these events.

Source - gameobjects/components/Events.js, line 28

Methods

destroy()

Removes all events.

Source - gameobjects/components/Events.js, line 36