Events#onAnimationStart
  • References/Game Development/Phaser/Game Objects/Events

onAnimationStart : Phaser.Signal This signal is dispatched

2025-01-10 15:47:30
Events#onDestroy
  • References/Game Development/Phaser/Game Objects/Events

onDestroy : Phaser.Signal This signal is dispatched

2025-01-10 15:47:30
Events#onInputOut
  • References/Game Development/Phaser/Game Objects/Events

onInputOut : Phaser.Signal This signal is dispatched

2025-01-10 15:47:30
Events#onInputOver
  • References/Game Development/Phaser/Game Objects/Events

onInputOver : Phaser.Signal This signal is dispatched

2025-01-10 15:47:30
Events#onDragUpdate
  • References/Game Development/Phaser/Game Objects/Events

onDragUpdate : Phaser.Signal This signal is dispatched

2025-01-10 15:47:30
Events#Events
  • References/Game Development/Phaser/Game Objects/Events

new Events(sprite) The Events component is a collection of events fired by the parent Game Object. Phaser uses what are known

2025-01-10 15:47:30
Events#onAnimationComplete
  • References/Game Development/Phaser/Game Objects/Events

onAnimationComplete : Phaser.Signal This signal is

2025-01-10 15:47:30
Events#onAddedToGroup
  • References/Game Development/Phaser/Game Objects/Events

onAddedToGroup : Phaser.Signal This signal is dispatched

2025-01-10 15:47:30
Events#onDragStop
  • References/Game Development/Phaser/Game Objects/Events

onDragStop : Phaser.Signal This signal is dispatched

2025-01-10 15:47:30
Events#onAnimationLoop
  • References/Game Development/Phaser/Game Objects/Events

onAnimationLoop : Phaser.Signal This signal is dispatched

2025-01-10 15:47:30