SignalBinding#context
  • References/Game Development/Phaser/Signals/SignalBinding

context : Object Context on which listener will be executed (object that should represent the this variable inside

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Signal#add()
  • References/Game Development/Phaser/Signals/Signal

add(listener, listenerContext, priority, args)

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Signal#memorize
  • References/Game Development/Phaser/Signals/Signal

memorize : boolean Memorize the previously dispatched event? If an event has been memorized it is automatically dispatched

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Signal#remove()
  • References/Game Development/Phaser/Signals/Signal

remove(listener, context) → {function} Remove a single event listener

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SignalBinding#active
  • References/Game Development/Phaser/Signals/SignalBinding

active : boolean If binding is active and should be executed. Default Value

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Signal#halt()
  • References/Game Development/Phaser/Signals/Signal

halt() Stop propagation of the event, blocking the dispatch to next listener on the queue. This should be called only during

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Signal#has()
  • References/Game Development/Phaser/Signals/Signal

has(listener, context) → {boolean} Check if a specific listener is

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Signal#Signal
  • References/Game Development/Phaser/Signals/Signal

new Signal() Signals are what Phaser uses to handle events and event dispatching.You can listen for a Signal by binding a callback

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SignalBinding#SignalBinding
  • References/Game Development/Phaser/Signals/SignalBinding

new SignalBinding(signal, listener, isOnce, listenerContext, priority, args)

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SignalBinding#isOnce()
  • References/Game Development/Phaser/Signals/SignalBinding

isOnce() → {boolean} Returns boolean

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