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

active : boolean Is the Signal active? Only active signals will broadcast dispatched events. Setting this property during

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

toString() → {string} A string representation of the object. Returns

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

removeAll(context) Remove all event listeners. Parameters

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

getNumListeners() → {integer} Gets the total number of listeners attached to this Signal.

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

forget() Forget the currently memorized event

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