SignalBinding#getSignal()

getSignal() → {Phaser.Signal} Returns Phaser.Signal - Signal that listener is currently bound to. Source code: core/SignalBinding.js (Line 170)

SignalBinding#getListener()

getListener() → {function} Returns function - Handler function bound to the signal. Source code: core/SignalBinding.js (Line 162)

SignalBinding#execute()

execute(paramsArr) → {any} Call listener passing arbitrary parameters.If binding was added using Signal.addOnce() it will be automatically removed from signal dispatch queue, this method is used internally for the signal dispatch. Parameters Name Type Argument Description paramsArr Array.<any> <optional> Array of parameters that should be passed to the listener. Returns any - Value returned by the listener. Source code: core/SignalBinding.js (Line 102)

SignalBinding#detach()

detach() → {function | null} Detach binding from signal.alias to: @see mySignal.remove(myBinding.getListener()); Returns function | null - Handler function bound to the signal or null if binding was previously detached. Source code: core/SignalBinding.js (Line 136)

SignalBinding#context

context : Object Context on which listener will be executed (object that should represent the this variable inside listener function). Source code: core/SignalBinding.js (Line 63)

SignalBinding#callCount

callCount : number The number of times the handler function has been called. Source code: core/SignalBinding.js (Line 86)

SignalBinding#active

active : boolean If binding is active and should be executed. Default Value true Source code: core/SignalBinding.js (Line 93)

Signal#toString()

toString() → {string} A string representation of the object. Returns string - String representation of the object. Source code: core/Signal.js (Line 471)

Signal#Signal

new Signal() Signals are what Phaser uses to handle events and event dispatching.You can listen for a Signal by binding a callback / function to it.This is done by using either Signal.add or Signal.addOnce. For example you can listen for a touch or click event from the Input Managerby using its onDown Signal: game.input.onDown.add(function() { ... }); Rather than inline your function, you can pass a reference: game.input.onDown.add(clicked, this);function clicked () { ... } In this case the s

Signal#removeAll()

removeAll(context) Remove all event listeners. Parameters Name Type Argument Default Description context object <optional> null If specified only listeners for the given context will be removed. Source code: core/Signal.js (Line 329)