Events#onOutOfBounds

onOutOfBounds : Phaser.Signal This signal is dispatched when the Game Object leaves the Phaser.World bounds.This signal is only if Sprite.checkWorldBounds is set to true.It is sent one argument:{any} The Game Object that left the World bounds. Source code: gameobjects/components/Events.js (Line 137)

Events#onKilled

onKilled : Phaser.Signal This signal is dispatched when the Game Object is killed.This happens when Sprite.kill() is called.Please understand the difference between kill and destroy by looking at their respective methods.It is sent one argument:{any} The Game Object that was killed. Source code: gameobjects/components/Events.js (Line 119)

Events#onInputUp

onInputUp : Phaser.Signal This signal is dispatched if the Game Object has inputEnabled set to true,and receives an up event from a Phaser.Pointer. This effectively means the Pointer had beenpressed down, and was then released on the Game Object.It is sent three arguments:{any} The Game Object that received the event.{Phaser.Pointer} The Phaser.Pointer object that caused the event.{boolean} isOver - Is the Pointer still over the Game Object? Source code: gameobjects/components/Events.js (Lin

Events#onInputOver

onInputOver : Phaser.Signal This signal is dispatched if the Game Object has inputEnabled set to true,and receives an over event from a Phaser.Pointer.It is sent two arguments:{any} The Game Object that received the event.{Phaser.Pointer} The Phaser.Pointer object that caused the event. Source code: gameobjects/components/Events.js (Line 156)

Events#onInputOut

onInputOut : Phaser.Signal This signal is dispatched if the Game Object has inputEnabled set to true,and receives an out event from a Phaser.Pointer, which was previously over it.It is sent two arguments:{any} The Game Object that received the event.{Phaser.Pointer} The Phaser.Pointer object that caused the event. Source code: gameobjects/components/Events.js (Line 166)

Events#onInputDown

onInputDown : Phaser.Signal This signal is dispatched if the Game Object has inputEnabled set to true,and receives a down event from a Phaser.Pointer. This effectively means the Pointer has beenpressed down (but not yet released) on the Game Object.It is sent two arguments:{any} The Game Object that received the event.{Phaser.Pointer} The Phaser.Pointer object that caused the event. Source code: gameobjects/components/Events.js (Line 177)

Events#onEnterBounds

onEnterBounds : Phaser.Signal This signal is dispatched when the Game Object returns within the Phaser.World bounds, having previously been outside of them.This signal is only if Sprite.checkWorldBounds is set to true.It is sent one argument:{any} The Game Object that entered the World bounds. Source code: gameobjects/components/Events.js (Line 146)

Events#onDragUpdate

onDragUpdate : Phaser.Signal This signal is dispatched if the Game Object has been inputEnabled and enableDrag has been set.It is sent when a Phaser.Pointer is actively dragging the Game Object.Be warned: This is a high volume Signal. Be careful what you bind to it.It is sent six arguments:{any} The Game Object that received the event.{Phaser.Pointer} The Phaser.Pointer object that caused the event.{number} The new x coordinate of the Game Object.{number} The new y coordinate of the Game Obje

Events#onDragStop

onDragStop : Phaser.Signal This signal is dispatched if the Game Object has been inputEnabled and enableDrag has been set.It is sent when a Phaser.Pointer stops dragging the Game Object.It is sent two arguments:{any} The Game Object that received the event.{Phaser.Pointer} The Phaser.Pointer object that caused the event. Source code: gameobjects/components/Events.js (Line 227)

Events#onDragStart

onDragStart : Phaser.Signal This signal is dispatched if the Game Object has been inputEnabled and enableDrag has been set.It is sent when a Phaser.Pointer starts to drag the Game Object, taking into consideration the variousdrag limitations that may be set.It is sent four arguments:{any} The Game Object that received the event.{Phaser.Pointer} The Phaser.Pointer object that caused the event.{number} The x coordinate that the drag started from.{number} The y coordinate that the drag started f