Source: gameobjects/Events.js

/**
* @author       Richard Davey <rich@photonstorm.com>
* @copyright    2013 Photon Storm Ltd.
* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/


/**
* The Events component is a collection of events fired by the parent game object and its components.
* 
* @class Phaser.Events
* @constructor
*
* @param {Phaser.Sprite} sprite - A reference to Description.
*/
Phaser.Events = function (sprite) {
	
	this.parent = sprite;
	this.onAddedToGroup = new Phaser.Signal;
	this.onRemovedFromGroup = new Phaser.Signal;
	this.onKilled = new Phaser.Signal;
	this.onRevived = new Phaser.Signal;
	this.onOutOfBounds = new Phaser.Signal;

    this.onInputOver = null;
    this.onInputOut = null;
    this.onInputDown = null;
    this.onInputUp = null;
    this.onDragStart = null;
    this.onDragStop = null;

	this.onAnimationStart = null;
	this.onAnimationComplete = null;
	this.onAnimationLoop = null;

};

Phaser.Events.prototype = {

	destroy: function () {

		this.parent = null;
		this.onAddedToGroup.dispose();
		this.onRemovedFromGroup.dispose();
		this.onKilled.dispose();
		this.onRevived.dispose();
		this.onOutOfBounds.dispose();

		if (this.onInputOver)
		{
		    this.onInputOver.dispose();
		    this.onInputOut.dispose();
		    this.onInputDown.dispose();
		    this.onInputUp.dispose();
		    this.onDragStart.dispose();
		    this.onDragStop.dispose();
		}

		if (this.onAnimationStart)
		{
			this.onAnimationStart.dispose();
			this.onAnimationComplete.dispose();
			this.onAnimationLoop.dispose();
		}

	}

};
Phaser Copyright © 2012-2013 Photon Storm Ltd.
Documentation generated by JSDoc 3.3.0-dev on Fri Nov 01 2013 18:16:08 GMT-0000 (GMT) using the DocStrap template.