## Phaser. Events

#### new Events(sprite)

  The Events component is a collection of events fired by the parent Game Object.

  Phaser uses what are known as 'Signals' for all event handling. All of the events in
  this class are signals you can subscribe to, much in the same way you'd "listen" for
  an event.

  For example to tell when a Sprite has been added to a new group, you can bind a function
  to the `onAddedToGroup` signal:

  `sprite.events.onAddedToGroup.add(yourFunction, this);`

  Where `yourFunction` is the function you want called when this event occurs.

  For more details about how signals work please see the Phaser.Signal class.

  The Input-related events will only be dispatched if the Sprite has had `inputEnabled` set to `true`
  and the Animation-related events only apply to game objects with animations like Phaser.Sprite.

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `sprite` | Phaser.Sprite | A reference to the game object / Sprite that owns this Events object.

  Source - gameobjects/components/Events.js, line 30

### Members

#### onAddedToGroup :Phaser.Signal

  This signal is dispatched when this Game Object is added to a new Group.
  It is sent two arguments:
  {any} The Game Object that was added to the Group.
  {Phaser.Group} The Group it was added to.

  Source - gameobjects/components/Events.js, line 84

#### onAnimationComplete :Phaser.Signal

  This signal is dispatched if the Game Object has the AnimationManager component,
  and an Animation has been stopped (via `animation.stop()` and the `dispatchComplete` argument has been set.
  You can also listen to `Animation.onComplete` rather than via the Game Objects events.
  It is sent two arguments:
  {any} The Game Object that received the event.
  {Phaser.Animation} The Phaser.Animation that was stopped.

  Source - gameobjects/components/Events.js, line 249

#### onAnimationLoop :Phaser.Signal

  This signal is dispatched if the Game Object has the AnimationManager component,
  and an Animation has looped playback.
  You can also listen to `Animation.onLoop` rather than via the Game Objects events.
  It is sent two arguments:
  {any} The Game Object that received the event.
  {Phaser.Animation} The Phaser.Animation that looped.

  Source - gameobjects/components/Events.js, line 260

#### onAnimationStart :Phaser.Signal

  This signal is dispatched if the Game Object has the AnimationManager component,
  and an Animation has been played.
  You can also listen to `Animation.onStart` rather than via the Game Objects events.
  It is sent two arguments:
  {any} The Game Object that received the event.
  {Phaser.Animation} The Phaser.Animation that was started.

  Source - gameobjects/components/Events.js, line 238

#### onDestroy :Phaser.Signal

  This signal is dispatched when the Game Object is destroyed.
  This happens when `Sprite.destroy()` is called, or `Group.destroy()` with `destroyChildren` set to true.
  It is sent one argument:
  {any} The Game Object that was destroyed.

  Source - gameobjects/components/Events.js, line 109

#### 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 various
  drag 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 from.

  Source - gameobjects/components/Events.js, line 202

#### 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 - gameobjects/components/Events.js, line 227

#### 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 Object.
  {Phaser.Point} A Point object that contains the point the Game Object was snapped to, if `snapOnDrag` has been enabled.
  {boolean} The `fromStart` boolean, indicates if this is the first update immediately after the drag has started.

  Source - gameobjects/components/Events.js, line 217

#### 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 - gameobjects/components/Events.js, line 146

#### 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 been
  pressed 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 - gameobjects/components/Events.js, line 177

#### 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 - gameobjects/components/Events.js, line 166

#### 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 - gameobjects/components/Events.js, line 156

#### 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 been
  pressed 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 - gameobjects/components/Events.js, line 189

#### 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 - gameobjects/components/Events.js, line 119

#### 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 - gameobjects/components/Events.js, line 137

#### onRemovedFromGroup :Phaser.Signal

  This signal is dispatched when the Game Object is removed from a Group.
  It is sent two arguments:
  {any} The Game Object that was removed from the Group.
  {Phaser.Group} The Group it was removed from.

  Source - gameobjects/components/Events.js, line 93

#### onRemovedFromWorld :Phaser.Signal

This method is deprecated and should not be used. It may be removed in the future.

This Signal is never used internally by Phaser and is now deprecated.

Deprecated:
  - Yes
Source - gameobjects/components/Events.js, line 100

#### onRevived :Phaser.Signal

  This signal is dispatched when the Game Object is revived from a previously killed state.
  This happens when `Sprite.revive()` is called.
  It is sent one argument:
  {any} The Game Object that was revived.

  Source - gameobjects/components/Events.js, line 128

#### parent :Phaser.Sprite

  The Sprite that owns these events.

  Source - gameobjects/components/Events.js, line 35

### Methods

#### destroy()

  Removes all events.

  Source - gameobjects/components/Events.js, line 43