A reference to the game object / Sprite that owns this Events object.
This signal is dispatched when this Game Object is added to a new Group.
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.
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.
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.
This signal is dispatched if the Game Object has the AnimationManager component, and an Animation has looped playback.
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.
This signal is dispatched if the Game Object has the AnimationManager component, and an Animation has been played.
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.
This signal is dispatched when the Game Object is destroyed.
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.
This signal is dispatched if the Game Object has been inputEnabled and enableDrag has been set.
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.
A reference to the game object / Sprite that owns this Events object.
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.
http://phaser.io/docs/2.6.2/Phaser.Events.html