@aidinabedi/playcanvas
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PlayCanvas WebGL game engine
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<title>pc.Sprite | PlayCanvas API Reference</title>
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<h1><span class="font-icon"></span>API Reference</h1>
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<li id="nav-pc"><a href="pc.html">pc</a></li>
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<li id="nav-pc.BoundingSphere"><a href="pc.BoundingSphere.html">BoundingSphere</a></li>
<li id="nav-pc.ButtonComponent"><a href="pc.ButtonComponent.html">ButtonComponent</a></li>
<li id="nav-pc.ButtonComponentSystem"><a href="pc.ButtonComponentSystem.html">ButtonComponentSystem</a></li>
<li id="nav-pc.CameraComponent"><a href="pc.CameraComponent.html">CameraComponent</a></li>
<li id="nav-pc.CameraComponentSystem"><a href="pc.CameraComponentSystem.html">CameraComponentSystem</a></li>
<li id="nav-pc.CollisionComponent"><a href="pc.CollisionComponent.html">CollisionComponent</a></li>
<li id="nav-pc.CollisionComponentSystem"><a href="pc.CollisionComponentSystem.html">CollisionComponentSystem</a></li>
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<li id="nav-pc.Curve"><a href="pc.Curve.html">Curve</a></li>
<li id="nav-pc.CurveSet"><a href="pc.CurveSet.html">CurveSet</a></li>
<li id="nav-pc.ElementComponent"><a href="pc.ElementComponent.html">ElementComponent</a></li>
<li id="nav-pc.ElementComponentSystem"><a href="pc.ElementComponentSystem.html">ElementComponentSystem</a></li>
<li id="nav-pc.ElementDragHelper"><a href="pc.ElementDragHelper.html">ElementDragHelper</a></li>
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<li id="nav-pc.Entity"><a href="pc.Entity.html">Entity</a></li>
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<li id="nav-pc.Font"><a href="pc.Font.html">Font</a></li>
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<li id="nav-pc.GraphNode"><a href="pc.GraphNode.html">GraphNode</a></li>
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<li id="nav-pc.Keyboard"><a href="pc.Keyboard.html">Keyboard</a></li>
<li id="nav-pc.KeyboardEvent"><a href="pc.KeyboardEvent.html">KeyboardEvent</a></li>
<li id="nav-pc.Layer"><a href="pc.Layer.html">Layer</a></li>
<li id="nav-pc.LayerComposition"><a href="pc.LayerComposition.html">LayerComposition</a></li>
<li id="nav-pc.LayoutChildComponent"><a href="pc.LayoutChildComponent.html">LayoutChildComponent</a></li>
<li id="nav-pc.LayoutChildComponentSystem"><a href="pc.LayoutChildComponentSystem.html">LayoutChildComponentSystem</a></li>
<li id="nav-pc.LayoutGroupComponent"><a href="pc.LayoutGroupComponent.html">LayoutGroupComponent</a></li>
<li id="nav-pc.LayoutGroupComponentSystem"><a href="pc.LayoutGroupComponentSystem.html">LayoutGroupComponentSystem</a></li>
<li id="nav-pc.LightComponent"><a href="pc.LightComponent.html">LightComponent</a></li>
<li id="nav-pc.LightComponentSystem"><a href="pc.LightComponentSystem.html">LightComponentSystem</a></li>
<li id="nav-pc.Lightmapper"><a href="pc.Lightmapper.html">Lightmapper</a></li>
<li id="nav-pc.Mat3"><a href="pc.Mat3.html">Mat3</a></li>
<li id="nav-pc.Mat4"><a href="pc.Mat4.html">Mat4</a></li>
<li id="nav-pc.Material"><a href="pc.Material.html">Material</a></li>
<li id="nav-pc.MaterialHandler"><a href="pc.MaterialHandler.html">MaterialHandler</a></li>
<li id="nav-pc.Mesh"><a href="pc.Mesh.html">Mesh</a></li>
<li id="nav-pc.MeshInstance"><a href="pc.MeshInstance.html">MeshInstance</a></li>
<li id="nav-pc.Model"><a href="pc.Model.html">Model</a></li>
<li id="nav-pc.ModelComponent"><a href="pc.ModelComponent.html">ModelComponent</a></li>
<li id="nav-pc.ModelComponentSystem"><a href="pc.ModelComponentSystem.html">ModelComponentSystem</a></li>
<li id="nav-pc.ModelHandler"><a href="pc.ModelHandler.html">ModelHandler</a></li>
<li id="nav-pc.Morph"><a href="pc.Morph.html">Morph</a></li>
<li id="nav-pc.MorphInstance"><a href="pc.MorphInstance.html">MorphInstance</a></li>
<li id="nav-pc.MorphTarget"><a href="pc.MorphTarget.html">MorphTarget</a></li>
<li id="nav-pc.Mouse"><a href="pc.Mouse.html">Mouse</a></li>
<li id="nav-pc.MouseEvent"><a href="pc.MouseEvent.html">MouseEvent</a></li>
<li id="nav-pc.Node"><a href="pc.Node.html">Node</a></li>
<li id="nav-pc.OrientedBox"><a href="pc.OrientedBox.html">OrientedBox</a></li>
<li id="nav-pc.ParticleSystemComponent"><a href="pc.ParticleSystemComponent.html">ParticleSystemComponent</a></li>
<li id="nav-pc.ParticleSystemComponentSystem"><a href="pc.ParticleSystemComponentSystem.html">ParticleSystemComponentSystem</a></li>
<li id="nav-pc.Picker"><a href="pc.Picker.html">Picker</a></li>
<li id="nav-pc.PostEffect"><a href="pc.PostEffect.html">PostEffect</a></li>
<li id="nav-pc.PostEffectQueue"><a href="pc.PostEffectQueue.html">PostEffectQueue</a></li>
<li id="nav-pc.Quat"><a href="pc.Quat.html">Quat</a></li>
<li id="nav-pc.Ray"><a href="pc.Ray.html">Ray</a></li>
<li id="nav-pc.RaycastResult"><a href="pc.RaycastResult.html">RaycastResult</a></li>
<li id="nav-pc.RenderTarget"><a href="pc.RenderTarget.html">RenderTarget</a></li>
<li id="nav-pc.ResourceHandler"><a href="pc.ResourceHandler.html">ResourceHandler</a></li>
<li id="nav-pc.ResourceLoader"><a href="pc.ResourceLoader.html">ResourceLoader</a></li>
<li id="nav-pc.RigidBodyComponent"><a href="pc.RigidBodyComponent.html">RigidBodyComponent</a></li>
<li id="nav-pc.RigidBodyComponentSystem"><a href="pc.RigidBodyComponentSystem.html">RigidBodyComponentSystem</a></li>
<li id="nav-pc.Scene"><a href="pc.Scene.html">Scene</a></li>
<li id="nav-pc.SceneHandler"><a href="pc.SceneHandler.html">SceneHandler</a></li>
<li id="nav-pc.ScopeId"><a href="pc.ScopeId.html">ScopeId</a></li>
<li id="nav-pc.ScopeSpace"><a href="pc.ScopeSpace.html">ScopeSpace</a></li>
<li id="nav-pc.ScreenComponent"><a href="pc.ScreenComponent.html">ScreenComponent</a></li>
<li id="nav-pc.ScreenComponentSystem"><a href="pc.ScreenComponentSystem.html">ScreenComponentSystem</a></li>
<li id="nav-pc.ScriptAttributes"><a href="pc.ScriptAttributes.html">ScriptAttributes</a></li>
<li id="nav-pc.ScriptComponent"><a href="pc.ScriptComponent.html">ScriptComponent</a></li>
<li id="nav-pc.ScriptComponentSystem"><a href="pc.ScriptComponentSystem.html">ScriptComponentSystem</a></li>
<li id="nav-pc.ScriptHandler"><a href="pc.ScriptHandler.html">ScriptHandler</a></li>
<li id="nav-pc.ScriptRegistry"><a href="pc.ScriptRegistry.html">ScriptRegistry</a></li>
<li id="nav-pc.ScriptType"><a href="pc.ScriptType.html">ScriptType</a></li>
<li id="nav-pc.ScrollbarComponent"><a href="pc.ScrollbarComponent.html">ScrollbarComponent</a></li>
<li id="nav-pc.ScrollbarComponentSystem"><a href="pc.ScrollbarComponentSystem.html">ScrollbarComponentSystem</a></li>
<li id="nav-pc.ScrollViewComponent"><a href="pc.ScrollViewComponent.html">ScrollViewComponent</a></li>
<li id="nav-pc.ScrollViewComponentSystem"><a href="pc.ScrollViewComponentSystem.html">ScrollViewComponentSystem</a></li>
<li id="nav-pc.Shader"><a href="pc.Shader.html">Shader</a></li>
<li id="nav-pc.SingleContactResult"><a href="pc.SingleContactResult.html">SingleContactResult</a></li>
<li id="nav-pc.Skeleton"><a href="pc.Skeleton.html">Skeleton</a></li>
<li id="nav-pc.Skin"><a href="pc.Skin.html">Skin</a></li>
<li id="nav-pc.SkinInstance"><a href="pc.SkinInstance.html">SkinInstance</a></li>
<li id="nav-pc.Sound"><a href="pc.Sound.html">Sound</a></li>
<li id="nav-pc.SoundComponent"><a href="pc.SoundComponent.html">SoundComponent</a></li>
<li id="nav-pc.SoundComponentSystem"><a href="pc.SoundComponentSystem.html">SoundComponentSystem</a></li>
<li id="nav-pc.SoundInstance"><a href="pc.SoundInstance.html">SoundInstance</a></li>
<li id="nav-pc.SoundInstance3d"><a href="pc.SoundInstance3d.html">SoundInstance3d</a></li>
<li id="nav-pc.SoundManager"><a href="pc.SoundManager.html">SoundManager</a></li>
<li id="nav-pc.SoundSlot"><a href="pc.SoundSlot.html">SoundSlot</a></li>
<li id="nav-pc.Sprite"><a href="pc.Sprite.html">Sprite</a></li>
<li id="nav-pc.SpriteAnimationClip"><a href="pc.SpriteAnimationClip.html">SpriteAnimationClip</a></li>
<li id="nav-pc.SpriteComponent"><a href="pc.SpriteComponent.html">SpriteComponent</a></li>
<li id="nav-pc.SpriteComponentSystem"><a href="pc.SpriteComponentSystem.html">SpriteComponentSystem</a></li>
<li id="nav-pc.SpriteHandler"><a href="pc.SpriteHandler.html">SpriteHandler</a></li>
<li id="nav-pc.StandardMaterial"><a href="pc.StandardMaterial.html">StandardMaterial</a></li>
<li id="nav-pc.StencilParameters"><a href="pc.StencilParameters.html">StencilParameters</a></li>
<li id="nav-pc.Tags"><a href="pc.Tags.html">Tags</a></li>
<li id="nav-pc.Texture"><a href="pc.Texture.html">Texture</a></li>
<li id="nav-pc.TextureAtlas"><a href="pc.TextureAtlas.html">TextureAtlas</a></li>
<li id="nav-pc.TextureAtlasHandler"><a href="pc.TextureAtlasHandler.html">TextureAtlasHandler</a></li>
<li id="nav-pc.TextureHandler"><a href="pc.TextureHandler.html">TextureHandler</a></li>
<li id="nav-pc.Touch"><a href="pc.Touch.html">Touch</a></li>
<li id="nav-pc.TouchDevice"><a href="pc.TouchDevice.html">TouchDevice</a></li>
<li id="nav-pc.TouchEvent"><a href="pc.TouchEvent.html">TouchEvent</a></li>
<li id="nav-pc.TransformFeedback"><a href="pc.TransformFeedback.html">TransformFeedback</a></li>
<li id="nav-pc.Vec2"><a href="pc.Vec2.html">Vec2</a></li>
<li id="nav-pc.Vec3"><a href="pc.Vec3.html">Vec3</a></li>
<li id="nav-pc.Vec4"><a href="pc.Vec4.html">Vec4</a></li>
<li id="nav-pc.VertexAttributeDescription"><a href="pc.VertexAttributeDescription.html">VertexAttributeDescription</a></li>
<li id="nav-pc.VertexAttributeElement"><a href="pc.VertexAttributeElement.html">VertexAttributeElement</a></li>
<li id="nav-pc.VertexBuffer"><a href="pc.VertexBuffer.html">VertexBuffer</a></li>
<li id="nav-pc.VertexFormat"><a href="pc.VertexFormat.html">VertexFormat</a></li>
<li id="nav-pc.VertexIterator"><a href="pc.VertexIterator.html">VertexIterator</a></li>
<li id="nav-pc.VertexIteratorAccessor"><a href="pc.VertexIteratorAccessor.html">VertexIteratorAccessor</a></li>
<li id="nav-pc.XrInput"><a href="pc.XrInput.html">XrInput</a></li>
<li id="nav-pc.XrInputSource"><a href="pc.XrInputSource.html">XrInputSource</a></li>
<li id="nav-pc.XrManager"><a href="pc.XrManager.html">XrManager</a></li>
</ul>
</nav>
<div class='sidebarToggle'><span></span>Class List</div>
<main class="cls">
<h1>pc.Sprite</h1>
<p class="extends">Extends: <a href="pc.EventHandler.html">pc.EventHandler</a></p>
<p><p>A pc.Sprite is contains references to one or more frames of a <a href="pc.TextureAtlas.html">pc.TextureAtlas</a>.
It can be used by the <a href="pc.SpriteComponent.html">pc.SpriteComponent</a> or the <a href="pc.ElementComponent.html">pc.ElementComponent</a> to render a
single frame or a sprite animation.</p></p>
<!-- summary -->
<h1>Summary</h1>
<!--type definitions-->
<!--static properties-->
<!--static methods-->
<!--properties-->
<h3>Properties</h3>
<table class="properties">
<tr>
<td><a href="#atlas">atlas</a></td><td><p>The texture atlas.</td>
</tr>
<tr>
<td><a href="#frameKeys">frameKeys</a></td><td><p>The keys of the frames in the sprite atlas that this sprite is using.</td>
</tr>
<tr>
<td><a href="#meshes">meshes</a></td><td><p>An array that contains a mesh for each frame.</td>
</tr>
<tr>
<td><a href="#pixelsPerUnit">pixelsPerUnit</a></td><td><p>The number of pixels that map to one PlayCanvas unit.</td>
</tr>
<tr>
<td><a href="#renderMode">renderMode</a></td><td><p>The rendering mode of the sprite.</td>
</tr>
</table>
<!--methods-->
<h3>Methods</h3>
<table class="properties">
<tr>
<td><a href="#destroy">destroy</a></td><td><p>Free up the meshes created by the sprite.</td>
</tr>
</table>
<!--events-->
<h2>Inherited</h2>
<!--inherited methods-->
<!--inherited properties-->
<!--inherited static methods-->
<h3>Methods</h3>
<table class="properties">
<tr>
<td><a href="#fire">fire</a></td><td><p>Fire an event, all additional arguments are passed on to the event listener.</td>
</tr>
<tr>
<td><a href="#hasEvent">hasEvent</a></td><td><p>Test if there are any handlers bound to an event name.</td>
</tr>
<tr>
<td><a href="#off">off</a></td><td><p>Detach an event handler from an event.</td>
</tr>
<tr>
<td><a href="#on">on</a></td><td><p>Attach an event handler to an event.</td>
</tr>
<tr>
<td><a href="#once">once</a></td><td><p>Attach an event handler to an event.</td>
</tr>
</table>
<!--inherited events-->
<h1>Details</h1>
<!--type definitions-->
<!--static members-->
<!--static methods-->
<h2>Constructor</h2>
<!-- Constructor -->
<div id="Sprite">
<h3 class="methodname">Sprite(device, [options]) <a class="font-icon" href="#Sprite"></a></h3>
<p></p>
<h4>Parameters</h4>
<table>
<tr>
<td>device</td><td><a href="pc.GraphicsDevice.html">pc.GraphicsDevice</a></td><td><p>The graphics device of the application.</p></td>
</tr>
<tr>
<td>options</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object">object</a></td><td><p>Options for creating the pc.Sprite.</p></td>
</tr>
<tr>
<td>options.pixelsPerUnit</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number</a></td><td><p>The number of pixels that map to one PlayCanvas unit.
Defaults to 1.</p></td>
</tr>
<tr>
<td>options.renderMode</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number</a></td><td><p>The rendering mode of the sprite. Can be:</p>
<ul>
<li><a href="pc.html#SPRITE_RENDERMODE_SIMPLE">pc.SPRITE_RENDERMODE_SIMPLE</a></li>
<li><a href="pc.html#SPRITE_RENDERMODE_SLICED">pc.SPRITE_RENDERMODE_SLICED</a></li>
<li><a href="pc.html#SPRITE_RENDERMODE_TILED">pc.SPRITE_RENDERMODE_TILED</a></li>
</ul>
<p>Defaults to pc.SPRITE_RENDERMODE_SIMPLE.</p></td>
</tr>
<tr>
<td>options.atlas</td><td><a href="pc.TextureAtlas.html">pc.TextureAtlas</a></td><td><p>The texture atlas. Defaults to null.</p></td>
</tr>
<tr>
<td>options.frameKeys</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/String">string[]</a></td><td><p>The keys of the frames in the sprite atlas that this sprite is
using. Defaults to null.</p></td>
</tr>
</table>
</div>
<!--properties-->
<h2>Properties</h2>
<div id="atlas">
<span class="property"><a href="pc.TextureAtlas.html">pc.TextureAtlas</a></span><span class="property">atlas <a class="font-icon" href="#atlas"></a></span>
<p><p>The texture atlas.</p></p>
</div>
<div id="frameKeys">
<span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/String">string[]</a></span><span class="property">frameKeys <a class="font-icon" href="#frameKeys"></a></span>
<p><p>The keys of the frames in the sprite atlas that this sprite is using.</p></p>
</div>
<div id="meshes">
<span class="property"><a href="pc.Mesh.html">pc.Mesh[]</a></span><span class="property">meshes <a class="font-icon" href="#meshes"></a></span>
<p><p>An array that contains a mesh for each frame.</p></p>
</div>
<div id="pixelsPerUnit">
<span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number</a></span><span class="property">pixelsPerUnit <a class="font-icon" href="#pixelsPerUnit"></a></span>
<p><p>The number of pixels that map to one PlayCanvas unit.</p></p>
</div>
<div id="renderMode">
<span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number</a></span><span class="property">renderMode <a class="font-icon" href="#renderMode"></a></span>
<p><p>The rendering mode of the sprite. Can be:</p>
<ul>
<li><a href="pc.html#SPRITE_RENDERMODE_SIMPLE">pc.SPRITE_RENDERMODE_SIMPLE</a></li>
<li><a href="pc.html#SPRITE_RENDERMODE_SLICED">pc.SPRITE_RENDERMODE_SLICED</a></li>
<li><a href="pc.html#SPRITE_RENDERMODE_TILED">pc.SPRITE_RENDERMODE_TILED</a></li>
</ul></p>
</div>
<!--methods-->
<h2>Methods</h2>
<div id="destroy">
<h3 class="methodname">destroy() <a class="font-icon" href="#destroy"></a></h3>
<p><p>Free up the meshes created by the sprite.</p></p>
</div>
<!--events-->
<h2>Inherited</h2>
<!--inherited properties-->
<!--inherited methods-->
<h2>Methods</h2>
<div id="fire">
<h3 class="methodname">fire(name, [arg1], [arg2], [arg3], [arg4], [arg5], [arg6], [arg7], [arg8]) <a class="font-icon" href="#fire"></a></h3>
<p><p>Fire an event, all additional arguments are passed on to the event listener.</p></p>
<pre><code class="javascript">obj.fire('test', 'This is the message');</code></pre>
<h4>Parameters</h4>
<table>
<tr>
<td>name</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object">object</a></td><td><p>Name of event to fire.</p></td>
</tr>
<tr>
<td>arg1</td><td><a href="#">*</a></td><td><p>First argument that is passed to the event handler.</p></td>
</tr>
<tr>
<td>arg2</td><td><a href="#">*</a></td><td><p>Second argument that is passed to the event handler.</p></td>
</tr>
<tr>
<td>arg3</td><td><a href="#">*</a></td><td><p>Third argument that is passed to the event handler.</p></td>
</tr>
<tr>
<td>arg4</td><td><a href="#">*</a></td><td><p>Fourth argument that is passed to the event handler.</p></td>
</tr>
<tr>
<td>arg5</td><td><a href="#">*</a></td><td><p>Fifth argument that is passed to the event handler.</p></td>
</tr>
<tr>
<td>arg6</td><td><a href="#">*</a></td><td><p>Sixth argument that is passed to the event handler.</p></td>
</tr>
<tr>
<td>arg7</td><td><a href="#">*</a></td><td><p>Seventh argument that is passed to the event handler.</p></td>
</tr>
<tr>
<td>arg8</td><td><a href="#">*</a></td><td><p>Eighth argument that is passed to the event handler.</p></td>
</tr>
</table>
<h4>Returns</h4>
<a href="pc.EventHandler.html">pc.EventHandler</a> <p>Self for chaining.</p>
</div>
<div id="hasEvent">
<h3 class="methodname">hasEvent(name) <a class="font-icon" href="#hasEvent"></a></h3>
<p><p>Test if there are any handlers bound to an event name.</p></p>
<pre><code class="javascript">obj.on('test', function () { }); // bind an event to 'test'
obj.hasEvent('test'); // returns true
obj.hasEvent('hello'); // returns false</code></pre>
<h4>Parameters</h4>
<table>
<tr>
<td>name</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/String">string</a></td><td><p>The name of the event to test.</p></td>
</tr>
</table>
<h4>Returns</h4>
<a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Boolean">boolean</a> <p>True if the object has handlers bound to the specified event name.</p>
</div>
<div id="off">
<h3 class="methodname">off([name], [callback], [scope]) <a class="font-icon" href="#off"></a></h3>
<p><p>Detach an event handler from an event. If callback is not provided then all callbacks are unbound from the event,
if scope is not provided then all events with the callback will be unbound.</p></p>
<pre><code class="javascript">var handler = function () {
};
obj.on('test', handler);
obj.off(); // Removes all events
obj.off('test'); // Removes all events called 'test'
obj.off('test', handler); // Removes all handler functions, called 'test'
obj.off('test', handler, this); // Removes all hander functions, called 'test' with scope this</code></pre>
<h4>Parameters</h4>
<table>
<tr>
<td>name</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/String">string</a></td><td><p>Name of the event to unbind.</p></td>
</tr>
<tr>
<td>callback</td><td><a href="pc.callbacks.html#HandleEvent">pc.callbacks.HandleEvent</a></td><td><p>Function to be unbound.</p></td>
</tr>
<tr>
<td>scope</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object">object</a></td><td><p>Scope that was used as the this when the event is fired.</p></td>
</tr>
</table>
<h4>Returns</h4>
<a href="pc.EventHandler.html">pc.EventHandler</a> <p>Self for chaining.</p>
</div>
<div id="on">
<h3 class="methodname">on(name, callback, [scope]) <a class="font-icon" href="#on"></a></h3>
<p><p>Attach an event handler to an event.</p></p>
<pre><code class="javascript">obj.on('test', function (a, b) {
console.log(a + b);
});
obj.fire('test', 1, 2); // prints 3 to the console</code></pre>
<h4>Parameters</h4>
<table>
<tr>
<td>name</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/String">string</a></td><td><p>Name of the event to bind the callback to.</p></td>
</tr>
<tr>
<td>callback</td><td><a href="pc.callbacks.html#HandleEvent">pc.callbacks.HandleEvent</a></td><td><p>Function that is called when event is fired. Note the callback is limited to 8 arguments.</p></td>
</tr>
<tr>
<td>scope</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object">object</a></td><td><p>Object to use as 'this' when the event is fired, defaults to current this.</p></td>
</tr>
</table>
<h4>Returns</h4>
<a href="pc.EventHandler.html">pc.EventHandler</a> <p>Self for chaining.</p>
</div>
<div id="once">
<h3 class="methodname">once(name, callback, [scope]) <a class="font-icon" href="#once"></a></h3>
<p><p>Attach an event handler to an event. This handler will be removed after being fired once.</p></p>
<pre><code class="javascript">obj.once('test', function (a, b) {
console.log(a + b);
});
obj.fire('test', 1, 2); // prints 3 to the console
obj.fire('test', 1, 2); // not going to get handled</code></pre>
<h4>Parameters</h4>
<table>
<tr>
<td>name</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/String">string</a></td><td><p>Name of the event to bind the callback to.</p></td>
</tr>
<tr>
<td>callback</td><td><a href="pc.callbacks.html#HandleEvent">pc.callbacks.HandleEvent</a></td><td><p>Function that is called when event is fired. Note the callback is limited to 8 arguments.</p></td>
</tr>
<tr>
<td>scope</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object">object</a></td><td><p>Object to use as 'this' when the event is fired, defaults to current this.</p></td>
</tr>
</table>
<h4>Returns</h4>
<a href="pc.EventHandler.html">pc.EventHandler</a> <p>Self for chaining.</p>
</div>
<!--inherited events-->
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