dist/melonjs.js
function onActivateEvent() {
         // register pointer events
         me.input.registerPointerEvent("pointerdown", this, this.clicked.bind(this));
         me.input.registerPointerEvent("pointerup", this, this.release.bind(this));
         me.input.registerPointerEvent("pointercancel", this, this.release.bind(this));
         me.input.registerPointerEvent("pointerenter", this, this.enter.bind(this));
         me.input.registerPointerEvent("pointerleave", this, this.leave.bind(this));
       }
function onActivateEvent() {
         // register pointer events
         me.input.registerPointerEvent("pointerdown", this, this.clicked.bind(this));
         me.input.registerPointerEvent("pointerup", this, this.release.bind(this));
         me.input.registerPointerEvent("pointercancel", this, this.release.bind(this));
         me.input.registerPointerEvent("pointerenter", this, this.enter.bind(this));
         me.input.registerPointerEvent("pointerleave", this, this.leave.bind(this));
       }
function onActivateEvent ( ) { // register pointer events me . input . registerPointerEvent ( "pointerdown" , this , this . clicked . bind ( this ) ) ; me . input . registerPointerEvent ( "pointerup" , this , this . release . bind ( this ) ) ; me . input . registerPointerEvent ( "pointercancel" , this , this . release . bind ( this ) ) ; me . input . registerPointerEvent ( "pointerenter" , this , this . enter . bind ( this ) ) ; me . input . registerPointerEvent ( "pointerleave" , this , this . leave . bind ( this ) ) ; }
function called when added to the game world or a container
@ignore
function called when added to the game world or a container