forked from phaserjs/phaser
-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathScene.js
More file actions
290 lines (260 loc) · 8.87 KB
/
Copy pathScene.js
File metadata and controls
290 lines (260 loc) · 8.87 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2020 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Class = require('../utils/Class');
var Systems = require('./Systems');
/**
* @classdesc
* A base Phaser.Scene class which can be extended for your own use.
*
* You can also define the optional methods {@link Phaser.Types.Scenes.SceneInitCallback init()}, {@link Phaser.Types.Scenes.ScenePreloadCallback preload()}, and {@link Phaser.Types.Scenes.SceneCreateCallback create()}.
*
* @class Scene
* @memberof Phaser
* @constructor
* @since 3.0.0
*
* @param {(string|Phaser.Types.Scenes.SettingsConfig)} config - Scene specific configuration settings.
*/
var Scene = new Class({
initialize:
function Scene (config)
{
/**
* The Scene Systems. You must never overwrite this property, or all hell will break lose.
*
* @name Phaser.Scene#sys
* @type {Phaser.Scenes.Systems}
* @since 3.0.0
*/
this.sys = new Systems(this, config);
/**
* A reference to the Phaser.Game instance.
* This property will only be available if defined in the Scene Injection Map.
*
* @name Phaser.Scene#game
* @type {Phaser.Game}
* @since 3.0.0
*/
this.game;
/**
* A reference to the global Animation Manager.
* This property will only be available if defined in the Scene Injection Map.
*
* @name Phaser.Scene#anims
* @type {Phaser.Animations.AnimationManager}
* @since 3.0.0
*/
this.anims;
/**
* A reference to the global Cache.
* This property will only be available if defined in the Scene Injection Map.
*
* @name Phaser.Scene#cache
* @type {Phaser.Cache.CacheManager}
* @since 3.0.0
*/
this.cache;
/**
* A reference to the game level Data Manager.
* This property will only be available if defined in the Scene Injection Map.
*
* @name Phaser.Scene#registry
* @type {Phaser.Data.DataManager}
* @since 3.0.0
*/
this.registry;
/**
* A reference to the Sound Manager.
* This property will only be available if defined in the Scene Injection Map and the plugin is installed.
*
* @name Phaser.Scene#sound
* @type {Phaser.Sound.BaseSoundManager}
* @since 3.0.0
*/
this.sound;
/**
* A reference to the Texture Manager.
* This property will only be available if defined in the Scene Injection Map.
*
* @name Phaser.Scene#textures
* @type {Phaser.Textures.TextureManager}
* @since 3.0.0
*/
this.textures;
/**
* A scene level Event Emitter.
* This property will only be available if defined in the Scene Injection Map.
*
* @name Phaser.Scene#events
* @type {Phaser.Events.EventEmitter}
* @since 3.0.0
*/
this.events;
/**
* A scene level Camera System.
* This property will only be available if defined in the Scene Injection Map.
*
* @name Phaser.Scene#cameras
* @type {Phaser.Cameras.Scene2D.CameraManager}
* @since 3.0.0
*/
this.cameras;
/**
* A scene level Game Object Factory.
* This property will only be available if defined in the Scene Injection Map.
*
* @name Phaser.Scene#add
* @type {Phaser.GameObjects.GameObjectFactory}
* @since 3.0.0
*/
this.add;
/**
* A scene level Game Object Creator.
* This property will only be available if defined in the Scene Injection Map.
*
* @name Phaser.Scene#make
* @type {Phaser.GameObjects.GameObjectCreator}
* @since 3.0.0
*/
this.make;
/**
* A reference to the Scene Manager Plugin.
* This property will only be available if defined in the Scene Injection Map.
*
* @name Phaser.Scene#scene
* @type {Phaser.Scenes.ScenePlugin}
* @since 3.0.0
*/
this.scene;
/**
* A scene level Game Object Display List.
* This property will only be available if defined in the Scene Injection Map.
*
* @name Phaser.Scene#children
* @type {Phaser.GameObjects.DisplayList}
* @since 3.0.0
*/
this.children;
/**
* A scene level Lights Manager Plugin.
* This property will only be available if defined in the Scene Injection Map and the plugin is installed.
*
* @name Phaser.Scene#lights
* @type {Phaser.GameObjects.LightsManager}
* @since 3.0.0
*/
this.lights;
/**
* A scene level Data Manager Plugin.
* This property will only be available if defined in the Scene Injection Map and the plugin is installed.
*
* @name Phaser.Scene#data
* @type {Phaser.Data.DataManager}
* @since 3.0.0
*/
this.data;
/**
* A scene level Input Manager Plugin.
* This property will only be available if defined in the Scene Injection Map and the plugin is installed.
*
* @name Phaser.Scene#input
* @type {Phaser.Input.InputPlugin}
* @since 3.0.0
*/
this.input;
/**
* A scene level Loader Plugin.
* This property will only be available if defined in the Scene Injection Map and the plugin is installed.
*
* @name Phaser.Scene#load
* @type {Phaser.Loader.LoaderPlugin}
* @since 3.0.0
*/
this.load;
/**
* A scene level Time and Clock Plugin.
* This property will only be available if defined in the Scene Injection Map and the plugin is installed.
*
* @name Phaser.Scene#time
* @type {Phaser.Time.Clock}
* @since 3.0.0
*/
this.time;
/**
* A scene level Tween Manager Plugin.
* This property will only be available if defined in the Scene Injection Map and the plugin is installed.
*
* @name Phaser.Scene#tweens
* @type {Phaser.Tweens.TweenManager}
* @since 3.0.0
*/
this.tweens;
/**
* A scene level Arcade Physics Plugin.
* This property will only be available if defined in the Scene Injection Map, the plugin is installed and configured.
*
* @name Phaser.Scene#physics
* @type {Phaser.Physics.Arcade.ArcadePhysics}
* @since 3.0.0
*/
this.physics;
/**
* A scene level Matter Physics Plugin.
* This property will only be available if defined in the Scene Injection Map, the plugin is installed and configured.
*
* @name Phaser.Scene#matter
* @type {Phaser.Physics.Matter.MatterPhysics}
* @since 3.0.0
*/
this.matter;
if (typeof PLUGIN_FBINSTANT)
{
/**
* A scene level Facebook Instant Games Plugin.
* This property will only be available if defined in the Scene Injection Map, the plugin is installed and configured.
*
* @name Phaser.Scene#facebook
* @type {Phaser.FacebookInstantGamesPlugin}
* @since 3.12.0
*/
this.facebook;
}
/**
* A reference to the global Scale Manager.
* This property will only be available if defined in the Scene Injection Map.
*
* @name Phaser.Scene#scale
* @type {Phaser.Scale.ScaleManager}
* @since 3.16.2
*/
this.scale;
/**
* A reference to the Plugin Manager.
*
* The Plugin Manager is a global system that allows plugins to register themselves with it, and can then install
* those plugins into Scenes as required.
*
* @name Phaser.Scene#plugins
* @type {Phaser.Plugins.PluginManager}
* @since 3.0.0
*/
this.plugins;
},
/**
* Should be overridden by your own Scenes.
* This method is called once per game step while the scene is running.
*
* @method Phaser.Scene#update
* @since 3.0.0
*
* @param {number} time - The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.
* @param {number} delta - The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.
*/
update: function ()
{
}
});
module.exports = Scene;