new ScenePlugin(scene, pluginManager)
Parameters:
Name | Type | Description |
---|---|---|
scene |
Phaser.Scene | A reference to the Scene that has installed this plugin. |
pluginManager |
Phaser.Plugins.PluginManager | A reference to the Plugin Manager. |
- Since: 3.8.0
- Source: src/plugins/ScenePlugin.js (Line 11)
Extends
Members
-
<protected> game :Phaser.Game
-
A reference to the Game instance this plugin is running under.
Type:
- Since: 3.8.0
- Inherited From:
- Source: src/plugins/BasePlugin.js (Line 38)
-
<protected> pluginManager :Phaser.Plugins.PluginManager
-
A handy reference to the Plugin Manager that is responsible for this plugin. Can be used as a route to gain access to game systems and events.
Type:
- Since: 3.8.0
- Inherited From:
- Source: src/plugins/BasePlugin.js (Line 27)
-
<protected, nullable> scene :Phaser.Scene
-
A reference to the Scene that has installed this plugin. Only set if it's a Scene Plugin, otherwise
null
. This property is only set when the plugin is instantiated and added to the Scene, not before. You can use it during theboot
method.Type:
- Since: 3.8.0
- Source: src/plugins/ScenePlugin.js (Line 36)
-
<protected, nullable> systems :Phaser.Scenes.Systems
-
A reference to the Scene Systems of the Scene that has installed this plugin. Only set if it's a Scene Plugin, otherwise
null
. This property is only set when the plugin is instantiated and added to the Scene, not before. You can use it during theboot
method.Type:
- Since: 3.8.0
- Source: src/plugins/ScenePlugin.js (Line 49)
Methods
-
boot()
-
This method is called when the Scene boots. It is only ever called once.
By this point the plugin properties
scene
andsystems
will have already been set.In here you can listen for Scene events and set-up whatever you need for this plugin to run. Here are the Scene events you can listen to:
- start
- ready
- preupdate
- update
- postupdate
- resize
- pause
- resume
- sleep
- wake
- transitioninit
- transitionstart
- transitioncomplete
- transitionout
- shutdown
- destroy
At the very least you should offer a destroy handler for when the Scene closes down, i.e:
var eventEmitter = this.systems.events; eventEmitter.once('destroy', this.sceneDestroy, this);
- Since: 3.8.0
- Source: src/plugins/ScenePlugin.js (Line 65)
-
destroy()
-
Game instance has been destroyed.
You must release everything in here, all references, all objects, free it all up.
- Since: 3.8.0
- Overrides:
- Source: src/plugins/ScenePlugin.js (Line 104)
-
init( [data])
-
The PluginManager calls this method on a Global Plugin when the plugin is first instantiated. It will never be called again on this instance. In here you can set-up whatever you need for this plugin to run. If a plugin is set to automatically start then
BasePlugin.start
will be called immediately after this. On a Scene Plugin, this method is never called. Use Phaser.Plugins.ScenePlugin#boot instead.Parameters:
Name Type Argument Description data
any <optional>
<nullable>
A value specified by the user, if any, from the
data
property of the plugin's configuration object (if started at game boot) or passed in the PluginManager'sinstall
method (if started manually).- Since: 3.8.0
- Inherited From:
- Source: src/plugins/BasePlugin.js (Line 49)
-
start()
-
The PluginManager calls this method on a Global Plugin when the plugin is started. If a plugin is stopped, and then started again, this will get called again. Typically called immediately after
BasePlugin.init
. On a Scene Plugin, this method is never called.- Since: 3.8.0
- Inherited From:
- Source: src/plugins/BasePlugin.js (Line 65)
-
stop()
-
The PluginManager calls this method on a Global Plugin when the plugin is stopped. The game code has requested that your plugin stop doing whatever it does. It is now considered as 'inactive' by the PluginManager. Handle that process here (i.e. stop listening for events, etc) If the plugin is started again then
BasePlugin.start
will be called again. On a Scene Plugin, this method is never called.- Since: 3.8.0
- Inherited From:
- Source: src/plugins/BasePlugin.js (Line 92)