Added new base ScenePlugin

This commit is contained in:
Richard Davey 2018-05-11 16:01:23 +01:00
parent 4f2ef3f3ca
commit 9dc76348cb
2 changed files with 100 additions and 1 deletions

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@ -0,0 +1,98 @@
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser3-plugin-template/blob/master/LICENSE|MIT License}
*/
var BasePlugin = require('./BasePlugin');
var Class = require('../utils/Class');
/**
* @classdesc
* A Scene Level Plugin is installed into every Scene and belongs to that Scene.
* It can listen for Scene events and respond to them.
* It can map itself to a Scene property, or into the Scene Systems, or both.
*
* @class ScenePlugin
* @memberOf Phaser.Plugins
* @constructor
* @since 3.8.0
*
* @param {Phaser.Game} game - [description]
*/
var ScenePlugin = new Class({
Extends: BasePlugin,
initialize:
function ScenePlugin (scene, pluginManager)
{
BasePlugin.call(this, pluginManager);
/**
* A reference to the Scene that has installed this plugin.
* This property is only set when the plugin is instantiated and added to the Scene, not before.
*
* @name Phaser.Plugins.ScenePlugin#scene
* @type {?Phaser.Scene}
* @protected
* @since 3.8.0
*/
this.scene = scene;
/**
* A reference to the Scene Systems of the Scene that has installed this plugin.
* This property is only set when the plugin is instantiated and added to the Scene, not before.
*
* @name Phaser.Plugins.ScenePlugin#systems
* @type {?Phaser.Scene.Systems}
* @protected
* @since 3.8.0
*/
this.systems = scene.sys;
scene.sys.events.once('boot', this.boot, this);
},
/**
* This method is called when the Scene boots. It is only ever called once.
*
* By this point the plugin properties `scene` and `systems` will have already been set.
*
* In here you can listen for Scene events and set-up whatever you need for this plugin to run.
*
* @method Phaser.Plugins.ScenePlugin#boot
* @since 3.8.0
*/
boot: function ()
{
// Here are the Scene events you can listen to.
// At the very least you should offer a destroy handler for when the Scene closes down:
//
// start
// ready
// preupdate
// update
// postupdate
// resize
// pause
// resume
// sleep
// wake
// transitioninit
// transitionstart
// transitioncomplete
// transitionout
// shutdown
// destroy
// I.e.:
// var eventEmitter = this.systems.events;
// eventEmitter.on('start', this.sceneStart, this);
// eventEmitter.once('destroy', this.sceneDestroy, this);
}
});
module.exports = ScenePlugin;

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@ -12,6 +12,7 @@ module.exports = {
BasePlugin: require('./BasePlugin'), BasePlugin: require('./BasePlugin'),
DefaultPlugins: require('./DefaultPlugins'), DefaultPlugins: require('./DefaultPlugins'),
PluginManager: require('./PluginManager') PluginManager: require('./PluginManager'),
ScenePlugin: require('./ScenePlugin')
}; };