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Merge pull request #4488 from samme/misc/plugins
Remove BasePlugin#boot; and plugins docs updates
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commit
9e3efb4ff8
2 changed files with 29 additions and 54 deletions
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@ -49,7 +49,7 @@ var BasePlugin = new Class({
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* A reference to the Scene that has installed this plugin.
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* Only set if it's a Scene Plugin, otherwise `null`.
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* This property is only set when the plugin is instantiated and added to the Scene, not before.
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* You cannot use it during the `init` method, but you can during the `boot` method.
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* You can use it during the `boot` method.
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*
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* @name Phaser.Plugins.BasePlugin#scene
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* @type {?Phaser.Scene}
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@ -62,7 +62,7 @@ var BasePlugin = new Class({
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* A reference to the Scene Systems of the Scene that has installed this plugin.
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* Only set if it's a Scene Plugin, otherwise `null`.
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* This property is only set when the plugin is instantiated and added to the Scene, not before.
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* You cannot use it during the `init` method, but you can during the `boot` method.
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* You can use it during the `boot` method.
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*
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* @name Phaser.Plugins.BasePlugin#systems
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* @type {?Phaser.Scenes.Systems}
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@ -73,10 +73,11 @@ var BasePlugin = new Class({
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},
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/**
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* Called by the PluginManager when this plugin is first instantiated.
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* The PluginManager calls this method on a Global Plugin when the plugin is first instantiated.
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* It will never be called again on this instance.
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* In here you can set-up whatever you need for this plugin to run.
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* If a plugin is set to automatically start then `BasePlugin.start` will be called immediately after this.
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* On a Scene Plugin, this method is never called. Use {@link Phaser.Plugins.ScenePlugin#boot} instead.
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*
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* @method Phaser.Plugins.BasePlugin#init
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* @since 3.8.0
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@ -88,9 +89,10 @@ var BasePlugin = new Class({
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},
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/**
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* Called by the PluginManager when this plugin is started.
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* The PluginManager calls this method on a Global Plugin when the plugin is started.
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* If a plugin is stopped, and then started again, this will get called again.
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* Typically called immediately after `BasePlugin.init`.
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* On a Scene Plugin, this method is never called.
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*
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* @method Phaser.Plugins.BasePlugin#start
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* @since 3.8.0
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@ -114,11 +116,12 @@ var BasePlugin = new Class({
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},
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/**
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* Called by the PluginManager when this plugin is stopped.
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* The PluginManager calls this method on a Global Plugin when the plugin is stopped.
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* The game code has requested that your plugin stop doing whatever it does.
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* It is now considered as 'inactive' by the PluginManager.
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* Handle that process here (i.e. stop listening for events, etc)
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* If the plugin is started again then `BasePlugin.start` will be called again.
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* On a Scene Plugin, this method is never called.
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*
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* @method Phaser.Plugins.BasePlugin#stop
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* @since 3.8.0
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@ -127,34 +130,6 @@ var BasePlugin = new Class({
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{
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},
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/**
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* If this is a Scene Plugin (i.e. installed into a Scene) then this method is called when the Scene boots.
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* By this point the plugin properties `scene` and `systems` will have already been set.
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* In here you can listen for Scene events and set-up whatever you need for this plugin to run.
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*
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* @method Phaser.Plugins.BasePlugin#boot
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* @since 3.8.0
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*/
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boot: function ()
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{
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// Here are the Scene events you can listen to.
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// At the very least you should offer a destroy handler for when the Scene closes down.
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// var eventEmitter = this.systems.events;
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// eventEmitter.once('destroy', this.sceneDestroy, this);
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// eventEmitter.on('start', this.sceneStart, this);
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// eventEmitter.on('preupdate', this.scenePreUpdate, this);
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// eventEmitter.on('update', this.sceneUpdate, this);
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// eventEmitter.on('postupdate', this.scenePostUpdate, this);
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// eventEmitter.on('pause', this.scenePause, this);
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// eventEmitter.on('resume', this.sceneResume, this);
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// eventEmitter.on('sleep', this.sceneSleep, this);
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// eventEmitter.on('wake', this.sceneWake, this);
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// eventEmitter.on('shutdown', this.sceneShutdown, this);
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// eventEmitter.on('destroy', this.sceneDestroy, this);
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},
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/**
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* Game instance has been destroyed.
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* You must release everything in here, all references, all objects, free it all up.
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@ -41,29 +41,29 @@ var ScenePlugin = new Class({
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/**
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* This method is called when the Scene boots. It is only ever called once.
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*
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*
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* By this point the plugin properties `scene` and `systems` will have already been set.
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*
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* In here you can listen for Scene events and set-up whatever you need for this plugin to run.
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*
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* In here you can listen for {@link Phaser.Scenes.Events Scene events} and set-up whatever you need for this plugin to run.
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* Here are the Scene events you can listen to:
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*
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* start
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* ready
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* preupdate
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* update
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* postupdate
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* resize
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* pause
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* resume
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* sleep
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* wake
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* transitioninit
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* transitionstart
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* transitioncomplete
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* transitionout
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* shutdown
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* destroy
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*
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*
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* - start
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* - ready
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* - preupdate
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* - update
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* - postupdate
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* - resize
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* - pause
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* - resume
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* - sleep
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* - wake
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* - transitioninit
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* - transitionstart
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* - transitioncomplete
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* - transitionout
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* - shutdown
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* - destroy
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*
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* At the very least you should offer a destroy handler for when the Scene closes down, i.e:
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*
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* ```javascript
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