phaser/resources/Project Templates/Basic/Game.js

52 lines
2.1 KiB
JavaScript

BasicGame.Game = function (game) {
// When a State is added to Phaser it automatically has the following properties set on it, even if they already exist:
this.game; // a reference to the currently running game (Phaser.Game)
this.add; // used to add sprites, text, groups, etc (Phaser.GameObjectFactory)
this.camera; // a reference to the game camera (Phaser.Camera)
this.cache; // the game cache (Phaser.Cache)
this.input; // the global input manager. You can access this.input.keyboard, this.input.mouse, as well from it. (Phaser.Input)
this.load; // for preloading assets (Phaser.Loader)
this.math; // lots of useful common math operations (Phaser.Math)
this.sound; // the sound manager - add a sound, play one, set-up markers, etc (Phaser.SoundManager)
this.stage; // the game stage (Phaser.Stage)
this.time; // the clock (Phaser.Time)
this.tweens; // the tween manager (Phaser.TweenManager)
this.state; // the state manager (Phaser.StateManager)
this.world; // the game world (Phaser.World)
this.particles; // the particle manager (Phaser.Particles)
this.physics; // the physics manager (Phaser.Physics)
this.rnd; // the repeatable random number generator (Phaser.RandomDataGenerator)
// You can use any of these from any function within this State.
// But do consider them as being 'reserved words', i.e. don't create a property for your own game called "world" or you'll over-write the world reference.
};
BasicGame.Game.prototype = {
create: function () {
// Honestly, just about anything could go here. It's YOUR game after all. Eat your heart out!
},
update: function () {
// Honestly, just about anything could go here. It's YOUR game after all. Eat your heart out!
},
quitGame: function (pointer) {
// Here you should destroy anything you no longer need.
// Stop music, delete sprites, purge caches, free resources, all that good stuff.
// Then let's go back to the main menu.
this.state.start('MainMenu');
}
};