mirror of
https://github.com/photonstorm/phaser
synced 2024-12-17 08:33:40 +00:00
263 lines
7.8 KiB
JavaScript
263 lines
7.8 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2018 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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var Class = require('../utils/Class');
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var Systems = require('./Systems');
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/**
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* @classdesc
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* [description]
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*
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* @class Scene
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* @memberof Phaser
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* @constructor
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* @since 3.0.0
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*
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* @param {(string|Phaser.Scenes.Settings.Config)} config - Scene specific configuration settings.
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*/
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var Scene = new Class({
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initialize:
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function Scene (config)
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{
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/**
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* The Scene Systems. You must never overwrite this property, or all hell will break lose.
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*
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* @name Phaser.Scene#sys
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* @type {Phaser.Scenes.Systems}
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* @since 3.0.0
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*/
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this.sys = new Systems(this, config);
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/**
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* A reference to the Phaser.Game instance.
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* This property will only be available if defined in the Scene Injection Map.
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*
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* @name Phaser.Scene#game
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* @type {Phaser.Game}
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* @since 3.0.0
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*/
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this.game;
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/**
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* A reference to the global Animation Manager.
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* This property will only be available if defined in the Scene Injection Map.
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*
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* @name Phaser.Scene#anims
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* @type {Phaser.Animations.AnimationManager}
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* @since 3.0.0
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*/
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this.anims;
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/**
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* A reference to the global Cache.
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* This property will only be available if defined in the Scene Injection Map.
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*
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* @name Phaser.Scene#cache
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* @type {Phaser.Cache.CacheManager}
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* @since 3.0.0
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*/
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this.cache;
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/**
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* A reference to the game level Data Manager.
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* This property will only be available if defined in the Scene Injection Map.
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*
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* @name Phaser.Scene#registry
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* @type {Phaser.Data.DataManager}
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* @since 3.0.0
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*/
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this.registry;
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/**
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* A reference to the Sound Manager.
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* This property will only be available if defined in the Scene Injection Map and the plugin is installed.
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*
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* @name Phaser.Scene#sound
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* @type {Phaser.Sound.BaseSoundManager}
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* @since 3.0.0
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*/
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this.sound;
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/**
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* A reference to the Texture Manager.
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* This property will only be available if defined in the Scene Injection Map.
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*
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* @name Phaser.Scene#textures
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* @type {Phaser.Textures.TextureManager}
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* @since 3.0.0
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*/
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this.textures;
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/**
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* A scene level Event Emitter.
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* This property will only be available if defined in the Scene Injection Map.
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*
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* @name Phaser.Scene#events
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* @type {Phaser.Events.EventEmitter}
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* @since 3.0.0
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*/
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this.events;
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/**
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* A scene level Camera System.
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* This property will only be available if defined in the Scene Injection Map.
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*
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* @name Phaser.Scene#cameras
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* @type {Phaser.Cameras.Scene2D.CameraManager}
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* @since 3.0.0
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*/
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this.cameras;
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/**
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* A scene level Game Object Factory.
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* This property will only be available if defined in the Scene Injection Map.
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*
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* @name Phaser.Scene#add
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* @type {Phaser.GameObjects.GameObjectFactory}
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* @since 3.0.0
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*/
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this.add;
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/**
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* A scene level Game Object Creator.
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* This property will only be available if defined in the Scene Injection Map.
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*
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* @name Phaser.Scene#make
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* @type {Phaser.GameObjects.GameObjectCreator}
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* @since 3.0.0
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*/
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this.make;
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/**
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* A reference to the Scene Manager Plugin.
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* This property will only be available if defined in the Scene Injection Map.
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*
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* @name Phaser.Scene#scene
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* @type {Phaser.Scenes.ScenePlugin}
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* @since 3.0.0
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*/
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this.scene;
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/**
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* A scene level Game Object Display List.
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* This property will only be available if defined in the Scene Injection Map.
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*
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* @name Phaser.Scene#children
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* @type {Phaser.GameObjects.DisplayList}
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* @since 3.0.0
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*/
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this.children;
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/**
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* A scene level Lights Manager Plugin.
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* This property will only be available if defined in the Scene Injection Map and the plugin is installed.
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*
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* @name Phaser.Scene#lights
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* @type {Phaser.GameObjects.LightsManager}
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* @since 3.0.0
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*/
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this.lights;
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/**
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* A scene level Data Manager Plugin.
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* This property will only be available if defined in the Scene Injection Map and the plugin is installed.
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*
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* @name Phaser.Scene#data
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* @type {Phaser.Data.DataManager}
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* @since 3.0.0
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*/
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this.data;
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/**
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* A scene level Input Manager Plugin.
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* This property will only be available if defined in the Scene Injection Map and the plugin is installed.
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*
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* @name Phaser.Scene#input
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* @type {Phaser.Input.InputPlugin}
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* @since 3.0.0
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*/
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this.input;
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/**
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* A scene level Loader Plugin.
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* This property will only be available if defined in the Scene Injection Map and the plugin is installed.
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*
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* @name Phaser.Scene#load
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* @type {Phaser.Loader.LoaderPlugin}
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* @since 3.0.0
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*/
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this.load;
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/**
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* A scene level Time and Clock Plugin.
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* This property will only be available if defined in the Scene Injection Map and the plugin is installed.
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*
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* @name Phaser.Scene#time
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* @type {Phaser.Time.Clock}
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* @since 3.0.0
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*/
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this.time;
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/**
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* A scene level Tween Manager Plugin.
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* This property will only be available if defined in the Scene Injection Map and the plugin is installed.
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*
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* @name Phaser.Scene#tweens
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* @type {Phaser.Tweens.TweenManager}
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* @since 3.0.0
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*/
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this.tweens;
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/**
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* A scene level Arcade Physics Plugin.
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* This property will only be available if defined in the Scene Injection Map, the plugin is installed and configured.
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*
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* @name Phaser.Scene#physics
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* @type {Phaser.Physics.Arcade.ArcadePhysics}
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* @since 3.0.0
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*/
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this.physics;
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/**
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* A scene level Impact Physics Plugin.
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* This property will only be available if defined in the Scene Injection Map, the plugin is installed and configured.
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*
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* @name Phaser.Scene#impact
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* @type {Phaser.Physics.Impact.ImpactPhysics}
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* @since 3.0.0
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*/
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this.impact;
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/**
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* A scene level Matter Physics Plugin.
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* This property will only be available if defined in the Scene Injection Map, the plugin is installed and configured.
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*
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* @name Phaser.Scene#matter
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* @type {Phaser.Physics.Matter.MatterPhysics}
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* @since 3.0.0
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*/
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this.matter;
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},
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/**
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* Should be overridden by your own Scenes.
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*
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* @method Phaser.Scene#update
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* @override
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* @since 3.0.0
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*
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* @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.
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* @param {number} delta - The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.
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*/
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update: function ()
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{
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}
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});
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module.exports = Scene;
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