mirror of
https://github.com/photonstorm/phaser
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136 lines
4.1 KiB
JavaScript
136 lines
4.1 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2022 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser3-plugin-template/blob/master/LICENSE|MIT License}
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*/
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var BasePlugin = require('./BasePlugin');
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var Class = require('../utils/Class');
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var SceneEvents = require('../scene/events');
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/**
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* @classdesc
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* A Scene Level Plugin is installed into every Scene and belongs to that Scene.
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* It can listen for Scene events and respond to them.
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* It can map itself to a Scene property, or into the Scene Systems, or both.
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*
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* @class ScenePlugin
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* @memberof Phaser.Plugins
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* @extends Phaser.Plugins.BasePlugin
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* @constructor
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* @since 3.8.0
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*
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* @param {Phaser.Scene} scene - A reference to the Scene that has installed this plugin.
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* @param {Phaser.Plugins.PluginManager} pluginManager - A reference to the Plugin Manager.
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* @param {string} pluginKey - The key under which this plugin has been installed into the Scene Systems.
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*/
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var ScenePlugin = new Class({
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Extends: BasePlugin,
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initialize:
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function ScenePlugin (scene, pluginManager, pluginKey)
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{
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BasePlugin.call(this, pluginManager);
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/**
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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 can use it during the `boot` method.
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*
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* @name Phaser.Plugins.ScenePlugin#scene
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* @type {?Phaser.Scene}
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* @protected
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* @since 3.8.0
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*/
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this.scene = scene;
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/**
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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 can use it during the `boot` method.
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*
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* @name Phaser.Plugins.ScenePlugin#systems
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* @type {?Phaser.Scenes.Systems}
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* @protected
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* @since 3.8.0
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*/
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this.systems = scene.sys;
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/**
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* The key under which this plugin was installed into the Scene Systems.
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*
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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 can use it during the `boot` method.
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*
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* @name Phaser.Plugins.ScenePlugin#pluginKey
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* @type {string}
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* @readonly
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* @since 3.54.0
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*/
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this.pluginKey = pluginKey;
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scene.sys.events.once(SceneEvents.BOOT, this.boot, this);
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},
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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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* 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 {@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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* 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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* var eventEmitter = this.systems.events;
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* eventEmitter.once('destroy', this.sceneDestroy, this);
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* ```
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*
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* @method Phaser.Plugins.ScenePlugin#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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},
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/**
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* Game instance has been destroyed.
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*
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* You must release everything in here, all references, all objects, free it all up.
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*
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* @method Phaser.Plugins.ScenePlugin#destroy
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* @since 3.8.0
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*/
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destroy: function ()
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{
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this.pluginManager = null;
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this.game = null;
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this.scene = null;
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this.systems = null;
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}
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});
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module.exports = ScenePlugin;
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