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.
Constructor
new ScenePlugin(scene, pluginManager, pluginKey)
Parameters
name | type | optional | description |
---|---|---|---|
scene | No | A reference to the Scene that has installed this plugin. | |
pluginManager | No | A reference to the Plugin Manager. | |
pluginKey | string | No | The key under which this plugin has been installed into the Scene Systems. |
Scope: static
Extends
Source: src/plugins/ScenePlugin.js#L11
Since: 3.8.0
Public Members
game
game: Phaser.Game
Description:
A reference to the Game instance this plugin is running under.
Access: protected
Inherits: Phaser.Plugins.BasePlugin#game
Source: src/plugins/BasePlugin.js#L38
Since: 3.8.0
pluginKey
pluginKey: string
Description:
The key under which this plugin was installed into the Scene Systems.
This property is only set when the plugin is instantiated and added to the Scene, not before.
You can use it during the boot
method.
Source: src/plugins/ScenePlugin.js#L63
Since: 3.54.0
pluginManager
pluginManager: Phaser.Plugins.PluginManager
Description:
A handy reference to the Plugin Manager that is responsible for this plugin. Can be used as a route to gain access to game systems and events.
Access: protected
Inherits: Phaser.Plugins.BasePlugin#pluginManager
Source: src/plugins/BasePlugin.js#L27
Since: 3.8.0
scene
scene: Phaser.Scene
Description:
A reference to the Scene that has installed this plugin.
Only set if it's a Scene Plugin, otherwise null
.
This property is only set when the plugin is instantiated and added to the Scene, not before.
You can use it during the boot
method.
Access: protected
Source: src/plugins/ScenePlugin.js#L37
Since: 3.8.0
systems
systems: Phaser.Scenes.Systems
Description:
A reference to the Scene Systems of the Scene that has installed this plugin.
Only set if it's a Scene Plugin, otherwise null
.
This property is only set when the plugin is instantiated and added to the Scene, not before.
You can use it during the boot
method.
Access: protected
Source: src/plugins/ScenePlugin.js#L50
Since: 3.8.0
Public Methods
boot
<instance> boot()
Description:
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 and set-up whatever you need for this plugin to run. Here are the Scene events you can listen to:
- start
- ready
- preupdate
- update
- postupdate
- resize
- pause
- resume
- sleep
- wake
- transitioninit
- transitionstart
- transitioncomplete
- transitionout
- shutdown
- destroy
At the very least you should offer a destroy handler for when the Scene closes down, i.e:
var eventEmitter = this.systems.events;
eventEmitter.once('destroy', this.sceneDestroy, this);
Source: src/plugins/ScenePlugin.js#L79
Since: 3.8.0
destroy
<instance> destroy()
Description:
Game instance has been destroyed.
You must release everything in here, all references, all objects, free it all up.
Overrides: Phaser.Plugins.BasePlugin#destroy
Source: src/plugins/ScenePlugin.js#L118
Since: 3.8.0
init
<instance> init([data])
Description:
The PluginManager calls this method on a Global Plugin when the plugin is first instantiated.
It will never be called again on this instance.
In here you can set-up whatever you need for this plugin to run.
If a plugin is set to automatically start then BasePlugin.start
will be called immediately after this.
On a Scene Plugin, this method is never called. Use Phaser.Plugins.ScenePlugin#boot instead.
Parameters:
name | type | optional | description |
---|---|---|---|
data | any | Yes | A value specified by the user, if any, from the |
Inherits: Phaser.Plugins.BasePlugin#init
Source: src/plugins/BasePlugin.js#L49
Since: 3.8.0
start
<instance> start()
Description:
The PluginManager calls this method on a Global Plugin when the plugin is started.
If a plugin is stopped, and then started again, this will get called again.
Typically called immediately after BasePlugin.init
.
On a Scene Plugin, this method is never called.
Inherits: Phaser.Plugins.BasePlugin#start
Source: src/plugins/BasePlugin.js#L65
Since: 3.8.0
stop
<instance> stop()
Description:
The PluginManager calls this method on a Global Plugin when the plugin is stopped.
The game code has requested that your plugin stop doing whatever it does.
It is now considered as 'inactive' by the PluginManager.
Handle that process here (i.e. stop listening for events, etc)
If the plugin is started again then BasePlugin.start
will be called again.
On a Scene Plugin, this method is never called.
Inherits: Phaser.Plugins.BasePlugin#stop
Source: src/plugins/BasePlugin.js#L92
Since: 3.8.0