Systems
The Scene Systems class is the backbone of every Scene in Phaser. It is created automatically by the Scene Manager and is accessible from within a Scene via the sys property (e.g. this.sys).
Systems manages the lifecycle of a Scene — booting it, stepping it each frame, rendering it, and shutting it down or destroying it when required. It owns references to all of the core Scene plugins (such as the Display List, Update List, Camera Manager, and Event Emitter) as well as read-only references to the global Game-level managers (such as the Texture Manager, Sound Manager, and Cache).
You will rarely need to interact with Systems directly; instead, use the convenience properties that Phaser injects into each Scene (e.g. this.add, this.cameras, this.events). However, Systems is the authoritative place to query a Scene's current status, pause, resume, sleep, or wake it.
Constructor
new Systems(scene, config)
Parameters
| name | type | optional | description |
|---|---|---|---|
| scene | Phaser.Scene | No | The Scene that owns this Systems instance. |
| config | string | Phaser.Types.Scenes.SettingsConfig | No | Scene specific configuration settings. |
Scope: static
Source: src/scene/Systems.js#L16
Since: 3.0.0
Public Members
add
add: Phaser.GameObjects.GameObjectFactory
Description:
A reference to the Scene's Game Object Factory.
Use this to quickly and easily create new Game Objects.
In the default set-up you can access this from within a Scene via the this.add property.
Source: src/scene/Systems.js#L190
Since: 3.0.0
anims
anims: Phaser.Animations.AnimationManager
Description:
A reference to the global Animations Manager.
In the default set-up you can access this from within a Scene via the this.anims property.
Source: src/scene/Systems.js#L109
Since: 3.0.0
cache
cache: Phaser.Cache.CacheManager
Description:
A reference to the global Cache. The Cache stores all files brought in to Phaser via the Loader, with the exception of images. Images are stored in the Texture Manager.
In the default set-up you can access this from within a Scene via the this.cache property.
Source: src/scene/Systems.js#L120
Since: 3.0.0
cameras
cameras: Phaser.Cameras.Scene2D.CameraManager
Description:
A reference to the Scene's Camera Manager.
Use this to manipulate and create Cameras for this specific Scene.
In the default set-up you can access this from within a Scene via the this.cameras property.
Source: src/scene/Systems.js#L203
Since: 3.0.0
canvas
canvas: HTMLCanvasElement
Description:
A reference to the HTML Canvas Element that Phaser renders to.
Source: src/scene/Systems.js#L89
Since: 3.0.0
config
config: string, Phaser.Types.Scenes.SettingsConfig
Description:
The Scene Configuration object, as passed in when creating the Scene.
Source: src/scene/Systems.js#L71
Since: 3.0.0
context
context: CanvasRenderingContext2D
Description:
A reference to the Canvas Rendering Context being used by the renderer.
Source: src/scene/Systems.js#L98
Since: 3.0.0
displayList
displayList: Phaser.GameObjects.DisplayList
Description:
A reference to the Scene's Display List.
Use this to organize the children contained in the display list.
In the default set-up you can access this from within a Scene via the this.children property.
Source: src/scene/Systems.js#L216
Since: 3.0.0
events
events: Phaser.Events.EventEmitter
Description:
A reference to the Scene's Event Manager.
Use this to listen for Scene specific events, such as pause and shutdown.
In the default set-up you can access this from within a Scene via the this.events property.
Source: src/scene/Systems.js#L229
Since: 3.0.0
game
game: Phaser.Game
Description:
A reference to the Phaser Game instance.
Source: src/scene/Systems.js#L53
Since: 3.0.0
make
make: Phaser.GameObjects.GameObjectCreator
Description:
A reference to the Scene's Game Object Creator.
Use this to quickly and easily create new Game Objects. The difference between this and the Game Object Factory, is that the Creator just creates and returns Game Object instances, it doesn't then add them to the Display List or Update List.
In the default set-up you can access this from within a Scene via the this.make property.
Source: src/scene/Systems.js#L242
Since: 3.0.0
plugins
plugins: Phaser.Plugins.PluginManager
Description:
A reference to the global Plugins Manager.
In the default set-up you can access this from within a Scene via the this.plugins property.
Source: src/scene/Systems.js#L132
Since: 3.0.0
registry
registry: Phaser.Data.DataManager
Description:
A reference to the global registry. This is a game-wide instance of the Data Manager, allowing you to exchange data between Scenes via a universal and shared point.
In the default set-up you can access this from within a Scene via the this.registry property.
Source: src/scene/Systems.js#L143
Since: 3.0.0
renderer
renderer: Phaser.Renderer.Canvas.CanvasRenderer, Phaser.Renderer.WebGL.WebGLRenderer
Description:
A reference to either the Canvas or WebGL Renderer that this Game is using.
Source: src/scene/Systems.js#L62
Since: 3.17.0
scale
scale: Phaser.Scale.ScaleManager
Description:
A reference to the global Scale Manager.
In the default set-up you can access this from within a Scene via the this.scale property.
Source: src/scene/Systems.js#L155
Since: 3.15.0
scene
scene: Phaser.Scene
Description:
A reference to the Scene that these Systems belong to.
Source: src/scene/Systems.js#L44
Since: 3.0.0
scenePlugin
scenePlugin: Phaser.Scenes.ScenePlugin
Description:
A reference to the Scene Manager Plugin.
Use this to manipulate both this and other Scenes in your game. For example, to launch a parallel Scene, or pause or resume a Scene, or switch from this Scene to another.
In the default set-up you can access this from within a Scene via the this.scene property.
Source: src/scene/Systems.js#L257
Since: 3.0.0
settings
settings: Phaser.Types.Scenes.SettingsObject
Description:
The Scene Settings. This is the parsed output based on the Scene configuration.
Source: src/scene/Systems.js#L80
Since: 3.0.0
sound
sound: Phaser.Sound.NoAudioSoundManager, Phaser.Sound.HTML5AudioSoundManager, Phaser.Sound.WebAudioSoundManager
Description:
A reference to the global Sound Manager.
In the default set-up you can access this from within a Scene via the this.sound property.
Source: src/scene/Systems.js#L166
Since: 3.0.0
textures
textures: Phaser.Textures.TextureManager
Description:
A reference to the global Texture Manager.
In the default set-up you can access this from within a Scene via the this.textures property.
Source: src/scene/Systems.js#L177
Since: 3.0.0
updateList
updateList: Phaser.GameObjects.UpdateList
Description:
A reference to the Scene's Update List.
Use this to organize the children contained in the update list.
The Update List is responsible for managing children that need their preUpdate methods called, in order to process internal components - such as Sprites with Animations.
In the default set-up there is no reference to this from within the Scene itself.
Source: src/scene/Systems.js#L271
Since: 3.0.0
Public Methods
canInput
<instance> canInput()
Description:
Can this Scene receive Input events?
Returns: boolean - true if this Scene can receive Input events.
Source: src/scene/Systems.js#L577
Since: 3.60.0
depthSort
<instance> depthSort()
Description:
Immediately sorts the display list if the flag is set.
Source: src/scene/Systems.js#L398
Since: 3.0.0
getData
<instance> getData()
Description:
Returns any data that was sent to this Scene by another Scene.
The data is also passed to Scene.init and in various Scene events, but you can access it at any point via this method.
Returns: any - The Scene Data.
Source: src/scene/Systems.js#L548
Since: 3.22.0
getStatus
<instance> getStatus()
Description:
Returns the current status of this Scene.
Returns: number - The status of this Scene. One of the Phaser.Scene constants.
Source: src/scene/Systems.js#L564
Since: 3.60.0
init
<instance> init(game)
Description:
This method is called only once by the Scene Manager when the Scene is instantiated. It is responsible for setting up all of the Scene plugins and references. It should never be called directly.
Access: protected
Parameters:
| name | type | optional | description |
|---|---|---|---|
| game | Phaser.Game | No | A reference to the Phaser Game instance. |
Fires: Phaser.Scenes.Events#event:BOOT
Source: src/scene/Systems.js#L301
Since: 3.0.0
isActive
<instance> isActive()
Description:
Is this Scene running?
Returns: boolean - true if this Scene is running, otherwise false.
Source: src/scene/Systems.js#L605
Since: 3.0.0
isPaused
<instance> isPaused()
Description:
Is this Scene paused?
Returns: boolean - true if this Scene is paused, otherwise false.
Source: src/scene/Systems.js#L618
Since: 3.13.0
isSleeping
<instance> isSleeping()
Description:
Is this Scene sleeping?
Returns: boolean - true if this Scene is asleep, otherwise false.
Source: src/scene/Systems.js#L592
Since: 3.0.0
isTransitionIn
<instance> isTransitionIn()
Description:
Is this Scene currently transitioning in from another Scene?
Returns: boolean - true if this Scene is transitioning in from another Scene, otherwise false.
Source: src/scene/Systems.js#L657
Since: 3.5.0
isTransitioning
<instance> isTransitioning()
Description:
Is this Scene currently transitioning out to, or in from another Scene?
Returns: boolean - true if this Scene is currently transitioning, otherwise false.
Source: src/scene/Systems.js#L631
Since: 3.5.0
isTransitionOut
<instance> isTransitionOut()
Description:
Is this Scene currently transitioning out from itself to another Scene?
Returns: boolean - true if this Scene is in transition to another Scene, otherwise false.
Source: src/scene/Systems.js#L644
Since: 3.5.0
isVisible
<instance> isVisible()
Description:
Is this Scene visible and rendering?
Returns: boolean - true if this Scene is visible, otherwise false.
Source: src/scene/Systems.js#L670
Since: 3.0.0
pause
<instance> pause([data])
Description:
Pause this Scene.
A paused Scene still renders, it just doesn't run any of its update handlers or systems.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| data | object | Yes | A data object that will be passed in the 'pause' event. |
Returns: Phaser.Scenes.Systems - This Systems object.
Fires: Phaser.Scenes.Events#event:PAUSE
Source: src/scene/Systems.js#L409
Since: 3.0.0
queueDepthSort
<instance> queueDepthSort()
Description:
Force a sort of the display list on the next render.
Source: src/scene/Systems.js#L387
Since: 3.0.0
render
<instance> render(renderer)
Description:
Called automatically by the Scene Manager. Instructs the Scene to render itself via its Camera Manager to the renderer given.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| renderer | Phaser.Renderer.Canvas.CanvasRenderer | Phaser.Renderer.WebGL.WebGLRenderer | No | The renderer that invoked the render call. |
Fires: Phaser.Scenes.Events#event:PRE_RENDER, Phaser.Scenes.Events#event:RENDER
Source: src/scene/Systems.js#L363
Since: 3.0.0
resume
<instance> resume([data])
Description:
Resume this Scene from a paused state.
Resuming a Scene sets its status back to RUNNING and marks it as active, allowing its update loop to execute again. It has no effect if the Scene is not currently paused.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| data | object | Yes | A data object that will be passed in the 'resume' event. |
Returns: Phaser.Scenes.Systems - This Systems object.
Fires: Phaser.Scenes.Events#event:RESUME
Source: src/scene/Systems.js#L443
Since: 3.0.0
setActive
<instance> setActive(value, [data])
Description:
Set the active state of this Scene.
An active Scene will run its core update loop.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| value | boolean | No | If true the Scene will be resumed, if previously paused. If false it will be paused. |
| data | object | Yes | A data object that will be passed in the 'resume' or 'pause' events. |
Returns: Phaser.Scenes.Systems - This Systems object.
Source: src/scene/Systems.js#L701
Since: 3.0.0
setVisible
<instance> setVisible(value)
Description:
Sets the visible state of this Scene. An invisible Scene will not render, but will still process updates.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| value | boolean | No | true to render this Scene, otherwise false. |
Returns: Phaser.Scenes.Systems - This Systems object.
Source: src/scene/Systems.js#L683
Since: 3.0.0
shutdown
<instance> shutdown([data])
Description:
Shutdown this Scene and send a shutdown event to all of its systems. A Scene that has been shutdown will not run its update loop or render, but it does not destroy any of its plugins or references. It is put into hibernation for later use. If you don't ever plan to use this Scene again, then it should be destroyed instead to free-up resources.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| data | object | Yes | A data object that will be passed in the 'shutdown' event. |
Fires: Phaser.Scenes.Events#event:SHUTDOWN
Source: src/scene/Systems.js#L759
Since: 3.0.0
sleep
<instance> sleep([data])
Description:
Send this Scene to sleep.
A sleeping Scene doesn't run its update step or render anything, but it also isn't shut down or has any of its systems or children removed, meaning it can be re-activated at any point and will carry on from where it left off. It also keeps everything in memory and events and callbacks from other Scenes may still invoke changes within it, so be careful what is left active.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| data | object | Yes | A data object that will be passed in the 'sleep' event. |
Returns: Phaser.Scenes.Systems - This Systems object.
Fires: Phaser.Scenes.Events#event:SLEEP
Source: src/scene/Systems.js#L474
Since: 3.0.0
start
<instance> start(data)
Description:
Start this Scene running and rendering. Called automatically by the SceneManager.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| data | object | No | Optional data object that may have been passed to this Scene from another. |
Fires: Phaser.Scenes.Events#event:START, Phaser.Scenes.Events#event:READY
Source: src/scene/Systems.js#L726
Since: 3.0.0
step
<instance> step(time, delta)
Description:
A single game step. Called automatically by the Scene Manager as a result of a Request Animation Frame or Set Timeout call to the main Game instance.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| time | number | No | The time value from the most recent Game step. Typically a high-resolution timer value, or Date.now(). |
| delta | number | No | The delta value since the last frame. This is smoothed to avoid delta spikes by the TimeStep class. |
Fires: Phaser.Scenes.Events#event:PRE_UPDATE, Phaser.Scenes.Events#event:UPDATE, Phaser.Scenes.Events#event:POST_UPDATE
Source: src/scene/Systems.js#L337
Since: 3.0.0
wake
<instance> wake([data])
Description:
Wake this Scene if it was previously sent to sleep.
Waking a Scene sets its status back to RUNNING and marks it as both active and visible, allowing its update loop to execute and its camera(s) to render again. Unlike resume, which only restores the active flag, wake also restores visibility. If the Scene is part of an ongoing transition, a TRANSITION_WAKE event is also emitted.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| data | object | Yes | A data object that will be passed in the 'wake' event. |
Returns: Phaser.Scenes.Systems - This Systems object.
Fires: Phaser.Scenes.Events#event:WAKE
Source: src/scene/Systems.js#L512
Since: 3.0.0