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Scene

Define a scene

Configuration of scene

var config = {
  key: "",
  // active: false,
  // visible: true,
  // pack: false,
  // cameras: null,
  // map: {},
  // physics: {},
  // loader: {},
  // plugins: false,
  // input: {}
};
  • key : The unique key of this Scene. Must be unique within the entire Game instance.
  • active : Does the Scene start as active or not? An active Scene updates each step.
  • visible : Does the Scene start as visible or not? A visible Scene renders each step.
  • pack : An optional Loader Packfile to be loaded before the Scene begins.
  • cameras : An optional Camera configuration object.
    {
        name: '',
        x: 0,
        y: 0,
        width: scene.sys.scale.width,
        height: scene.sys.scale.height,
        zoom: 1,
        rotation: 0,
        scrollX: 0,
        scrollY: 0,
        roundPixels: false,
        visible: true,
        backgroundColor: false,
        bounds: null, // {x, y, width, height}
    }
    
  • map : Overwrites the default injection map for a scene.
  • physics : The physics configuration object for the Scene.
    {
        default: 'arcade', // 'arcade', or 'matter'
        arcade: {...},
        matter: {...}
    }
    
  • arcade : Arcade Physics configuration.
  • matter : Matter Physics configuration.
  • loader : The loader configuration object for the Scene.
    {
        baseURL: '',
        path: '',
        enableParallel: true,
        maxParallelDownloads: 4,
        crossOrigin: undefined,
        responseType: '',
        async: true,
        user: '',
        password: '',
        timeout: 0
    }
    
  • plugins : The plugin configuration object for the Scene.
    {
        global: [
            //{key, plugin, start}
        ],
        scene: [
            // ...
        ]
    }
    
  • input : The input configuration object for the Scene.
    {
        keyboard: {
            target: window
        },
        mouse: {
            target: null,
            capture: true
        },
        activePointers: 1,
        touch: {
            target: null,
            capture: true
        },
        smoothFactor: 0,
        gamepad: false,
        windowEvents: true,
    }
    

ES6 class

class MyScene extends Phaser.Scene {
  constructor(config) {
    super(config);
  }

  init(data) {}
  preload() {}
  create(data) {}
  update(time, delta) {}
}

Class

var MyScene = new Phaser.Class({
  Extends: Phaser.Scene,

  initialize: function MyScene(config) {
    Phaser.Scene.call(this, config);
  },

  init: function (data) {},
  preload: function () {},
  create: function (data) {},
  update: function (time, delta) {},
});
var MyGame = {};

MyGame.Boot = function () {};

MyGame.Boot.prototype.constructor = MyGame.Boot;

MyGame.Boot.prototype = {
  init: function (data) {},
  preload: function () {},
  create: function (data) {},
  update: function (time, delta) {},
};

Override

var demo = new Phaser.Scene("Demo");

demo.init = function (data) {};
demo.preload = function () {};
demo.create = function (data) {};
demo.update = function (time, delta) {};

Flow chart

graph TB

subgraph Stop
SceneEventDestroy>"scene.events: destroy"]
Shutdown["Shutdown<br>Free game objects"]
end

subgraph Update
SceneUpdate["Run: Every tick<br>scene.update()"]
SceneEventPauseSleep>"scene.events: pause<br>scene.events: sleep"]
Pause["Pause: render but no update<br>Sleep: no update, no render"]
SceneEventResumeWake>"scene.events: resume<br>scene.events: wake"]
end

subgraph Create
SceneEventStart>"scene.events: start"]
SceneEventReady>"scene.events: ready"]
SceneInit["scene.init()"]
ScenePreLoad["Load assets<br>scene.preload()"]
SceneCreate["Create game objects<br>scene.create()"]
end

Start((Start)) --> SceneEventStart
SceneEventStart --> SceneEventReady
SceneEventReady --> SceneInit
SceneInit --> ScenePreLoad
ScenePreLoad --> SceneCreate
SceneCreate --> SceneUpdate
SceneUpdate --> SceneUpdate
SceneUpdate --> |"scene.scene.pause()<br>scene.scene.sleep()"|SceneEventPauseSleep
SceneEventPauseSleep --> Pause
Pause --> |"scene.scene.resume()<br>scene.scene.wake()"|SceneEventResumeWake
SceneEventResumeWake --> SceneUpdate

SceneUpdate --> |"scene.scene.stop()<br>scene.scene.restart()"|Stop
Pause --> |"scene.scene.stop()<br>scene.scene.restart()"|SceneEventDestroy
SceneEventDestroy --> Shutdown

Shutdown --> |"scene.scene.start()<br>scene.scene.launch()<br>scene.scene.restart()"|SceneEventStart
  • Run : Update and render
  • Pause : Render but no update
  • Sleep : No update, no render
  • Stop : Shutdown

See also

Start

  1. Invoke scene.preload()
  2. Invoke scene.create()

scene.scene.restart() is equal to

scene.scene.stop();
scene.scene.start();

Stop

  • All game objects will be destroyed.
  • Registered events on game objects will also be clear, too.
  • Touch, keyboard and GamePad events will be clear.
  • Cameras will be destroyed.
  • Loader will be stopped.
  • Assets will be stored in global cache.
  • Events registered on scene plugin (scene.events.on) won't be clear.

Members

  • plugins
  • load : Loader
  • events : Local events
  • input : Touch, keyboard
  • tweens : Tween tasks
  • time : Timer
  • cameras : Camera
  • scene : scenePlugin
  • anims
  • physics : ArcadePhysics
  • matter :  MatterPhysics
  • registry : Global data manager across all scenes
    scene.registry.set(key, value);
    var value = scene.registry.get(key);
    
  • data : Local data manager
    scene.data.set(key, value);
    var value = scene.data.get(key);
    
  • sys
  • game
  • render
  • cache
  • sound
  • textures
  • add
  • make
  • children : DisplayList
    scene.children.bringToTop(child);
    scene.children.sendToBack(child);
    scene.children.moveUp(child);
    scene.children.moveDown(child);
    scene.children.moveUp(child);
    scene.children.moveTo(child, index);
    scene.children.moveAbove(child1, child2); // Move child1 above child2
    scene.children.moveBelow(child1, child2); // Move child1 below child2
    scene.children.swap(child1, child2);
    
  • lights

Preserve word in a scene.

Events

  • Start (Before scene.init())
    scene.events.on("start", function () {});
    
  • Ready (After start)
    scene.events.on("ready", function () {});
    
  • Every tick
    • Preupdate
      scene.events.on("preupdate", function (time, delta) {});
      
    • Update
      scene.events.on("update", function (time, delta) {});
      
    • Postupdate
      scene.events.on("postupdate", function (time, delta) {});
      
    • Render
      scene.events.on("render", function () {});
      
  • State changed
    • Pause (from scene.scene.pause())
      scene.events.on("pause", function () {});
      
    • Resume (from scene.scene.resume())
      scene.events.on("resume", function () {});
      
    • Sleep (from scene.scene.sleep())
      scene.events.on("sleep", function () {});
      
    • Wake (from scene.scene.wake())
      scene.events.on("wake", function () {});
      
    • Stop/shutdown (from scene.scene.stop())
      scene.events.on("shutdown", function () {});
      
      • Free-up any resources that may be in use by this scene
  • Destroy (from scene.scene.remove())
    scene.events.on("destroy", function () {});
    
  • Boot
    scene.events.on("boot", function () {});
    
  • Game object added to scene
    • Add
      scene.events.on("addedtoscene", function (gameObject, scene) {});
      
    • Remove
      scene.events.on("removedfromscene", function (gameObject, scene) {});