The Scene that owns this Systems instance.
Scene specific configuration settings.
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.
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.
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.
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.
A handy reference to the Scene canvas / context.
The Scene Configuration object, as passed in when creating the Scene.
A reference to the Canvas Rendering Context being used by the renderer.
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.
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.
A reference to the Phaser Game instance.
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.
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.
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.
A reference to either the Canvas or WebGL Renderer that this Game is using.
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.
A reference to the Scene that these Systems belong to.
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.
The Scene Settings. This is the parsed output based on the Scene configuration.
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.
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.
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.
Can this Scene receive Input events?
Immediately sorts the display list if the flag is set.
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 the current status of this Scene.
ProtectedinitThis 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.
A reference to the Phaser Game instance.
Is this Scene running?
Is this Scene paused?
Is this Scene sleeping?
Is this Scene currently transitioning in from another Scene?
Is this Scene currently transitioning out to, or in from another Scene?
Is this Scene currently transitioning out from itself to another Scene?
Is this Scene visible and rendering?
Pause this Scene.
A paused Scene still renders, it just doesn't run any of its update handlers or systems.
Optionaldata: objectA data object that will be passed in the 'pause' event.
Force a sort of the display list on the next render.
Called automatically by the Scene Manager. Instructs the Scene to render itself via its Camera Manager to the renderer given.
The renderer that invoked the render call.
Resume this Scene from a paused state.
Optionaldata: objectA data object that will be passed in the 'resume' event.
Set the active state of this Scene.
An active Scene will run its core update loop.
If true the Scene will be resumed, if previously paused. If false it will be paused.
Optionaldata: objectA data object that will be passed in the 'resume' or 'pause' events.
Sets the visible state of this Scene. An invisible Scene will not render, but will still process updates.
true to render this Scene, otherwise false.
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.
Optionaldata: objectA data object that will be passed in the 'shutdown' event.
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.
Optionaldata: objectA data object that will be passed in the 'sleep' event.
Start this Scene running and rendering. Called automatically by the SceneManager.
Optional data object that may have been passed to this Scene from another.
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.
The time value from the most recent Game step. Typically a high-resolution timer value, or Date.now().
The delta value since the last frame. This is smoothed to avoid delta spikes by the TimeStep class.
Wake-up this Scene if it was previously asleep.
Optionaldata: objectA data object that will be passed in the 'wake' event.
The Scene Systems class.
This class is available from within a Scene under the property
sys. It is responsible for managing all of the plugins a Scene has running, including the display list, and handling the update step and renderer. It also contains references to global systems belonging to Game.