new PluginManager(game)
Parameters:
Name | Type | Description |
---|---|---|
game |
Phaser.Game | The game instance that owns this Plugin Manager. |
- Since: 3.0.0
- Source: src/plugins/PluginManager.js (Line 17)
Members
-
game :Phaser.Game
-
The game instance that owns this Plugin Manager.
Type:
- Since: 3.0.0
- Source: src/plugins/PluginManager.js (Line 68)
-
plugins :Array.<Phaser.Types.Plugins.GlobalPlugin>
-
The global plugins currently running and managed by this Plugin Manager. A plugin must have been started at least once in order to appear in this list.
Type:
- Since: 3.8.0
- Source: src/plugins/PluginManager.js (Line 77)
-
scenePlugins :Array.<string>
-
A list of plugin keys that should be installed into Scenes as well as the Core Plugins.
Type:
- Array.<string>
- Since: 3.8.0
- Source: src/plugins/PluginManager.js (Line 87)
Methods
-
<protected> addToScene(sys, globalPlugins, scenePlugins)
-
Called by the Scene Systems class. Tells the plugin manager to install all Scene plugins into it.
First it will install global references, i.e. references from the Game systems into the Scene Systems (and Scene if mapped.) Then it will install Core Scene Plugins followed by Scene Plugins registered with the PluginManager. Finally it will install any references to Global Plugins that have a Scene mapping property into the Scene itself.
Parameters:
Name Type Description sys
Phaser.Scenes.Systems The Scene Systems class to install all the plugins in to.
globalPlugins
array An array of global plugins to install.
scenePlugins
array An array of scene plugins to install.
- Since: 3.8.0
- Source: src/plugins/PluginManager.js (Line 211)
-
<protected> boot()
-
Run once the game has booted and installs all of the plugins configured in the Game Config.
- Since: 3.0.0
- Source: src/plugins/PluginManager.js (Line 126)
-
destroy()
-
Destroys this Plugin Manager and all associated plugins. It will iterate all plugins found and call their
destroy
methods.The PluginCache will remove all custom plugins.
- Since: 3.8.0
- Source: src/plugins/PluginManager.js (Line 860)
-
get(key [, autoStart])
-
Gets a global plugin from the Plugin Manager based on the given key and returns it.
If it cannot find an active plugin based on the key, but there is one in the Plugin Cache with the same key, then it will create a new instance of the cached plugin and return that.
Parameters:
Name Type Argument Default Description key
string The key of the plugin to get.
autoStart
boolean <optional>
true Automatically start a new instance of the plugin if found in the cache, but not actively running.
- Since: 3.8.0
- Source: src/plugins/PluginManager.js (Line 638)
Returns:
The plugin, or
null
if no plugin was found matching the key.- Type
- Phaser.Plugins.BasePlugin | function
-
getClass(key)
-
Returns the plugin class from the cache. Used internally by the Plugin Manager.
Parameters:
Name Type Description key
string The key of the plugin to get.
- Since: 3.8.0
- Source: src/plugins/PluginManager.js (Line 681)
Returns:
A Plugin object
-
<protected> getDefaultScenePlugins()
-
Called by the Scene Systems class. Returns a list of plugins to be installed.
- Since: 3.8.0
- Source: src/plugins/PluginManager.js (Line 308)
Returns:
A list keys of all the Scene Plugins to install.
- Type
- Array.<string>
-
<protected> getEntry(key)
-
Gets a global plugin based on the given key.
Parameters:
Name Type Description key
string The unique plugin key.
- Since: 3.8.0
- Source: src/plugins/PluginManager.js (Line 495)
Returns:
The plugin entry.
-
<protected> getIndex(key)
-
Gets an index of a global plugin based on the given key.
Parameters:
Name Type Description key
string The unique plugin key.
- Since: 3.8.0
- Source: src/plugins/PluginManager.js (Line 467)
Returns:
The index of the plugin within the plugins array.
- Type
- number
-
install(key, plugin [, start] [, mapping] [, data])
-
Installs a new Global Plugin into the Plugin Manager and optionally starts it running. A global plugin belongs to the Plugin Manager, rather than a specific Scene, and can be accessed and used by all Scenes in your game.
The
key
property is what you use to access this plugin from the Plugin Manager.this.plugins.install('powerupsPlugin', pluginCode); // and from within the scene: this.plugins.get('powerupsPlugin');
This method is called automatically by Phaser if you install your plugins using either the Game Configuration object, or by preloading them via the Loader.
The same plugin can be installed multiple times into the Plugin Manager by simply giving each instance its own unique key.
Parameters:
Name Type Argument Default Description key
string The unique handle given to this plugin within the Plugin Manager.
plugin
function The plugin code. This should be the non-instantiated version.
start
boolean <optional>
false Automatically start the plugin running? This is always
true
if you provide a mapping value.mapping
string <optional>
If this plugin is injected into the Phaser.Scene class, this is the property key to use.
data
any <optional>
A value passed to the plugin's
init
method.- Since: 3.8.0
- Source: src/plugins/PluginManager.js (Line 395)
Returns:
The plugin that was started, or
null
ifstart
was false, or game isn't yet booted. -
installScenePlugin(key, plugin [, mapping] [, addToScene] [, fromLoader])
-
Installs a new Scene Plugin into the Plugin Manager and optionally adds it to the given Scene as well. A Scene Plugin added to the manager in this way will be automatically installed into all new Scenes using the key and mapping given.
The
key
property is what the plugin is injected into Scene.Systems as. Themapping
property is optional, and if specified is what the plugin is installed into the Scene as. For example:this.plugins.installScenePlugin('powerupsPlugin', pluginCode, 'powerups'); // and from within the scene: this.sys.powerupsPlugin; // key value this.powerups; // mapping value
This method is called automatically by Phaser if you install your plugins using either the Game Configuration object, or by preloading them via the Loader.
Parameters:
Name Type Argument Default Description key
string The property key that will be used to add this plugin to Scene.Systems.
plugin
function The plugin code. This should be the non-instantiated version.
mapping
string <optional>
If this plugin is injected into the Phaser.Scene class, this is the property key to use.
addToScene
Phaser.Scene <optional>
Optionally automatically add this plugin to the given Scene.
fromLoader
boolean <optional>
false Is this being called by the Loader?
- Since: 3.8.0
- Source: src/plugins/PluginManager.js (Line 327)
-
isActive(key)
-
Checks if the given global plugin, based on its key, is active or not.
Parameters:
Name Type Description key
string The unique plugin key.
- Since: 3.8.0
- Source: src/plugins/PluginManager.js (Line 516)
Returns:
true
if the plugin is active, otherwisefalse
.- Type
- boolean
-
registerFileType(key, callback [, addToScene])
-
Registers a new file type with the global File Types Manager, making it available to all Loader Plugins created after this.
This is usually called from within your Plugin code and is a helpful short-cut for creating new loader file types.
The key is the property that will be injected into the Loader Plugin and used to load the files. For example:
this.plugins.registerFileType('wad', doomWadLoaderCallback); // later in your preload code: this.load.wad();
The callback is what is called when the loader tries to load a file matching the given key. It's important to understand that the callback is invoked within the context of the LoaderPlugin. In this context there are several properties / methods available to use:
this.addFile - A method to add the new file to the load queue. this.scene - The Scene that owns the Loader Plugin instance.
See the LoaderPlugin class for more details. Any public property or method listed is available from your callback under
this
.Parameters:
Name Type Argument Description key
string The key of the Game Object that the given callbacks will create, i.e.
image
,sprite
.callback
function The callback to invoke when the Game Object Factory is called.
addToScene
Phaser.Scene <optional>
Optionally add this file type into the Loader Plugin owned by the given Scene.
- Since: 3.8.0
- Source: src/plugins/PluginManager.js (Line 816)
-
registerGameObject(key [, factoryCallback] [, creatorCallback])
-
Registers a new type of Game Object with the global Game Object Factory and / or Creator. This is usually called from within your Plugin code and is a helpful short-cut for creating new Game Objects.
The key is the property that will be injected into the factories and used to create the Game Object. For example:
this.plugins.registerGameObject('clown', clownFactoryCallback, clownCreatorCallback); // later in your game code: this.add.clown(); this.make.clown();
The callbacks are what are called when the factories try to create a Game Object matching the given key. It's important to understand that the callbacks are invoked within the context of the GameObjectFactory. In this context there are several properties available to use:
this.scene - A reference to the Scene that owns the GameObjectFactory. this.displayList - A reference to the Display List the Scene owns. this.updateList - A reference to the Update List the Scene owns.
See the GameObjectFactory and GameObjectCreator classes for more details. Any public property or method listed is available from your callbacks under
this
.Parameters:
Name Type Argument Description key
string The key of the Game Object that the given callbacks will create, i.e.
image
,sprite
.factoryCallback
function <optional>
The callback to invoke when the Game Object Factory is called.
creatorCallback
function <optional>
The callback to invoke when the Game Object Creator is called.
- Since: 3.8.0
- Source: src/plugins/PluginManager.js (Line 738)
-
removeGameObject(key [, removeFromFactory] [, removeFromCreator])
-
Removes a previously registered Game Object from the global Game Object Factory and / or Creator. This is usually called from within your Plugin destruction code to help clean-up after your plugin has been removed.
Parameters:
Name Type Argument Default Description key
string The key of the Game Object to be removed from the factories.
removeFromFactory
boolean <optional>
true Should the Game Object be removed from the Game Object Factory?
removeFromCreator
boolean <optional>
true Should the Game Object be removed from the Game Object Creator?
- Since: 3.19.0
- Source: src/plugins/PluginManager.js (Line 787)
-
removeGlobalPlugin(key)
-
Removes a global plugin from the Plugin Manager and Plugin Cache.
It is up to you to remove all references to this plugin that you may hold within your game code.
Parameters:
Name Type Description key
string The key of the plugin to remove.
- Since: 3.8.0
- Source: src/plugins/PluginManager.js (Line 697)
-
removeScenePlugin(key)
-
Removes a scene plugin from the Plugin Manager and Plugin Cache.
This will not remove the plugin from any active Scenes that are already using it.
It is up to you to remove all references to this plugin that you may hold within your game code.
Parameters:
Name Type Description key
string The key of the plugin to remove.
- Since: 3.8.0
- Source: src/plugins/PluginManager.js (Line 719)
-
start(key [, runAs])
-
Starts a global plugin running.
If the plugin was previously active then calling
start
will reset it to an active state and then call itsstart
method.If the plugin has never been run before a new instance of it will be created within the Plugin Manager, its active state set and then both of its
init
andstart
methods called, in that order.If the plugin is already running under the given key then nothing happens.
Parameters:
Name Type Argument Description key
string The key of the plugin to start.
runAs
string <optional>
Run the plugin under a new key. This allows you to run one plugin multiple times.
- Since: 3.8.0
- Source: src/plugins/PluginManager.js (Line 533)
Returns:
The plugin that was started, or
null
if invalid key given or plugin is already stopped. -
stop(key)
-
Stops a global plugin from running.
If the plugin is active then its active state will be set to false and the plugins
stop
method will be called.If the plugin is not already running, nothing will happen.
Parameters:
Name Type Description key
string The key of the plugin to stop.
- Since: 3.8.0
- Source: src/plugins/PluginManager.js (Line 610)
Returns:
The Plugin Manager.