Scene Class
Game scene, object to define a scene what can consist with layers, sprites or buttons.
Example:
class Area : Scene
{
function init()
{
super.init();
...
}
function draw(canvas)
{
super.draw(canvas);
...
}
function pointerPressed(x, y)
{
super.pointerPressed(x, y);
...
}
function pointerReleased(x,y)
{
super.pointerReleased(x,y);
....
}
}
Item Index
Methods
Methods
add
obj
Add object to the scene
Parameters:
-
obj
GameControl | Sprite | LayerObject to be stored in scene
Example:
var sprite = new Sprite({image: fileName});
this.add(sprite);
beforeInit
() protected
Method is executed before inititialiation of the scene object. An empty array of childs is created.
detach
obj
Detach object from the scene
Parameters:
-
obj
GameControl | Sprite | LayerObject to be stored in scene
draw
canvas
Draw event, fire draw methods to all stored objects. This method can be overwrite to draw something onto scene. However it is important to call super.draw(canvas) in overwriten method.
Parameters:
-
canvas
CanvasCurrent scene canvas
Example:
function draw(canvas)
{
canvas.drawRect(0, 0, System.width, System.height, this._bg);
super.draw(canvas);
}
enter
() protected
Method what execute enter handler if defined.
exit
() protected
Method what execute exit handler if defined
findChild
name
Find child in the scene acording to it name.
Parameters:
-
name
Stringname of the object
Returns:
Example:
var sprite = this.addPolygonBody(..);
sprite.name = "car";
this.add(sprite);
this.findChild("car").applyAngularImpulse(10);
findControl
name
Find control (button) in the scene acording to it name.
Parameters:
-
name
Stringname of the object
Returns:
findObject
name
Find object (sprite) in the scene acording to it name.
Parameters:
-
name
Stringname of the object
Returns:
Example:
var sprite = this.addPolygonBody(..);
sprite.name = "car";
this.add(sprite);
this.findObject("car").applyAngularImpulse(10);
keyPressed
key
Event fired, when user press the key. This method can be overwrite to manage key events. However it is important to call super.keyPressed(key) in overwriten method.
Parameters:
-
key
Symbolthe pressed key
Example:
function keyPressed(key)
{
super.keyPressed(key);
if (key == #back)
Game.instance.pop();
...
}
keyReleased
key
Event fired, when user releases the keyy. This method can be overwrite to manage key events. However it is important to call super.keyReleased(key) in overwriten method.
Parameters:
-
key
Symbolthe pressed key
Example:
function keyReleased(key)
{
super.keyReleased(key);
if (key == #back)
Game.instance.pop();
...
}
pointerDragged
x
y
Event fired, when pointer is dragged. This method can be overwrite to manage pointer dragged event. However, it is important to call super.pointerDragged(x, y) in overwriten method.
pointerPressed
x
y
Event fired, when user tap the screen. This method can be overwrite to manage pointer pressed event. However it is important to call super.pointerPressed(x, y) in overwriten method.
Example:
function pointerPressed(x, y)
{
super.pointerPressed(x, y);
...
}
pointerReleased
x
y
Event fired, when pointer is released. This method can be overwrite to manage pointer released event. However, it is important to call super.pointerReleased(x, y) in overwriten method.
Example:
function pointerReleased(x, y)
{
super.pointerReleased(x, y);
...
}
process
() protected
Process event, fire process event to all stored objects.
Properties
childs
Array
Access to array of all scene's childs (objects and controls together).
undefined
Object
This property handler is called to deal with undefined properties. (Undefined Property Handler)
Example:
var scene = new Scene({});
scene.add(new Sprite({name:"sprite1"});
var ref = scene.sprite1; // sprite1 is not property of Scene. Thanks to UPH of Scene, Scene class will find it's child by name.
Sub-properties:
-
k
StringName of undefined property
-
v
ObjectValue of undefined property.
Events
onEnter
Event fired on enter to the scene
onExit
Event fired on exit to the scene