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    Class Stage

    a default "Stage" object. every "stage" object (title screen, credits, ingame, etc...) to be managed through the state manager must inherit from this base class.

    state

    Index

    Constructors

    • Parameters

      • Optionalsettings: { cameras?: Camera2d[]; onDestroyEvent?: Function; onResetEvent?: Function }

        The stage` parameters

        • Optionalcameras?: Camera2d[]

          a list of cameras (experimental)

        • OptionalonDestroyEvent?: Function

          called by the state manager before switching to another state

        • OptionalonResetEvent?: Function

          called by the state manager when reseting the object

      Returns Stage

    Properties

    ambientLight: Color

    an ambient light that will be added to the stage rendering

    ambientLight

    Stage

    "#000000"
    

    Light2d

    cameras: Map<Camera2d, any>

    The list of active cameras in this stage. Cameras will be renderered based on this order defined in this list. Only the "default" camera will be resized when the window or canvas is resized.

    cameras

    Stage

    lights: Map<Light2d, any>

    The list of active lights in this stage. (Note: Canvas Renderering mode will only properly support one light per stage)

    lights

    Stage

    • Light2d
    • Stage.ambientLight
    // create a white spot light
    let whiteLight = new me.Light2d(0, 0, 140, "#fff", 0.7);
    // and add the light to this current stage
    this.lights.set("whiteLight", whiteLight);
    // set a dark ambient light
    this.ambientLight.parseCSS("#1117");
    // make the light follow the mouse
    me.input.registerPointerEvent("pointermove", me.game.viewport, (event) => {
    whiteLight.centerOn(event.gameX, event.gameY);
    });
    settings: object

    The given constructor options

    settings

    Stage

    Methods

    • onDestroyEvent function
      called by the state manager before switching to another state

      Parameters

      • ...args: any[]

      Returns void

      onDestroyEvent

      Stage

    • onResetEvent function
      called by the state manager when reseting the object this is typically where you will load a level, add renderables, etc...

      Parameters

      • ...args: any[]

        optional arguments passed when switching state

      Returns void

      onResetEvent

      Stage

      state#change