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

Constructors

  • Parameters

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

      The stage` parameters

      • cameras: undefined | Camera2d[]

        a list of cameras (experimental)

      • onDestroyEvent: undefined | Function

        called by the state manager before switching to another state

      • onResetEvent: undefined | 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

    • Rest...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

    • Rest...args: any

      optional arguments passed when switching state

    Returns void

    onResetEvent

    Stage

    state#change