Stage
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.
Constructor
new Stage(settings: object) → {}
Name | Type | Attributes | Default | Description |
---|---|---|---|---|
settings | object |
<optional> |
The stage` parameters |
|
settings.cameras | Array<Camera2d> |
<optional> |
[new me.Camera2d()] |
a list of cameras (experimental) |
settings.onResetEvent | Function |
<optional> |
called by the state manager when reseting the object |
|
settings.onDestroyEvent | Function |
<optional> |
called by the state manager before switching to another state |
Summary
Properties from Stage
Methods from Stage
Public Properties
ambientLight: Color = "#000000"
Color
an ambient light that will be added to the stage rendering
cameras: Map<Camera2d>
Map<Camera2d>
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.
lights: Map<Light2d>
Map<Light2d>
The list of active lights in this stage. (Note: Canvas Renderering mode will only properly support one light per stage)
// 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);
});
Public Methods
onDestroyEvent() → {}
onDestroyEvent function
called by the state manager before switching to another state
onResetEvent(args: unknown) → {}
onResetEvent function
called by the state manager when reseting the object
this is typically where you will load a level, add renderables, etc...
Name | Type | Attributes | Description |
---|---|---|---|
args | unknown |
<optional> |
optional arguments passed when switching state |