This method mirrors {@link MatterCollisionPlugin#addOnCollideStart}
This method mirrors {@link MatterCollisionPlugin#addOnCollideStart}
Add a listener for collidestart events between objectA and objectB. The collidestart event is fired by Matter when two bodies start colliding within a tick of the engine. If objectB is omitted, any collisions with objectA will be passed along to the listener. See {@link paircollisionstart} for information on callback parameters.
This method is called when the Scene boots. It is only ever called once.
By this point the plugin properties scene
and systems
will have already been set.
In here you can listen for {@link Phaser.Scenes.Events Scene events} and set-up whatever you need for this plugin to run. Here are the Scene events you can listen to:
At the very least you should offer a destroy handler for when the Scene closes down, i.e:
var eventEmitter = this.systems.events;
eventEmitter.once('destroy', this.sceneDestroy, this);
The PluginManager calls this method on a Global Plugin when the plugin is first instantiated.
It will never be called again on this instance.
In here you can set-up whatever you need for this plugin to run.
If a plugin is set to automatically start then BasePlugin.start
will be called immediately after this.
On a Scene Plugin, this method is never called. Use {@link Phaser.Plugins.ScenePlugin#boot} instead.
A value specified by the user, if any, from the data
property of the plugin's configuration object (if started at game boot) or passed in the PluginManager's install
method (if started manually).
Remove any listeners that were added with addOnCollideActive.
Remove any listeners that were added with addOnCollideEnd.
Remove any listeners that were added with addOnCollideStart, addOnCollideActive or addOnCollideEnd.
Remove any listeners that were added with addOnCollideStart.
This method mirrors {@link MatterCollisionPlugin#removeOnCollideStart}
This method mirrors {@link MatterCollisionPlugin#removeOnCollideStart}
Remove any listeners that were added with addOnCollideStart. If objectB, callback or context parameters are omitted, any listener matching the remaining parameters will be removed. E.g. if you only specify objectA and objectB, all listeners with objectA & objectB will be removed regardless of the callback or context.
The PluginManager calls this method on a Global Plugin when the plugin is stopped.
The game code has requested that your plugin stop doing whatever it does.
It is now considered as 'inactive' by the PluginManager.
Handle that process here (i.e. stop listening for events, etc)
If the plugin is started again then BasePlugin.start
will be called again.
On a Scene Plugin, this method is never called.
Reusable handler for collisionstart, collisionend, collisionactive.
The key under which this plugin was installed into the Scene Systems.
This property is only set when the plugin is instantiated and added to the Scene, not before.
You can use it during the boot
method.
A reference to the Game instance this plugin is running under.
A reference to the Scene Systems of the Scene that has installed this plugin.
Only set if it's a Scene Plugin, otherwise null
.
This property is only set when the plugin is instantiated and added to the Scene, not before.
You can use it during the boot
method.