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Phaser: Scenes

Phaser: Scenes

Tags: Phaser, Scenes, Game Development

Scenes play a crucial role in defining the structure and behavior of a game in Phaser. By passing them as properties to the scene object, we can configure the game according to our requirements.

In Phaser, we can define three main events within a scene:

  • preload: This event is used to load external assets such as images, audio, and other resources required by the game.
  • create: The create event is called when the game is first created. Here, we can define the initial setup of the game, including creating the necessary GameObjects.
  • update: The update event is part of the game event loop and is called repeatedly for each frame. This is where we define the game logic and handle user input.

Here is an example of how these events can be implemented:

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function preload() {
// Load external assets
}

function create() {
// Initialize GameObjects
}

new Phaser.Game({
width: 450,
height: 600,
scene: {
preload,
create,
update,
},
});

In the example above, the preload and create events are defined as separate functions. However, since the properties in the scene object have the same names as the functions, we can directly assign them without specifying the function names.

Using scenes and their events, we can build complex game structures and define the core gameplay mechanics in Phaser.