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    Scenes

    Scenes are a way to organize your game.

    A scene is defined by a name, a setup function called when the scene starts, and (optionally) a function that's called when the scene ends. When a new scene is started, the current scene is automatically ended. Importantly, any entity with the 2D component will be destroyed when this happens, providing a clean slate for the next scene. Likewise, the viewport will be reset to its default values.

    If an entity should not be destroyed by a new scene, you can give it the "Persist" component. (Persist doesn't provide any other functionality; you can use components to categorize and tag entities.)

    You can pass in a single object as data to the setup function. The general syntax is:

    // Defining a new scene with an init function
    Crafty.scene("SelectMenu", initMenu )
    
    // This will call initMenu(menuData).
    // (`menuData` can't be a function, though!)
    Crafty.scene("SelectMenu", menuData)

    There are also a couple of event hooks which are triggered on a scene change:

    • When an existing scene ends, it triggers a "SceneDestroy" event before running the uninit function
    • when a new scene starts, it triggers "SceneChange" before calling its init function

    For more detailed information, see the Crafty.scene documentation.

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