The Scene Game Object Factory.
This property will only be available if defined in the Scene Injection Map.
A reference to the global Animation Manager.
This property will only be available if defined in the Scene Injection Map.
A reference to the global Cache.
This property will only be available if defined in the Scene Injection Map.
The Scene Camera Manager.
This property will only be available if defined in the Scene Injection Map.
The Game Object Display List belonging to this Scene.
This property will only be available if defined in the Scene Injection Map.
A Scene specific Data Manager Plugin.
See the registry property for the global Data Manager.
This property will only be available if defined in the Scene Injection Map and the plugin is installed.
A Scene specific Event Emitter.
This property will only be available if defined in the Scene Injection Map.
A reference to the Phaser.Game instance.
This property will only be available if defined in the Scene Injection Map.
The Scene Input Manager Plugin.
This property will only be available if defined in the Scene Injection Map and the plugin is installed.
The Scene Lights Manager Plugin.
This property will only be available if defined in the Scene Injection Map and the plugin is installed.
The Scene Loader Plugin.
This property will only be available if defined in the Scene Injection Map and the plugin is installed.
ReadonlyLOAD_The Scene Game Object Creator.
This property will only be available if defined in the Scene Injection Map.
The Scene Matter Physics Plugin.
This property will only be available if defined in the Scene Injection Map, the plugin is installed and configured.
The Scene Arcade Physics Plugin.
This property will only be available if defined in the Scene Injection Map, the plugin is installed and configured.
A reference to the global Plugin Manager.
The Plugin Manager is a global system that allows plugins to register themselves with it, and can then install those plugins into Scenes as required.
A reference to the global Data Manager.
This property will only be available if defined in the Scene Injection Map.
A reference to the renderer instance Phaser is using, either Canvas Renderer or WebGL Renderer.
A reference to the global Scale Manager.
This property will only be available if defined in the Scene Injection Map.
ReadonlyscaledSince everything is scaled up by 6 by default using the game.canvas is annoying Until such point that we use the canvas normally, this will be easier than having to divide every width and heigh by 6 to position and scale the ui
A reference to the Scene Manager Plugin.
This property will only be available if defined in the Scene Injection Map.
A reference to the Sound Manager.
This property will only be available if defined in the Scene Injection Map and the plugin is installed.
The Scene Systems. You must never overwrite this property, or all hell will break loose.
A reference to the Texture Manager.
This property will only be available if defined in the Scene Injection Map.
The Scene Time and Clock Plugin.
This property will only be available if defined in the Scene Injection Map and the plugin is installed.
The Scene Tween Manager Plugin.
This property will only be available if defined in the Scene Injection Map and the plugin is installed.
Static ReadonlyKEYPrivateloadPrivateloadPrivateloadPrivateloadPrivateloadPrivateloadOverride this method in your own Scene subclass to implement per-frame game logic.
This method is called automatically once per game step while the scene is running. It is empty by default and is the primary place to put logic that needs to run every frame, such as updating game object positions, checking collisions, or reading input state.
The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.
The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.
A base Phaser.Scene class which can be extended for your own use.
A Scene is the fundamental organizational unit in Phaser. Each Scene has its own display list, update loop, cameras, input handling, and loader. Multiple Scenes can run simultaneously (e.g., a game scene with a UI overlay scene). Scenes are managed by the SceneManager and communicate with each other via the ScenePlugin.
You can also define the optional methods init(), preload(), and create().