prefab-black-box.html 28 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282
  1. <!DOCTYPE html>
  2. <html class="writer-html5" lang="en" >
  3. <head>
  4. <meta charset="utf-8" /><meta name="generator" content="Docutils 0.18.1: http://docutils.sourceforge.net/" />
  5. <meta name="viewport" content="width=device-width, initial-scale=1.0" />
  6. <title>Using a prefab as a black box &mdash; Phaser Editor 2D Help</title>
  7. <link rel="stylesheet" href="../_static/pygments.css" type="text/css" />
  8. <link rel="stylesheet" href="../_static/css/theme.css" type="text/css" />
  9. <link rel="stylesheet" href="../_static/css/custom.css" type="text/css" />
  10. <link rel="shortcut icon" href="../_static/icon.png"/>
  11. <!--[if lt IE 9]>
  12. <script src="../_static/js/html5shiv.min.js"></script>
  13. <![endif]-->
  14. <script src="../_static/jquery.js?v=5d32c60e"></script>
  15. <script src="../_static/_sphinx_javascript_frameworks_compat.js?v=2cd50e6c"></script>
  16. <script src="../_static/documentation_options.js?v=a1f35292"></script>
  17. <script src="../_static/doctools.js?v=888ff710"></script>
  18. <script src="../_static/sphinx_highlight.js?v=dc90522c"></script>
  19. <script src="../_static/js/theme.js"></script>
  20. <link rel="index" title="Index" href="../genindex.html" />
  21. <link rel="search" title="Search" href="../search.html" />
  22. <link rel="next" title="Script Nodes" href="script-node.html" />
  23. <link rel="prev" title="Adding children to a prefab instance" href="prefab-instance-children.html" />
  24. </head>
  25. <body class="wy-body-for-nav">
  26. <div class="wy-grid-for-nav">
  27. <nav data-toggle="wy-nav-shift" class="wy-nav-side">
  28. <div class="wy-side-scroll">
  29. <div class="wy-side-nav-search" style="background: #343131" >
  30. <a href="../index.html" class="icon icon-home">
  31. Phaser Editor 2D
  32. <img src="../_static/logo.png" class="logo" alt="Logo"/>
  33. </a>
  34. <div class="version">
  35. v3.67.0
  36. </div>
  37. <div role="search">
  38. <form id="rtd-search-form" class="wy-form" action="../search.html" method="get">
  39. <input type="text" name="q" placeholder="Search docs" aria-label="Search docs" />
  40. <input type="hidden" name="check_keywords" value="yes" />
  41. <input type="hidden" name="area" value="default" />
  42. </form>
  43. </div>
  44. </div><div class="wy-menu wy-menu-vertical" data-spy="affix" role="navigation" aria-label="Navigation menu">
  45. <ul class="current">
  46. <li class="toctree-l1"><a class="reference internal" href="../intro/index.html">Introduction</a></li>
  47. <li class="toctree-l1"><a class="reference internal" href="../first-steps/index.html">First steps</a></li>
  48. <li class="toctree-l1"><a class="reference internal" href="../workbench/index.html">Workbench</a></li>
  49. <li class="toctree-l1"><a class="reference internal" href="../asset-pack-editor/index.html">Asset Pack Editor</a></li>
  50. <li class="toctree-l1 current"><a class="reference internal" href="index.html">Scene Editor</a><ul class="current">
  51. <li class="toctree-l2"><a class="reference internal" href="create-new-scene-file.html">Create a new Scene file</a></li>
  52. <li class="toctree-l2"><a class="reference internal" href="add-object.html">Adding an object to the scene</a></li>
  53. <li class="toctree-l2"><a class="reference internal" href="inspector-view.html">Inspector view</a></li>
  54. <li class="toctree-l2"><a class="reference internal" href="game-objects.html">Game Object types</a></li>
  55. <li class="toctree-l2"><a class="reference internal" href="scene-properties.html">Scene properties</a></li>
  56. <li class="toctree-l2"><a class="reference internal" href="arcade-physics.html">Arcade Physics</a></li>
  57. <li class="toctree-l2"><a class="reference internal" href="sprite-animations.html">Sprite animations</a></li>
  58. <li class="toctree-l2"><a class="reference internal" href="spine-animations.html">Spine animations</a></li>
  59. <li class="toctree-l2"><a class="reference internal" href="shader-effects.html">Shader Effects</a></li>
  60. <li class="toctree-l2"><a class="reference internal" href="working-with-parent-objects.html">Working with parent objects</a></li>
  61. <li class="toctree-l2"><a class="reference internal" href="object-list.html">Object List</a></li>
  62. <li class="toctree-l2"><a class="reference internal" href="input.html">Input</a></li>
  63. <li class="toctree-l2 current"><a class="reference internal" href="prefabs.html">Prefabs</a><ul class="current">
  64. <li class="toctree-l3"><a class="reference internal" href="prefab-new-file.html">Creating a prefab file</a></li>
  65. <li class="toctree-l3"><a class="reference internal" href="prefab-object.html">The prefab object</a></li>
  66. <li class="toctree-l3"><a class="reference internal" href="prefab-user-properties.html">Prefab user properties</a></li>
  67. <li class="toctree-l3"><a class="reference internal" href="prefab-create-instance.html">Creating a prefab instance</a></li>
  68. <li class="toctree-l3"><a class="reference internal" href="prefab-display-properties.html">Prefab instance display properties</a></li>
  69. <li class="toctree-l3"><a class="reference internal" href="prefab-code.html">Prefab code generation</a></li>
  70. <li class="toctree-l3"><a class="reference internal" href="prefab-set-properties.html">Changing a property of a prefab instance</a></li>
  71. <li class="toctree-l3"><a class="reference internal" href="prefab-variant.html">Prefab variants</a></li>
  72. <li class="toctree-l3"><a class="reference internal" href="prefab-nested.html">Nested prefabs</a></li>
  73. <li class="toctree-l3"><a class="reference internal" href="prefab-instance-children.html">Adding children to a prefab instance</a></li>
  74. <li class="toctree-l3 current"><a class="current reference internal" href="#">Using a prefab as a black box</a></li>
  75. </ul>
  76. </li>
  77. <li class="toctree-l2"><a class="reference internal" href="script-node.html">Script Nodes</a></li>
  78. <li class="toctree-l2"><a class="reference internal" href="user-components.html">User Components</a></li>
  79. <li class="toctree-l2"><a class="reference internal" href="manipulation-tools.html">Manipulation tools</a></li>
  80. <li class="toctree-l2"><a class="reference internal" href="layout-tools.html">Layout tools</a></li>
  81. <li class="toctree-l2"><a class="reference internal" href="scene-compiler.html">The scene compiler</a></li>
  82. <li class="toctree-l2"><a class="reference internal" href="misc.html">Miscellaneous</a></li>
  83. <li class="toctree-l2"><a class="reference internal" href="troubleshooting.html">Troubleshooting</a></li>
  84. </ul>
  85. </li>
  86. <li class="toctree-l1"><a class="reference internal" href="../code-editor/index.html">Code Editor</a></li>
  87. <li class="toctree-l1"><a class="reference internal" href="../animations-editor/index.html">Animations Editor</a></li>
  88. <li class="toctree-l1"><a class="reference internal" href="../atlas-editor/index.html">Atlas Editor</a></li>
  89. <li class="toctree-l1"><a class="reference internal" href="../misc/index.html">Miscellaneous</a></li>
  90. <li class="toctree-l1"><a class="reference internal" href="../pricing/index.html">License and pricing</a></li>
  91. </ul>
  92. </div>
  93. </div>
  94. </nav>
  95. <section data-toggle="wy-nav-shift" class="wy-nav-content-wrap"><nav class="wy-nav-top" aria-label="Mobile navigation menu" style="background: #343131" >
  96. <i data-toggle="wy-nav-top" class="fa fa-bars"></i>
  97. <a href="../index.html">Phaser Editor 2D</a>
  98. </nav>
  99. <div class="wy-nav-content">
  100. <div class="rst-content">
  101. <div role="navigation" aria-label="Page navigation">
  102. <ul class="wy-breadcrumbs">
  103. <li><a href="../index.html" class="icon icon-home" aria-label="Home"></a></li>
  104. <li class="breadcrumb-item"><a href="index.html">Scene Editor</a></li>
  105. <li class="breadcrumb-item"><a href="prefabs.html">Prefabs</a></li>
  106. <li class="breadcrumb-item active">Using a prefab as a black box</li>
  107. <li class="wy-breadcrumbs-aside">
  108. </li>
  109. </ul>
  110. <hr/>
  111. </div>
  112. <div role="main" class="document" itemscope="itemscope" itemtype="http://schema.org/Article">
  113. <div itemprop="articleBody">
  114. <section id="using-a-prefab-as-a-black-box">
  115. <h1>Using a prefab as a black box<a class="headerlink" href="#using-a-prefab-as-a-black-box" title="Link to this heading"></a></h1>
  116. <p>At this moment, the <a class="reference external" href="../scene-editor/index.html">Scene Editor</a> supports a small subset of the object types present in the <a class="reference external" href="https://photonstorm.github.io/phaser3-docs/">Phaser API</a>. Eventually, we will implement support for all the built-in object types.</p>
  117. <p>However, if you need to add to the scene an object of an unsupported type (a <a class="reference external" href="https://phaser.io">Phaser</a> object type or any other no fully supported by <a class="reference external" href="https://phaser.io">Phaser</a>) you can “cheat” the <a class="reference external" href="../scene-editor/index.html">Scene Editor</a> using a <a class="reference external" href="../scene-editor/prefabs.html">prefab</a> as a black box.</p>
  118. <p>A <a class="reference external" href="../scene-editor/prefabs.html">prefab</a> as a black box is a very simple concept: it is a <a class="reference external" href="../scene-editor/prefabs.html">prefab</a> that is not compiled by the <a class="reference external" href="../scene-editor/scene-compiler.html">scene compiler</a>, so you should write the code of the <a class="reference external" href="../scene-editor/prefabs.html">prefab</a> class manually.</p>
  119. <p>For example, let’s say you want to add to the scene some objects with a texture that is generated on the fly, with shapes of random colors and positions. Let’s name them “doodles”.</p>
  120. <p>First, create a texture similar to what you want, at least, with the same dimensions (100x100 in this example).</p>
  121. <p>Something like this:</p>
  122. <img alt="A reference image for the custom object." src="../_images/scene-editor-prefab-black-box-doodle.webp" />
  123. <p>It is a reference texture. Upload it to the project and add it to the <a class="reference external" href="../asset-pack-editor/asset-pack-file.html">Asset Pack file</a>. You can create a new <a class="reference external" href="../asset-pack-editor/asset-pack-file.html">Asset Pack file</a> that will be used only by the editor, so you can exclude it from the distribution build of the game.</p>
  124. <p>So, create a <strong>Doodle</strong> <a class="reference external" href="../scene-editor/prefabs.html">prefab</a> with the <strong>doodle</strong> texture:</p>
  125. <img alt="Add the doodle image to the prefab file." src="../_images/scene-editor-prefab-black-box-1.webp" />
  126. <p>We have our <a class="reference external" href="../scene-editor/prefabs.html">prefab</a>. But you want to generate the texture on the fly. To do this, first disable the compilation of the scene, in the <a class="reference external" href="scene-compiler-general-settings.html">Scene compiler settings</a>:</p>
  127. <img alt="Disable code generation." src="../_images/scene-editor-prefab-black-box-2.webp" />
  128. <p>Now that you disabled the code compilation, you have to write the <code class="docutils literal notranslate"><span class="pre">Doodle</span></code> class in the <code class="docutils literal notranslate"><span class="pre">Doodle.js</span></code> file. It is a simple class, it extends the <a class="reference external" href="https://photonstorm.github.io/phaser3-docs/Phaser.GameObjects.Image.html">Phaser.GameObjects.Image</a> but instead of a real image texture it will generate its texture, on the fly:</p>
  129. <div class="highlight-javascript notranslate"><div class="highlight"><pre><span></span><span class="kd">class</span><span class="w"> </span><span class="nx">Doodle</span><span class="w"> </span><span class="k">extends</span><span class="w"> </span><span class="nx">Phaser</span><span class="p">.</span><span class="nx">GameObjects</span><span class="p">.</span><span class="nx">Image</span><span class="w"> </span><span class="p">{</span>
  130. <span class="w"> </span><span class="k">static</span><span class="w"> </span><span class="nx">ID</span><span class="w"> </span><span class="o">=</span><span class="w"> </span><span class="mf">0</span><span class="p">;</span>
  131. <span class="w"> </span><span class="k">static</span><span class="w"> </span><span class="nx">COLORS</span><span class="w"> </span><span class="o">=</span><span class="w"> </span><span class="p">[</span><span class="s2">&quot;red&quot;</span><span class="p">,</span><span class="w"> </span><span class="s2">&quot;blue&quot;</span><span class="p">,</span><span class="w"> </span><span class="s2">&quot;orange&quot;</span><span class="p">];</span>
  132. <span class="w"> </span><span class="cm">/**</span>
  133. <span class="cm"> * @param scene {Phaser.Scene}</span>
  134. <span class="cm"> */</span>
  135. <span class="w"> </span><span class="kr">constructor</span><span class="p">(</span><span class="nx">scene</span><span class="p">,</span><span class="w"> </span><span class="nx">x</span><span class="p">,</span><span class="w"> </span><span class="nx">y</span><span class="p">)</span><span class="w"> </span><span class="p">{</span>
  136. <span class="w"> </span><span class="k">super</span><span class="p">(</span><span class="nx">scene</span><span class="p">,</span><span class="w"> </span><span class="nx">x</span><span class="p">,</span><span class="w"> </span><span class="nx">y</span><span class="p">);</span>
  137. <span class="w"> </span><span class="c1">// create a new texture key</span>
  138. <span class="w"> </span><span class="nx">Doodle</span><span class="p">.</span><span class="nx">ID</span><span class="o">++</span><span class="p">;</span>
  139. <span class="w"> </span><span class="kd">const</span><span class="w"> </span><span class="nx">key</span><span class="w"> </span><span class="o">=</span><span class="w"> </span><span class="s2">&quot;doodle-&quot;</span><span class="w"> </span><span class="o">+</span><span class="w"> </span><span class="nx">Doodle</span><span class="p">.</span><span class="nx">ID</span><span class="p">;</span>
  140. <span class="w"> </span><span class="c1">// create a new canvas-based texture and add it</span>
  141. <span class="w"> </span><span class="c1">// to the TextureManager with the new key</span>
  142. <span class="w"> </span><span class="kd">const</span><span class="w"> </span><span class="nx">texture</span><span class="w"> </span><span class="o">=</span><span class="w"> </span><span class="nx">scene</span><span class="p">.</span><span class="nx">textures</span><span class="p">.</span><span class="nx">createCanvas</span><span class="p">(</span><span class="nx">key</span><span class="p">,</span><span class="w"> </span><span class="mf">200</span><span class="p">,</span><span class="w"> </span><span class="mf">200</span><span class="p">);</span>
  143. <span class="w"> </span><span class="c1">// get the context of the texture and draw the random doodle</span>
  144. <span class="w"> </span><span class="kd">const</span><span class="w"> </span><span class="nx">ctx</span><span class="w"> </span><span class="o">=</span><span class="w"> </span><span class="nx">texture</span><span class="p">.</span><span class="nx">getContext</span><span class="p">();</span>
  145. <span class="w"> </span><span class="nx">ctx</span><span class="p">.</span><span class="nx">strokeStyle</span><span class="w"> </span><span class="o">=</span><span class="w"> </span><span class="s2">&quot;black&quot;</span><span class="p">;</span>
  146. <span class="w"> </span><span class="c1">// draw 5 shapes</span>
  147. <span class="w"> </span><span class="k">for</span><span class="w"> </span><span class="p">(</span><span class="kd">let</span><span class="w"> </span><span class="nx">i</span><span class="w"> </span><span class="o">=</span><span class="w"> </span><span class="mf">0</span><span class="p">;</span><span class="w"> </span><span class="nx">i</span><span class="w"> </span><span class="o">&lt;</span><span class="w"> </span><span class="mf">5</span><span class="p">;</span><span class="w"> </span><span class="nx">i</span><span class="o">++</span><span class="p">)</span><span class="w"> </span><span class="p">{</span>
  148. <span class="w"> </span><span class="nx">ctx</span><span class="p">.</span><span class="nx">save</span><span class="p">();</span>
  149. <span class="w"> </span><span class="c1">// add a little rotation to the shape</span>
  150. <span class="w"> </span><span class="kd">const</span><span class="w"> </span><span class="nx">angle</span><span class="w"> </span><span class="o">=</span><span class="w"> </span><span class="nx">Phaser</span><span class="p">.</span><span class="nb">Math</span><span class="p">.</span><span class="nx">RND</span><span class="p">.</span><span class="nx">integerInRange</span><span class="p">(</span><span class="o">-</span><span class="mf">10</span><span class="p">,</span><span class="w"> </span><span class="mf">10</span><span class="p">);</span>
  151. <span class="w"> </span><span class="nx">ctx</span><span class="p">.</span><span class="nx">rotate</span><span class="p">(</span><span class="nx">Phaser</span><span class="p">.</span><span class="nb">Math</span><span class="p">.</span><span class="nx">DegToRad</span><span class="p">(</span><span class="nx">angle</span><span class="p">));</span>
  152. <span class="w"> </span><span class="nx">ctx</span><span class="p">.</span><span class="nx">beginPath</span><span class="p">();</span>
  153. <span class="w"> </span><span class="c1">// draw a rect, at a random position with a random size</span>
  154. <span class="w"> </span><span class="nx">ctx</span><span class="p">.</span><span class="nx">rect</span><span class="p">(</span>
  155. <span class="w"> </span><span class="nx">Phaser</span><span class="p">.</span><span class="nb">Math</span><span class="p">.</span><span class="nx">RND</span><span class="p">.</span><span class="nx">integerInRange</span><span class="p">(</span><span class="mf">0</span><span class="p">,</span><span class="w"> </span><span class="mf">50</span><span class="p">),</span>
  156. <span class="w"> </span><span class="nx">Phaser</span><span class="p">.</span><span class="nb">Math</span><span class="p">.</span><span class="nx">RND</span><span class="p">.</span><span class="nx">integerInRange</span><span class="p">(</span><span class="mf">0</span><span class="p">,</span><span class="w"> </span><span class="mf">50</span><span class="p">),</span>
  157. <span class="w"> </span><span class="nx">Phaser</span><span class="p">.</span><span class="nb">Math</span><span class="p">.</span><span class="nx">RND</span><span class="p">.</span><span class="nx">integerInRange</span><span class="p">(</span><span class="mf">20</span><span class="p">,</span><span class="w"> </span><span class="mf">50</span><span class="p">),</span>
  158. <span class="w"> </span><span class="nx">Phaser</span><span class="p">.</span><span class="nb">Math</span><span class="p">.</span><span class="nx">RND</span><span class="p">.</span><span class="nx">integerInRange</span><span class="p">(</span><span class="mf">20</span><span class="p">,</span><span class="w"> </span><span class="mf">50</span><span class="p">));</span>
  159. <span class="w"> </span><span class="c1">// fill it with a random color</span>
  160. <span class="w"> </span><span class="kd">const</span><span class="w"> </span><span class="nx">color</span><span class="w"> </span><span class="o">=</span><span class="w"> </span><span class="nx">Phaser</span><span class="p">.</span><span class="nb">Math</span><span class="p">.</span><span class="nx">RND</span><span class="p">.</span><span class="nx">pick</span><span class="p">(</span><span class="nx">Doodle</span><span class="p">.</span><span class="nx">COLORS</span><span class="p">);</span>
  161. <span class="w"> </span><span class="nx">ctx</span><span class="p">.</span><span class="nx">fillStyle</span><span class="w"> </span><span class="o">=</span><span class="w"> </span><span class="nx">color</span><span class="p">;</span>
  162. <span class="w"> </span><span class="nx">ctx</span><span class="p">.</span><span class="nx">fill</span><span class="p">();</span>
  163. <span class="w"> </span><span class="nx">ctx</span><span class="p">.</span><span class="nx">stroke</span><span class="p">();</span>
  164. <span class="w"> </span><span class="nx">ctx</span><span class="p">.</span><span class="nx">restore</span><span class="p">();</span>
  165. <span class="w"> </span><span class="p">}</span>
  166. <span class="w"> </span><span class="c1">// needed if the game is using the WebGL renderer</span>
  167. <span class="w"> </span><span class="nx">texture</span><span class="p">.</span><span class="nx">refresh</span><span class="p">();</span>
  168. <span class="w"> </span><span class="c1">// set the new texture to the object</span>
  169. <span class="w"> </span><span class="k">this</span><span class="p">.</span><span class="nx">setTexture</span><span class="p">(</span><span class="nx">key</span><span class="p">);</span>
  170. <span class="w"> </span><span class="p">}</span>
  171. <span class="p">}</span>
  172. </pre></div>
  173. </div>
  174. <p>The <strong>Doodle</strong> <a class="reference external" href="../scene-editor/prefabs.html">prefab</a> is ready. Open the <strong>Level</strong> scene file and add a couple of <strong>Doodle</strong> <a class="reference external" href="../scene-editor/prefab-create-instance.html">prefab instances</a> to it:</p>
  175. <img alt="The Doodle prefab instances in the level scene." src="../_images/scene-editor-prefab-black-box-3.webp" />
  176. <p>Note all <strong>Doodle</strong> instances look the same. The custom code you wrote is executed in the game, not in the editor. The editor is using the <code class="docutils literal notranslate"><span class="pre">doodle.png</span></code> image you created as a reference.</p>
  177. <p>Look in the <code class="docutils literal notranslate"><span class="pre">Level.js</span></code> file: the <a class="reference external" href="../scene-editor/prefab-create-instance.html">prefab instances</a> are created as expected. The trick here is that the code inside the <strong>Doodle</strong> constructor is your code, not the code generated by the <a class="reference external" href="../scene-editor/scene-compiler.html">scene compiler</a>. You only need to write a constructor signature that is compatible with the code of the <code class="docutils literal notranslate"><span class="pre">Level.js</span></code> file:</p>
  178. <div class="highlight-javascript notranslate"><div class="highlight"><pre><span></span><span class="kd">class</span><span class="w"> </span><span class="nx">Level</span><span class="w"> </span><span class="k">extends</span><span class="w"> </span><span class="nx">Phaser</span><span class="p">.</span><span class="nx">Scene</span><span class="w"> </span><span class="p">{</span>
  179. <span class="w"> </span><span class="kr">constructor</span><span class="p">()</span><span class="w"> </span><span class="p">{</span>
  180. <span class="w"> </span><span class="k">super</span><span class="p">(</span><span class="s2">&quot;Level&quot;</span><span class="p">);</span>
  181. <span class="w"> </span><span class="p">}</span>
  182. <span class="w"> </span><span class="nx">create</span><span class="p">()</span><span class="w"> </span><span class="p">{</span>
  183. <span class="w"> </span><span class="c1">// ...</span>
  184. <span class="w"> </span><span class="c1">// doodle</span>
  185. <span class="w"> </span><span class="kd">const</span><span class="w"> </span><span class="nx">doodle</span><span class="w"> </span><span class="o">=</span><span class="w"> </span><span class="ow">new</span><span class="w"> </span><span class="nx">Doodle</span><span class="p">(</span><span class="k">this</span><span class="p">,</span><span class="w"> </span><span class="mf">388</span><span class="p">,</span><span class="w"> </span><span class="mf">105</span><span class="p">);</span>
  186. <span class="w"> </span><span class="k">this</span><span class="p">.</span><span class="nx">add</span><span class="p">.</span><span class="nx">existing</span><span class="p">(</span><span class="nx">doodle</span><span class="p">);</span>
  187. <span class="w"> </span><span class="c1">// doodle_1</span>
  188. <span class="w"> </span><span class="kd">const</span><span class="w"> </span><span class="nx">doodle_1</span><span class="w"> </span><span class="o">=</span><span class="w"> </span><span class="ow">new</span><span class="w"> </span><span class="nx">Doodle</span><span class="p">(</span><span class="k">this</span><span class="p">,</span><span class="w"> </span><span class="mf">380</span><span class="p">,</span><span class="w"> </span><span class="mf">240</span><span class="p">);</span>
  189. <span class="w"> </span><span class="k">this</span><span class="p">.</span><span class="nx">add</span><span class="p">.</span><span class="nx">existing</span><span class="p">(</span><span class="nx">doodle_1</span><span class="p">);</span>
  190. <span class="w"> </span><span class="c1">// doodle_2</span>
  191. <span class="w"> </span><span class="kd">const</span><span class="w"> </span><span class="nx">doodle_2</span><span class="w"> </span><span class="o">=</span><span class="w"> </span><span class="ow">new</span><span class="w"> </span><span class="nx">Doodle</span><span class="p">(</span><span class="k">this</span><span class="p">,</span><span class="w"> </span><span class="mf">530</span><span class="p">,</span><span class="w"> </span><span class="mf">170</span><span class="p">);</span>
  192. <span class="w"> </span><span class="k">this</span><span class="p">.</span><span class="nx">add</span><span class="p">.</span><span class="nx">existing</span><span class="p">(</span><span class="nx">doodle_2</span><span class="p">);</span>
  193. <span class="w"> </span><span class="c1">// ...</span>
  194. <span class="w"> </span><span class="p">}</span>
  195. <span class="p">}</span>
  196. </pre></div>
  197. </div>
  198. <p>So, run the game now: you will see the <strong>Doodle</strong> instances are rendered with random shapes and colors. The instances are using your custom code and your way to create the textures:</p>
  199. <img alt="The different doodles in the game." src="../_images/scene-editor-prefab-black-box-4.webp" />
  200. <p>This “black box” trick is not perfect. An ideal editor should run your <strong>Doodle</strong> custom code and show the <a class="reference external" href="../scene-editor/prefab-create-instance.html">prefab instances</a> in the <a class="reference external" href="../scene-editor/index.html">Scene Editor</a> with the custom textures. But it is something very complex to implement.</p>
  201. <p>With a black box <a class="reference external" href="../scene-editor/prefabs.html">prefab</a>, you can do “black magic”. Think that using it you can place 3D objects in the scene, by using a third-party framework and the <a class="reference external" href="https://photonstorm.github.io/phaser3-docs/Phaser.GameObjects.Extern.html">Extern game object</a>. Or complex 2D objects modeled by animation tools. Or tile-maps created with a <a class="reference external" href="https://phaser.io">Phaser</a> unsupported format.</p>
  202. </section>
  203. </div>
  204. </div>
  205. <footer><div class="rst-footer-buttons" role="navigation" aria-label="Footer">
  206. <a href="prefab-instance-children.html" class="btn btn-neutral float-left" title="Adding children to a prefab instance" accesskey="p" rel="prev"><span class="fa fa-arrow-circle-left" aria-hidden="true"></span> Previous</a>
  207. <a href="script-node.html" class="btn btn-neutral float-right" title="Script Nodes" accesskey="n" rel="next">Next <span class="fa fa-arrow-circle-right" aria-hidden="true"></span></a>
  208. </div>
  209. <hr/>
  210. <div role="contentinfo">
  211. <p>&#169; Copyright 2016-2024, Arian Fornaris.</p>
  212. </div>
  213. Built with <a href="https://www.sphinx-doc.org/">Sphinx</a> using a
  214. <a href="https://github.com/readthedocs/sphinx_rtd_theme">theme</a>
  215. provided by <a href="https://readthedocs.org">Read the Docs</a>.
  216. </footer>
  217. </div>
  218. </div>
  219. </section>
  220. </div>
  221. <script>
  222. jQuery(function () {
  223. SphinxRtdTheme.Navigation.enable(true);
  224. });
  225. </script>
  226. <!-- Theme Analytics -->
  227. <script async src="https://www.googletagmanager.com/gtag/js?id=UA-67206336-2"></script>
  228. <script>
  229. window.dataLayer = window.dataLayer || [];
  230. function gtag(){dataLayer.push(arguments);}
  231. gtag('js', new Date());
  232. gtag('config', 'UA-67206336-2', {
  233. 'anonymize_ip': false,
  234. });
  235. </script>
  236. </body>
  237. </html>