prefab-user-properties-initializing.html 30 KB

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  135. <section id="initializing-other-properties">
  136. <h1>Initializing other properties<a class="headerlink" href="#initializing-other-properties" title="Link to this heading"></a></h1>
  137. <p>It’s possible you want to change other properties of the prefab instance, in dependence of the values of the user properties. For example, if the <strong>flameType</strong> property value is <code class="docutils literal notranslate"><span class="pre">&quot;fire&quot;</span></code>, then you set the mass of the body to <code class="docutils literal notranslate"><span class="pre">50</span></code>. Because the property values are not set in the constructor, you can listen to the <code class="docutils literal notranslate"><span class="pre">scene-awake</span></code> event and setup the body properties:</p>
  138. <div class="highlight-javascript notranslate"><div class="highlight"><pre><span></span><span class="kd">class</span><span class="w"> </span><span class="nx">Dragon</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">Sprite</span><span class="w"> </span><span class="p">{</span>
  139. <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="p">{</span>
  140. <span class="w"> </span><span class="p">...</span>
  141. <span class="w"> </span><span class="cm">/* START-USER-CTR-CODE */</span>
  142. <span class="w"> </span><span class="nx">scene</span><span class="p">.</span><span class="nx">events</span><span class="p">.</span><span class="nx">once</span><span class="p">(</span><span class="s2">&quot;scene-awake&quot;</span><span class="p">,</span><span class="w"> </span><span class="k">this</span><span class="p">.</span><span class="nx">awake</span><span class="p">,</span><span class="w"> </span><span class="k">this</span><span class="p">);</span>
  143. <span class="w"> </span><span class="cm">/* END-USER-CTR-CODE */</span>
  144. <span class="w"> </span><span class="p">}</span>
  145. <span class="w"> </span><span class="cm">/** @type {&quot;fire&quot;|&quot;smoke&quot;|&quot;laser&quot;} */</span>
  146. <span class="w"> </span><span class="nx">flameType</span><span class="w"> </span><span class="o">=</span><span class="w"> </span><span class="s2">&quot;fire&quot;</span><span class="p">;</span>
  147. <span class="w"> </span><span class="cm">/* START-USER-CODE */</span>
  148. <span class="w"> </span><span class="nx">awake</span><span class="p">()</span><span class="w"> </span><span class="p">{</span>
  149. <span class="w"> </span><span class="c1">// at this point, all objects in the scene are created</span>
  150. <span class="w"> </span><span class="c1">// and the user properties are set with new values</span>
  151. <span class="w"> </span><span class="k">if</span><span class="w"> </span><span class="p">(</span><span class="k">this</span><span class="p">.</span><span class="nx">flameType</span><span class="w"> </span><span class="o">===</span><span class="w"> </span><span class="s2">&quot;fire&quot;</span><span class="p">)</span><span class="w"> </span><span class="p">{</span>
  152. <span class="w"> </span><span class="k">this</span><span class="p">.</span><span class="nx">body</span><span class="p">.</span><span class="nx">mass</span><span class="w"> </span><span class="o">=</span><span class="w"> </span><span class="mf">50</span><span class="p">;</span>
  153. <span class="w"> </span><span class="p">}</span>
  154. <span class="w"> </span><span class="p">}</span>
  155. <span class="w"> </span><span class="cm">/* END-USER-CODE */</span>
  156. <span class="p">}</span>
  157. </pre></div>
  158. </div>
  159. <p>If you enable the <strong>Generate Awake Handler</strong> flag in the <strong>Compiler Prefab Settings</strong>, the <a class="reference external" href="../scene-editor/scene-compiler.html">scene compiler</a> will generate this code for you:</p>
  160. <img alt="Generate awake event handler." src="../_images/scene-editor-prefab-settings-08212021.webp" />
  161. <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">GameObjects</span><span class="p">.</span><span class="nx">Image</span><span class="w"> </span><span class="p">{</span>
  162. <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="p">{</span>
  163. <span class="w"> </span><span class="c1">// awake handler</span>
  164. <span class="w"> </span><span class="k">this</span><span class="p">.</span><span class="nx">scene</span><span class="p">.</span><span class="nx">events</span><span class="p">.</span><span class="nx">once</span><span class="p">(</span><span class="s2">&quot;scene-awake&quot;</span><span class="p">,</span><span class="w"> </span><span class="p">()</span><span class="w"> </span><span class="p">=&gt;</span><span class="w"> </span><span class="k">this</span><span class="p">.</span><span class="nx">awake</span><span class="p">());</span>
  165. <span class="w"> </span><span class="p">...</span>
  166. <span class="w"> </span><span class="p">}</span>
  167. <span class="p">}</span>
  168. </pre></div>
  169. </div>
  170. <p>It is your responsibility to write the <code class="docutils literal notranslate"><span class="pre">awake</span></code> method.</p>
  171. <section id="the-scene-awake-event">
  172. <h2>The <code class="docutils literal notranslate"><span class="pre">scene-awake</span></code> event<a class="headerlink" href="#the-scene-awake-event" title="Link to this heading"></a></h2>
  173. <p>The <code class="docutils literal notranslate"><span class="pre">scene-awake</span></code> event is not part of the <a class="reference external" href="https://phaser.io">Phaser</a> API. It’s a custom event the <a class="reference external" href="../scene-editor/index.html">Scene Editor</a> uses as convention. When the <a class="reference external" href="../scene-editor/scene-compiler.html">scene compiler</a> generates the code of a scene, it also generates the code for emitting the <code class="docutils literal notranslate"><span class="pre">scene-awake</span></code> event. This event is emitted just after all objects are created:</p>
  174. <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>
  175. <span class="p">...</span>
  176. <span class="w"> </span><span class="nx">editorCreate</span><span class="p">()</span><span class="w"> </span><span class="p">{</span>
  177. <span class="w"> </span><span class="p">...</span>
  178. <span class="w"> </span><span class="c1">// dragon</span>
  179. <span class="w"> </span><span class="kd">const</span><span class="w"> </span><span class="nx">dragon</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">Dragon</span><span class="p">(</span><span class="k">this</span><span class="p">,</span><span class="w"> </span><span class="mf">370</span><span class="p">,</span><span class="w"> </span><span class="mf">218</span><span class="p">);</span>
  180. <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">dragon</span><span class="p">);</span>
  181. <span class="w"> </span><span class="p">...</span>
  182. <span class="w"> </span><span class="c1">// dragon (prefab fields)</span>
  183. <span class="w"> </span><span class="nx">dragon</span><span class="p">.</span><span class="nx">maxSpeed</span><span class="w"> </span><span class="o">=</span><span class="w"> </span><span class="mf">300</span><span class="p">;</span>
  184. <span class="w"> </span><span class="nx">dragon</span><span class="p">.</span><span class="nx">flameType</span><span class="w"> </span><span class="o">=</span><span class="w"> </span><span class="s2">&quot;smoke&quot;</span><span class="p">;</span>
  185. <span class="w"> </span><span class="nx">dragon</span><span class="p">.</span><span class="nx">onClickHandler</span><span class="w"> </span><span class="o">=</span><span class="w"> </span><span class="nx">obj</span><span class="w"> </span><span class="p">=&gt;</span><span class="w"> </span><span class="k">this</span><span class="p">.</span><span class="nx">selectDragon</span><span class="p">(</span><span class="nx">obj</span><span class="p">);</span>
  186. <span class="w"> </span><span class="p">...</span>
  187. <span class="w"> </span><span class="k">this</span><span class="p">.</span><span class="nx">events</span><span class="p">.</span><span class="nx">emit</span><span class="p">(</span><span class="s2">&quot;scene-awake&quot;</span><span class="p">);</span>
  188. <span class="w"> </span><span class="p">}</span>
  189. <span class="p">...</span>
  190. <span class="p">}</span>
  191. </pre></div>
  192. </div>
  193. <p>As we mentioned in the previous sections, <a class="reference external" href="../scene-editor/prefabs.html">prefabs</a> and <a class="reference external" href="./user-components.html">user components</a> can listen to this event for reading the values set to the user properties.</p>
  194. <p>It is important that you keep in mind that if you create a dynamic prefab instance, and it requires the <code class="docutils literal notranslate"><span class="pre">scene-awake</span></code> event, then you should call it manually:</p>
  195. <div class="highlight-javascript notranslate"><div class="highlight"><pre><span></span><span class="nx">spawnDino</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="nx">flame</span><span class="p">)</span><span class="w"> </span><span class="p">{</span>
  196. <span class="w"> </span><span class="kd">const</span><span class="w"> </span><span class="nx">dragon</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">Dragon</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>
  197. <span class="w"> </span><span class="nx">dragon</span><span class="p">.</span><span class="nx">flameType</span><span class="w"> </span><span class="o">=</span><span class="w"> </span><span class="nx">flame</span><span class="p">;</span>
  198. <span class="w"> </span><span class="c1">// send the awake notification to the new object</span>
  199. <span class="w"> </span><span class="nx">scene</span><span class="p">.</span><span class="nx">events</span><span class="p">.</span><span class="nx">emit</span><span class="p">(</span><span class="s2">&quot;scene-awake&quot;</span><span class="p">);</span>
  200. <span class="p">}</span>
  201. </pre></div>
  202. </div>
  203. <p>Because the <code class="docutils literal notranslate"><span class="pre">scene-awake</span></code> event is listened once in <a class="reference external" href="../scene-editor/prefabs.html">prefabs</a> and <a class="reference external" href="./user-components.html">user components</a>, only the new objects will be notified.</p>
  204. <p>As alternative to the <code class="docutils literal notranslate"><span class="pre">scene-awake</span></code> event, you can listen the <code class="docutils literal notranslate"><span class="pre">Phaser.Scenes.Events.UPDATE</span></code> event. It is emitted by the scene at every tick, so you just need to register the listener to be called <strong>once</strong>:</p>
  205. <div class="highlight-javascript notranslate"><div class="highlight"><pre><span></span><span class="nx">scene</span><span class="p">.</span><span class="nx">events</span><span class="p">.</span><span class="nx">once</span><span class="p">(</span><span class="s2">&quot;Phaser.Scenes.Events.UPDATE&quot;</span><span class="p">,</span><span class="w"> </span><span class="k">this</span><span class="p">.</span><span class="nx">start</span><span class="p">,</span><span class="w"> </span><span class="k">this</span><span class="p">);</span>
  206. </pre></div>
  207. </div>
  208. <p>Note that if you need to “awake” prefab before the game starts updating, you should listen to the <code class="docutils literal notranslate"><span class="pre">scene-awake</span></code> event.</p>
  209. <p>The <code class="docutils literal notranslate"><span class="pre">scene-awake</span></code> event is also used by components, <a class="reference external" href="./user-components-awake-event.html">learn more about it</a>.</p>
  210. </section>
  211. <section id="using-properties-with-custom-definition">
  212. <h2>Using properties with custom definition<a class="headerlink" href="#using-properties-with-custom-definition" title="Link to this heading"></a></h2>
  213. <p>You can set a user property with a <strong>Custom Definition</strong>:</p>
  214. <img alt="Set custom definition flag." src="../_images/prefab-user-properties-initializing-custom-prop-07092021.webp" />
  215. <p>This means, the <a class="reference external" href="../scene-editor/scene-compiler.html">scene compiler</a> skips the definition of the property. For example, if you set the <code class="docutils literal notranslate"><span class="pre">flameType</span></code> as <strong>Custom Definition</strong>, the <code class="docutils literal notranslate"><span class="pre">flameType</span></code> property declaration isn’t generated. Instead, a <code class="docutils literal notranslate"><span class="pre">flameType</span></code> property initialization is included in the constructor:</p>
  216. <div class="highlight-javascript notranslate"><div class="highlight"><pre><span></span><span class="kd">class</span><span class="w"> </span><span class="nx">Dragon</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">Sprite</span><span class="w"> </span><span class="p">{</span>
  217. <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="p">{</span>
  218. <span class="w"> </span><span class="p">...</span>
  219. <span class="w"> </span><span class="c1">// the compiler adds this</span>
  220. <span class="w"> </span><span class="k">this</span><span class="p">.</span><span class="nx">flameType</span><span class="w"> </span><span class="o">=</span><span class="w"> </span><span class="s2">&quot;fire&quot;</span><span class="p">;</span>
  221. <span class="w"> </span><span class="p">}</span>
  222. <span class="w"> </span><span class="c1">// the compiler skips this:</span>
  223. <span class="w"> </span><span class="c1">// flameType = &quot;fire&quot;;</span>
  224. <span class="p">}</span>
  225. </pre></div>
  226. </div>
  227. <p>Then, you can write a custom setter and initialize other fields of the prefab:</p>
  228. <div class="highlight-javascript notranslate"><div class="highlight"><pre><span></span><span class="kd">class</span><span class="w"> </span><span class="nx">Dragon</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">Sprite</span><span class="w"> </span><span class="p">{</span>
  229. <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="p">{</span>
  230. <span class="w"> </span><span class="p">...</span>
  231. <span class="w"> </span><span class="k">this</span><span class="p">.</span><span class="nx">flameType</span><span class="w"> </span><span class="o">=</span><span class="w"> </span><span class="s2">&quot;fire&quot;</span><span class="p">;</span>
  232. <span class="w"> </span><span class="p">}</span>
  233. <span class="w"> </span><span class="cm">/* START-USER-CODE */</span>
  234. <span class="w"> </span><span class="nx">set</span><span class="w"> </span><span class="nx">flameType</span><span class="p">(</span><span class="nx">flameType</span><span class="p">)</span><span class="w"> </span><span class="p">{</span>
  235. <span class="w"> </span><span class="c1">// update the body with the flameType</span>
  236. <span class="w"> </span><span class="k">if</span><span class="w"> </span><span class="p">(</span><span class="nx">flameType</span><span class="w"> </span><span class="o">===</span><span class="w"> </span><span class="s2">&quot;fire&quot;</span><span class="p">)</span><span class="w"> </span><span class="p">{</span>
  237. <span class="w"> </span><span class="k">this</span><span class="p">.</span><span class="nx">body</span><span class="p">.</span><span class="nx">mass</span><span class="w"> </span><span class="o">=</span><span class="w"> </span><span class="mf">50</span><span class="p">;</span>
  238. <span class="w"> </span><span class="p">}</span>
  239. <span class="w"> </span><span class="p">}</span>
  240. <span class="w"> </span><span class="cm">/* END-USER-CODE */</span>
  241. <span class="p">}</span>
  242. </pre></div>
  243. </div>
  244. <p>Note that you don’t need to listen for the <code class="docutils literal notranslate"><span class="pre">prefab-awake</span></code> event anymore. Setting the <code class="docutils literal notranslate"><span class="pre">flameType</span></code> property will update the prefab state in the expected way. It’s possible you also need to define a getter for the <code class="docutils literal notranslate"><span class="pre">flameType</span></code>. If that’s the case, you can store its value in a new field, or compute it.</p>
  245. </section>
  246. </section>
  247. </div>
  248. </div>
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