A scene level Game Object Factory. This property will only be available if defined in the Scene Injection Map.
Holds the current state of the game, if the human mode is disabled. That means if the genetic algorithm controls the game.
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.
A scene level Camera System. This property will only be available if defined in the Scene Injection Map.
A scene level Game Object Display List. This property will only be available if defined in the Scene Injection Map.
A scene level Data Manager Plugin. This property will only be available if defined in the Scene Injection Map and the plugin is installed.
A scene level Event Emitter. This property will only be available if defined in the Scene Injection Map.
A scene level Facebook Instant Games Plugin. This property will only be available if defined in the Scene Injection Map, the plugin is installed and configured.
A reference to the Phaser.Game instance. This property will only be available if defined in the Scene Injection Map.
Reference to the goal.
Reference to the added graphics object for drawing the line between the starting point of the marble and the mouse position during the initialization phase of the marble.
Holds the current state of the game, if the human mode is enabled.
Specifies whether the configuration should be initialized (i. e. read from the disk) or not.
A scene level Input Manager Plugin. This property will only be available if defined in the Scene Injection Map and the plugin is installed.
Holds the current level number.
A scene level Lights Manager Plugin. This property will only be available if defined in the Scene Injection Map and the plugin is installed.
A scene level Loader Plugin. This property will only be available if defined in the Scene Injection Map and the plugin is installed.
A scene level Game Object Creator. This property will only be available if defined in the Scene Injection Map.
Reference to the marble.
A scene level Matter Physics Plugin. This property will only be available if defined in the Scene Injection Map, the plugin is installed and configured.
A scene level 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 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 game level Data Manager. This property will only be available if defined in the Scene Injection Map.
A reference to the global Scale Manager. This property will only be available if defined in the Scene Injection Map.
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 lose.
Reference to the added text object for displaying the current power during the initialization phase of the marble.
A reference to the Texture Manager. This property will only be available if defined in the Scene Injection Map.
A scene level Time and Clock Plugin. This property will only be available if defined in the Scene Injection Map and the plugin is installed.
A scene level Tween Manager Plugin. This property will only be available if defined in the Scene Injection Map and the plugin is installed.
Method called once the scene gets created. Initializes the required properties in order to start a new game.
Init method for initializing the scene.
Loads the needed assets, currently only image files and the configuration, before the game loads to ensure the assets are ready once the game launches.
Method for updating the screen. Gets called FPS-times per second.
Creates the level.
The number of the level. The level must exist and be specified in the configuration.
Initializes all handler functions.
Initializes the texts and graphics. Only needed if humanMode = true
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Main scene of the game.