Phaser 3.0 estim register

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Let’s work towards reproducing the above example. Upon some kind of trigger, the scenes are switched, and in this example the first scene with the plane, passes a message to the second scene. We have two scenes in the above example, one with a plane, and one with some game over text. We’re not doing much in the above image, but that doesn’t make it any less important. To get an idea of what we plan to accomplish, take a look at the following animated image: In this tutorial, we’re going to see how to create multiple scenes, switch between them, and pass data between them, using Phaser 3.x and simple JavaScript. These screens can be thought of as scenes in a game, the same way you can think of scenes in film.Įvery scene that you have in your game represents a clean slate, or a fresh starting point for that particular subsection of content. For example, you might have an initial menu screen, a main gameplay screen, and a game over screen. When you’re building a game, you’re probably going to have more than one screen.

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