public void Crafty.scene(String sceneName, Function init[, Function uninit])
2D
are destroyedpublic void Crafty.scene(String sceneName)
Method to create scenes on the stage. Pass an ID and function to register a scene.
To play a scene, just pass the ID. When a scene is played, all
previously-created entities with the 2D
component are destroyed. The
viewport is also reset.
If you want some entities to persist over scenes (as in, not be destroyed)
simply add the component Persist
.
Crafty.scene("loading", function() {
Crafty.background("#000");
Crafty.e("2D, DOM, Text")
.attr({ w: 100, h: 20, x: 150, y: 120 })
.text("Loading")
.css({ "text-align": "center"})
.textColor("#FFFFFF");
});
Crafty.scene("UFO_dance",
function() {Crafty.background("#444"); Crafty.e("UFO");},
function() {...send message to server...});
This defines (but does not play) two scenes as discussed below.
Crafty.scene("loading");
This command will clear the stage by destroying all 2D
entities (except
those with the Persist
component). Then it will set the background to
black and display the text "Loading".
Crafty.scene("UFO_dance");
This command will clear the stage by destroying all 2D
entities (except
those with the Persist
component). Then it will set the background to
gray and create a UFO entity. Finally, the next time the game encounters
another command of the form Crafty.scene(scene_name)
(if ever), then the
game will send a message to the server.