A reference to the global Animation Manager.
This property will only be available if defined in the Scene Injection Map.
Private bgmPrivate bgmPrivate bgmPrivate biomeCombined Biome and Wave count text
A reference to the global Cache.
This property will only be available if defined in the Scene Injection Map.
The Scene Camera Manager.
This property will only be available if defined in the Scene Injection Map.
Determines what type of notification is used for Candy Upgrades
Determines the condition for a notification should be shown for Candy Upgrades
The Game Object Display List belonging to this Scene.
This property will only be available if defined in the Scene Injection Map.
Private currentA Scene specific Data Manager Plugin.
See the registry property for the global Data Manager.
This property will only be available if defined in the Scene Injection Map and the plugin is installed.
Private enemyPrivate enemyReadonly eventAllows subscribers to listen for events
Current Events:
NewArenaEventA Scene specific Event Emitter.
This property will only be available if defined in the Scene Injection Map.
Defines the experience gain display mode.
The expParty can have several modes:
0 - Default: The normal experience gain display, nothing changed.1 - Level Up Notification: Displays the level up in the small frame instead of a message.2 - Skip: No level up frame nor message.Modes 1 and 2 are still compatible with stats display, level up, new move, etc.
0 - Uses the default normal experience gain display.
The Facebook Instant Games Plugin.
This property will only be available if defined in the Scene Injection Map, the plugin is installed and configured.
Private fieldA reference to the Phaser.Game instance.
This property will only be available if defined in the Scene Injection Map.
The Scene Input Manager Plugin.
This property will only be available if defined in the Scene Injection Map and the plugin is installed.
The Scene Lights Manager Plugin.
This property will only be available if defined in the Scene Injection Map and the plugin is installed.
The Scene Loader Plugin.
This property will only be available if defined in the Scene Injection Map and the plugin is installed.
Private luckPrivate luckThe Scene Game Object Creator.
This property will only be available if defined in the Scene Injection Map.
The Scene Matter Physics Plugin.
This property will only be available if defined in the Scene Injection Map, the plugin is installed and configured.
Private modifierPrivate modifiersPrivate moneyPrivate nextPrivate partyPrivate phasePrivate phasePrivate phaseThe Scene Arcade Physics Plugin.
This property will only be available if defined in the Scene Injection Map, the plugin is installed and configured.
Private playA reference to the global 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 global Data Manager.
This property will only be available if defined in the Scene Injection Map.
A reference to the renderer instance Phaser is using, either Canvas Renderer or WebGL Renderer.
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.
Private scoreA reference to the Sound Manager.
This property will only be available if defined in the Scene Injection Map and the plugin is installed.
Private spritePrivate standbyThe Scene Systems. You must never overwrite this property, or all hell will break lose.
A reference to the Texture Manager.
This property will only be available if defined in the Scene Injection Map.
The Scene Time and Clock Plugin.
This property will only be available if defined in the Scene Injection Map and the plugin is installed.
The Scene Tween Manager Plugin.
This property will only be available if defined in the Scene Injection Map and the plugin is installed.
Optional ignoreUpdate: booleanOptional instant: booleanOptional dataSource: defaultOptional postProcess: ((enemyPokemon) => void)Optional ignoreUpdate: booleanOptional playSound: booleanOptional virtual: booleanOptional instant: booleanOptional gender: GenderOptional shiny: booleanOptional variant: VariantOptional ivs: number[]Optional nature: NatureOptional dataSource: default | defaultOptional postProcess: ((playerPokemon) => void)Optional frame: string | numberOptional species: defaultPrivate getPrivate getOptional pokemon: defaultOptional waveIndex: numberOptional battleType: BattleTypeOptional trainerData: defaultOptional double: booleanOptional priorityOverride: numberOptional fromArenaPool: booleanOptional speciesFilter: PokemonSpeciesFilterOptional filterAllEvolutions: booleanOptional enemy: booleanRest ...args: any[]Try to transfer a held item to another pokemon. If the recepient already has the maximum amount allowed for this item, the transfer is cancelled. The quantity to transfer is automatically capped at how much the recepient can take before reaching the maximum stack size for the item. A transfer that moves a quantity smaller than what is specified in the transferQuantity parameter is still considered successful.
PokemonHeldItemModifier item to transfer (represents the whole stack)
Pokemon pokemon recepient in this transfer
{boolean}
integer how many items of the stack to transfer. Optional, defaults to 1
Optional instant: boolean{boolean}
Optional ignoreUpdate: boolean{boolean}
true if the transfer was successful
Optional instant: booleanOptional args: any[]Optional args: any[]
The Scene Game Object Factory.
This property will only be available if defined in the Scene Injection Map.