Constructor
new Scene(nameopt)
Creates a new "blank" scene.
Parameters:
Name | Type | Attributes | Description |
---|---|---|---|
name |
string |
<optional> |
The scene name. |
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Members
(readonly) application :rune.system.Main
Reference to the application's entry point class, ie. the main class of the
application. Useful for accessing the application's subsystem.
Type:
- rune.system.Main
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(readonly) cameras :rune.camera.Cameras
The camera system connected to this Scene.
Type:
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(readonly) console :rune.console.ConsoleManager
Reference to the developer console. This can be used during the development
stage to execute tests and debugging commands during runtime.
Type:
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(readonly) gamepads :rune.input.Gamepads
Reference to the application's subsystem for connected gamepad devices.
Type:
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(readonly) groups :rune.display.DisplayGroups
Reference to the scene's built-in group manager. Useful when objects that
appear within the scene need to be divided into groups.
Type:
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(readonly) keyboard :rune.input.Keyboard
Reference to the keyboard manager. Use this reference to read the state of
any keyboard key.
Type:
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(readonly) name :string
Name of current scene. This string can be used to easily find a
specific scene in a batch of scenes.
Type:
- string
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persistent :boolean
Determines whether the current scene should be updated even if it is not
selected. Usually, the update loop is disabled for scenes that are
disabled, ie. are not selected.
Type:
- boolean
- Default Value:
- false
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(readonly) stage :rune.display.Stage
Represents the main drawing area. Display objects added to the Stage are
rendered by the camera system.
Type:
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(readonly) states :rune.state.States
A finite-state machine.
Type:
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(readonly) timers :rune.timer.Timers
Timer manager that can be used to create Timer objects for the purpose
of counting down time. Useful if you want to add or remove an object after n
seconds.
Type:
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(readonly) tweens :rune.tween.Tweens
Subsystem for handling interpolation within the current scene.
Type:
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Methods
dispose() → {undefined}
This method is activated automatically by the scene manager (Scenes) when
the current scene ends, ie. is removed and deallocated.
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Returns:
- Type
- undefined
init() → {undefined}
This method is automatically activated by the scene manager (Scenes) as
soon as the current scene is initiated by the game engine. Use this method
to populate the current scene.
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Returns:
- Type
- undefined
(protected) m_initCamera() → {undefined}
Creates a camera object with the same resolution as the application.
Override this method if, for example, multiple camera objects are to be
created.
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Returns:
- Type
- undefined
onDeselect(scene) → {undefined}
This method is automatically activated by the scene manager (Scenes) when
the current scene is deactivated.
Parameters:
Name | Type | Description |
---|---|---|
scene |
rune.scene.Scene | Reference to the scene object that replaces the existing scene. |
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Returns:
- Type
- undefined
onSelect(scene) → {undefined}
This method is activated automatically by the scene manager (Scenes) when
the current object is activated, ie. is selected.
Parameters:
Name | Type | Description |
---|---|---|
scene |
rune.scene.Scene | Reference to the previous scene object. |
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Returns:
- Type
- undefined
render() → {undefined}
Goes through the content of the scene and renders graphics.
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Returns:
- Type
- undefined
update(step) → {undefined}
This method is automatically activated by the scene manager for each tick
within the application. Apply scene logic to this method.
Parameters:
Name | Type | Description |
---|---|---|
step |
number | Current time step. |
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Returns:
- Type
- undefined