true when all the resources of the given scene are loaded (but maybe not parsed).
true when all the resources of the given scene are loaded and parsed.
Return true if the specified URL must be loaded with cookies ("credentials") sent to grant access to them.
To be called when the game is disposed. Dispose all the resource managers.
Get the gdjs.BitmapFontManager of the RuntimeGame.
The bitmap font manager.
Get the gdjs.FontManager of the RuntimeGame.
The font manager.
Complete the given URL with any specific parameter required to access the resource (this can be for example a token needed to access the resource).
Get the gdjs.ImageManager of the RuntimeGame.
The image manager.
Get the JSON manager of the game, used to load JSON from game resources.
The json manager for the game
Get the 3D model manager of the game, used to load 3D model from game resources.
The 3D model manager for the game
the runtime game instance.
Get the gdjs.SoundManager of the RuntimeGame.
The sound manager.
Get the Spine Atlas manager of the game, used to load atlases from game resources.
The Spine Atlas manager for the game
Get the Spine manager of the game, used to load and construct spine skeletons from game resources.
The Spine manager for the game
Load each scene in order.
This is done in background to try to avoid loading screens when changing scenes.
Load and process a scene that is needed right away.
The renderer will show a loading screen while its done.
Load the resources that are needed to launch the first scene.
Load a scene resources without parsing them.
When another scene resources are loading in background, it waits for all its resources to be loaded before loading resources of the given scene.
Update the resources data of the game. Useful for hot-reloading, should not be used otherwise.
The game.
The resources data of the game.
The resources needed for any layer.
The resources used by each layer.
Only used by events.
Only used by events.
Generated using TypeDoc
Pre-load resources of any kind needed for a game or a scene.