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Hold the stack of scenes (gdjs.RuntimeScene) being played.

Hierarchy

  • SceneStack

Index

Methods

  • applyUpdateFromNetworkSyncDataIfAny(): boolean
  • dispose(): void
  • getAllSceneNames(): string[]
  • getNetworkSyncData(syncOptions: GetNetworkSyncDataOptions): null | SceneStackNetworkSyncData
  • onGameResolutionResized(): void
  • Called by the RuntimeGame when the game resolution is changed. Useful to notify scene and layers that resolution is changed, as they might be caching it.

    Returns void

  • pop(popCount?: number): void
  • push(newSceneName: string, externalLayoutName?: string): null | RuntimeScene
  • Pause the scene currently being played and start the new scene that is specified. If externalLayoutName is set, also instantiate the objects from this external layout.

    Parameters

    • newSceneName: string
    • Optional externalLayoutName: string

    Returns null | RuntimeScene

  • renderWithoutStep(): boolean
  • replace(newSceneName: string, clear?: boolean): null | RuntimeScene
  • Start the specified scene, replacing the one currently being played. If clear is set to true, all running scenes are also removed from the stack of scenes.

    Parameters

    • newSceneName: string
    • Optional clear: boolean

    Returns null | RuntimeScene

  • step(elapsedTime: number): boolean
  • updateFromNetworkSyncData(sceneStackSyncData: SceneStackNetworkSyncData): void
  • wasFirstSceneLoaded(): boolean

Constructors

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