54 lines
1.5 KiB
TypeScript
54 lines
1.5 KiB
TypeScript
/**
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* Copyright (c) 2026 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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/**
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* The object a JS scene module must export.
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* All methods are optional.
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*
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* @example
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* // assets/scenes/game.js
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* var scene = {};
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* var batch = AssetBatch([{ path: 'tex/bg.png', type: Asset.TYPE_TEXTURE }]);
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*
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* scene.load = function() { return batch; };
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* scene.init = function() { Console.print('scene started'); };
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* scene.update = function() { /* per-frame logic *\/ };
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* scene.dispose = function() { batch.unlock(); };
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*
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* module.exports = scene;
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*/
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interface SceneObject {
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/** Return an AssetBatch to preload before init is called. Optional. */
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load?(): AssetBatch | undefined;
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/** Called when this scene becomes active. Optional. */
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init?(): void;
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/** Called every frame while this scene is active. Optional. */
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update?(): void;
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/** Called when the scene is replaced or the engine shuts down. Optional. */
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dispose?(): void;
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}
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/** Scene management. */
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interface SceneNamespace {
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/** `true` while a JS script scene is running. */
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readonly active: boolean;
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/**
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* Loads the JS module at `path`, waits for any `AssetBatch` returned by
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* `scene.load()`, then activates the scene (calling `scene.init()`).
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* The previous scene's `dispose()` is called just before `init()`.
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*
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* Returns immediately — the transition is asynchronous.
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*
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* @example
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* Scene.set('assets/scenes/game.js');
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*/
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set(path: string): void;
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}
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declare var Scene: SceneNamespace;
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