e61914bad4
Register Entity, the generic Component wrapper, and Scene as JerryScript classes (modulelist.c ties them together, plus their .d.ts stubs), so scenes/entities can be built from script going forward instead of the JSON scene format. With scripting now the intended authoring path, drop the JSON serialize/deserialize machinery entirely: componentdefinition_t's serialize/deserialize callbacks, every component's *Serialize/ *Deserialize function, entitySerialize/entityDeserialize, sceneSerialize/sceneDeserialize, and the "prefabs/<name>.json"/ "scenes/<name>.json" asset fallback in entityPrefabResolveAndApply/ scenePrefabResolveAndApply (C-coded prefabs only now). physicsshape.c and its test are removed outright since they only existed for this. game.c's test scene now comes from the existing overworldSceneCreate() C builder instead of loading the now-deleted assets/scenes/test.json. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
28 lines
817 B
TypeScript
28 lines
817 B
TypeScript
// 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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* A scene: an isolated pool of entities/components. `new Scene()`
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* creates an empty scene -- it is not made active automatically, call
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* `.setActive()` for that. `Entity`/`Component` always operate on
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* whichever scene is currently active, not on a specific Scene
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* instance.
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*/
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declare class Scene {
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constructor();
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/** The engine-assigned numeric scene ID. */
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readonly id: number;
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/** Makes this the active scene (see Scene.getActive()). */
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setActive(): void;
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/** Destroys this scene and all its entities/components. */
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dispose(): void;
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/** Gets the currently active scene, or undefined if none is active. */
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static getActive(): Scene | undefined;
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}
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