skills/scenes/references/REFERENCE.md
API reference tables and source file maps for the scenes skill.
this.scene)All methods are queued and execute on the next Scene Manager update, not immediately.
| Method | Signature | Description |
|---|---|---|
start | (key?, data?) => this | Stop this scene, start target. No key = restart self. |
restart | (data?) => this | Stop and restart this scene |
launch | (key, data?) => this | Start another scene in parallel |
run | (key, data?) => this | Start/resume/wake another scene (smart) |
pause | (key?, data?) => this | Pause scene (no key = this scene) |
resume | (key?, data?) => this | Resume paused scene |
sleep | (key?, data?) => this | Sleep scene (no update, no render) |
wake | (key?, data?) => this | Wake sleeping scene |
switch | (key, data?) => this | Sleep this scene, start/wake target |
stop | (key?, data?) => this | Shutdown scene (no key = this scene) |
transition | (config) => boolean | Animated transition to target scene |
get | (key) => Scene | Get a scene reference by key |
getStatus | (key) => number | Get scene status constant |
getIndex | (key?) => number | Get scene position in scenes array |
add | (key, sceneConfig, autoStart?, data?) => Scene? | Add new scene to manager |
remove | (key?) => this | Remove and destroy scene |
setActive | (value, key?, data?) => this | Set active state (true=resume, false=pause) |
setVisible | (value, key?) => this | Set visible state |
isActive | (key?) => boolean | Check if scene is running |
isPaused | (key?) => boolean | Check if scene is paused |
isSleeping | (key?) => boolean | Check if scene is sleeping |
isVisible | (key?) => boolean | Check if scene is visible |
bringToTop | (key?) => this | Render above all others |
sendToBack | (key?) => this | Render below all others |
moveUp | (key?) => this | Move one position up in render order |
moveDown | (key?) => this | Move one position down in render order |
moveAbove | (keyA, keyB?) => this | Move keyB above keyA |
moveBelow | (keyA, keyB?) => this | Move keyB below keyA |
swapPosition | (keyA, keyB?) => this | Swap positions of two scenes |
this.sys)| Method | Returns | Description |
|---|---|---|
getData() | any | Get data passed to this scene |
getStatus() | number | Current status constant |
isActive() | boolean | Is RUNNING? |
isPaused() | boolean | Is PAUSED? |
isSleeping() | boolean | Is SLEEPING? |
isVisible() | boolean | Is visible? |
isTransitioning() | boolean | Is transitioning in or out? |
isTransitionOut() | boolean | Is transitioning out? |
isTransitionIn() | boolean | Is transitioning in? |
canInput() | boolean | Can receive input? (status between PENDING and RUNNING) |
setActive(value, data?) | Systems | Resume (true) or pause (false) |
setVisible(value) | Systems | Set render visibility |
pause(data?) | Systems | Pause this scene |
resume(data?) | Systems | Resume this scene |
sleep(data?) | Systems | Put to sleep |
wake(data?) | Systems | Wake from sleep |
| File | Purpose |
|---|---|
src/scene/Scene.js | Base Scene class with all injected property declarations |
src/scene/Systems.js | Scene systems: lifecycle management, pause/resume/sleep/wake |
src/scene/SceneManager.js | Game-level manager: boots scenes, runs lifecycle, processes queue |
src/scene/ScenePlugin.js | this.scene plugin: user-facing API for scene operations |
src/scene/Settings.js | Creates scene settings object from config |
src/scene/const.js | Scene state constants (PENDING=0 through DESTROYED=9) |
src/scene/InjectionMap.js | Maps Systems properties to Scene properties |
src/scene/events/index.js | Event name exports |
src/scene/events/*_EVENT.js | Individual event definitions with JSDoc signatures |
src/scene/GetPhysicsPlugins.js | Resolves physics plugins for a scene |
src/scene/GetScenePlugins.js | Resolves scene plugins |