Optional backgroundGets or sets the current camera for the scene
Access to the Excalibur engine
The Excalibur physics world for the scene. Used to interact with colliders included in the scene.
Can be used to perform scene ray casts, track colliders, broadphase, and narrowphase.
The ECS world for the scene
Private wsThe actors in the current scene
The entities in the current scene
Gets whether or not the [[Scene]] has been initialized
The [[TileMap]]s in the scene, if any
The triggers in the current scene
Internal It is not recommended that internal excalibur methods be overridden, do so at your own risk.
Activates the scene with the base behavior, then calls the overridable onActivate implementation.
Internal It is not recommended that internal excalibur methods be overridden, do so at your own risk.
Deactivates the scene with the base behavior, then calls the overridable onDeactivate implementation.
Adds a [[Timer]] to the current [[Scene]].
The timer to add to the current [[Scene]].
Adds a [[TileMap]] to the [[Scene]], once this is done the [[TileMap]] will be drawn and updated.
Adds a [[Trigger]] to the [[Scene]], once this is done the [[Trigger]] will listen for interactions with other actors.
Adds an actor to the scene, once this is done the [[Actor]] will be drawn and updated.
The actor to add to the current scene
Adds an [[Entity]] to the scene, once this is done the [[Actor]] will be drawn and updated.
The entity to add to the current scene
Adds a [[ScreenElement]] to the scene.
The ScreenElement to add to the current scene
Optional event: anyEvent hook fired directly before transition, either "in" or "out" of the scene
This overrides the Engine scene definition. However transitions specified in goto take hightest precedence
// Overrides all
Engine.goto('scene', { destinationIn: ..., sourceOut: ... });
This can be used to configure custom transitions for a scene dynamically
Removes a [[Timer]] from the current scene, it will no longer be updated.
The timer to remove to the current scene.
Removes a [[TileMap]] from the scene, it will no longer be drawn or updated.
{TileMap}
Removes an actor from the scene, it will no longer be drawn or updated.
The actor to remove from the current scene.
Removes a [[ScreenElement]] to the scene, it will no longer be drawn or updated
The ScreenElement to remove from the current scene
Removes a [[Timer]] from it's current scene and adds it to this scene.
Useful if you want to have an object be present in only 1 scene at a time.
The Timer to transfer to the current scene
Removes a [[TileMap]] from it's current scene and adds it to this scene.
Useful if you want to have an object be present in only 1 scene at a time.
The TileMap to transfer to the current scene
Removes a [[Trigger]] from it's current scene and adds it to this scene.
Useful if you want to have an object be present in only 1 scene at a time.
The Trigger to transfer to the current scene
Removes an [[Actor]] from it's current scene and adds it to this scene.
Useful if you want to have an object be present in only 1 scene at a time.
The Actor to transfer to the current scene
Removes an [[Entity]] from it's current scene and adds it to this scene.
Useful if you want to have an object be present in only 1 scene at a time.
The Entity to transfer to the current scene
Removes a [[ScreenElement]] from it's current scene and adds it to this scene.
Useful if you want to have an object be present in only 1 scene at a time.
The ScreenElement to transfer to the current scene
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Scene specific background color