Abstract Protected assignmentGets or sets the current camera for the scene
Access to the Excalibur engine
Protected Optional levelAbstract nextThe name of the next scene, the scene the player will go to after passing the exit gate.
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.
Protected Optional playerProtected playerAbstract thisThe (unique) name of this scene.
The ECS world for the scene
The 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
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: anyAbstract layoutSet the start location of the player.
The location where the player will start.
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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The LevelLayout is the foundation for all playable levels. It set the general screen layout, configures the camera, and provides some convenience functions for level construction.
The sub-classes only need to implement layoutLevel to create the actors and artifacts of the level.
No Inherit Doc