Game: gameObjLastId: number
The last game object id used.
events: KEventHandler<GameEventMap & GameObjEventMap>
Where game object global events are stored.
root: GameObj<TimerComp>
The root game object, parent of all game objects.
gravity: Vec2 | null
The gravity vector of the game.
scenes: Record<SceneName, SceneDef>
The scenes of the game.
currentScene: string | null
The current scene of the game.
layers: string[] | null
The layers of the game.
defaultLayerIndex: number
The default layer index of the game.
systems: System[]
All systems added to the game.
systemsByEvent:
[
System[], System[], System[], System[], System[], System[]
]
The systems added to the game, sorted by event.
defaultAssets: ka?: Asset<SpriteData>
boom?: Asset<SpriteData>
burp?: SoundData
happy?: string
bean?: string
logs: Log[]
cam: CamData
defRNG: RNG
The default RNG used by rng functions.
crashed: boolean
If game just crashed.
areaCount: number
How many areas are in the game.
fakeMouse: GameObj | null
Fake Mouse game obj.
allTextInputs: Set<GameObj>
All text inputs in the game.
warned: Set<string>
Deprecated functions we already warned about.
gameObjLastId: number
The last game object id used.
events: KEventHandler<GameEventMap & GameObjEventMap>
Where game object global events are stored.
root: GameObj<TimerComp>
The root game object, parent of all game objects.
gravity: Vec2 | null
The gravity vector of the game.
scenes: Record<SceneName, SceneDef>
The scenes of the game.
currentScene: string | null
The current scene of the game.
layers: string[] | null
The layers of the game.
defaultLayerIndex: number
The default layer index of the game.
systems: System[]
All systems added to the game.
systemsByEvent: [ System[], System[], System[], System[], System[], System[] ]
The systems added to the game, sorted by event.
defaultAssets: ka?: Asset<SpriteData>
boom?: Asset<SpriteData>
burp?: SoundData
happy?: string
bean?: string
ka?: Asset<SpriteData>
boom?: Asset<SpriteData>
burp?: SoundData
happy?: string
bean?: string
logs: Log[]
cam: CamData
defRNG: RNG
The default RNG used by rng functions.
crashed: boolean
If game just crashed.
areaCount: number
How many areas are in the game.
fakeMouse: GameObj | null
Fake Mouse game obj.
allTextInputs: Set<GameObj>
All text inputs in the game.
warned: Set<string>
Deprecated functions we already warned about.
The "Game" it's all the state related to the game running