Game: The last game object id used.
events: KEventHandler<GameEventMap>
Game global events.
gameObjEvents: KEventHandler<GameObjEventMap>
Where game object global events are stored.
Event Handlers that are cancelled on scene change.
root: GameObj<TimerComp>
The root game object, parent of all game objects.
The gravity vector of the game.
scenes: Record<string, SceneDef>
The scenes of the game.
The scene stack that stores the scene states
The current active scene arguments
The current scene of the game.
layers: string[] | null
The layers of the game.
The default layer index of the game.
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
bean?: string
logs: DebugLog[]
cam: CamData
The default RNG used by rng functions.
If game just crashed.
How many areas are in the game.
Fake Mouse game obj.
retrieve(rect: Rect , retrieveCb: (obj: GameObj )=>void ): void
All text inputs in the game.
warned: Set<string>
Deprecated functions we already warned about.