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scene

scene

The scene package handles distinct re-loadable sections of application or game flow.

Start

A scene itself has two fields: Start and End, functions called when a scene starts and ends respectively. Start is provided a Context object, which both serves as a standard Go context in persisting cancellations and arbitrary data, and ensures the operations within the scene operate on the correct data structures for the current logic and display.

Context

A Context has fields to enable accessing the window, render, key, collision, mouse, and event packages directly and succinctly. These helpers are embedded into the context when possible, enabling calls like:

render.Draw(...) // implied to run on the draw stack relevant for the current scene, fails in a multi-window context
// vs 
ctx.Draw(...) // explicitly runs on the draw stack for the current scene


mouse.DefaultTree.Hits(...) // ^
//vs
ctx.MouseTree.Hits(...) // ^

oak.SetFullScreen(true) 
// vs
ctx.Window.SetFullScreen(true)

The Window field on a Context will have different functionality based on the platform being compiled; e.g. window position manipulation is not possible when targeting Android or JS. These methods will fail to exist at compile time if used, preventing runtime errors.

End

When Context.Window.GoToScene or Context.Window.NextScene is called, the End function will be triggered. End enables a scene to define which other scene follow it and how it should transition to the next scene, if applicable.

  • When GoToScene is used, the next scene output from End is ignored.
  • It is valid to have a scene end and return to itself.
  • It is valid to never define any End functions and solely rely on GoToScene.
  • With the exception of persistent event bindings and the structure of the draw stack (not the elements on the draw stack), every entity is destroyed, undrawn, and unbound on scene end.

Helpers

Scene has other utilities:

  • ctx.DoAfter and ctx.DoAfterContext will safely register a time based callback which will not be called if the scene ends early
  • ctx.DrawForTime will render an element for a specified duration (using DoAfter)
  • The Map type serves as the underlying data structure for the currently registered scenes, available via oak.Window.SceneMap
  • GoTo and GoToPtr offer shorthand for End functions.