1.9 KiB
1.9 KiB
| id | name | category | kind | tokens | sig | tip | order |
|---|---|---|---|---|---|---|---|
| kw-scene | scene | scenes | keyword | scene | scene Name [start] { on enter{} on exit{} layer … } | A mutually-exclusive game state — a title screen, the overworld, a battle. | 0 |
A scene is one of the mutually-exclusive states a game moves between — a title screen, the overworld, a battle, a shop. Exactly one scene is active at a time, and only the active scene's layer handlers run each phase; handlers declared outside any scene are global and run every frame regardless. A scene may carry an on enter / on exit pair of lifecycle hooks and one or more layer blocks that group its handlers. Under the hood a scene lowers to an implicit state machine the compiler writes for you (scenes number themselves by declaration order), so become from one scene to another costs two direct calls and a register store — no dispatch table.
program SceneExample {
state SceneExampleState {
elapsed_frames: int = 0
}
scene Title start {
on enter (scene_example_st: mut SceneExampleState) { scene_example_st.elapsed_frames = 0 }
layer Main {
handler WaitForStart(scene_example_st: mut SceneExampleState) phase Update {
scene_example_st.elapsed_frames = scene_example_st.elapsed_frames + 1
if Input.key() != 0 { become Overworld }
}
handler DrawTitle phase Render {
Screen.clear(Color.MidnightBlue)
Screen.draw_text(x: 60, y: 100, text: "PRESS ANY KEY", color: Color.White, scale: 1)
Screen.show()
}
}
}
scene Overworld {
on enter (scene_example_st: mut SceneExampleState) { scene_example_st.elapsed_frames = 0 }
layer World {
handler DrawWorld phase Render {
Screen.clear(Color.MidnightBlue)
Screen.fill_rectangle(x: 80, y: 80, width: 16, height: 16, color: Color.LimeGreen)
Screen.show()
}
}
}
}