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Class: GameUnifier

Defined in: src/core/GameUnifier.ts:14

Constructors

Constructor

> new GameUnifier(): GameUnifier

Returns

GameUnifier

Properties

onEnd?

> static optional onEnd?: StepLabelType

Defined in: src/core/GameUnifier.ts:485


runningStepsCount

> static runningStepsCount: number = 0

Defined in: src/core/GameUnifier.ts:471

Count of currently executing steps. If a step triggers a narration.continue(), this number is greater than 1.

Accessors

addHistoryItem

Get Signature

> get static addHistoryItem(): (historyInfo?, opstions?) => void

Defined in: src/core/GameUnifier.ts:464

Add a history step to the history.

Returns

(historyInfo?, opstions?) => void


animate

Get Signature

> get static animate(): <T>(components, keyframes, options?, priority?) => string | undefined

Defined in: src/core/GameUnifier.ts:534

This function is called to animate a component.

Default
UPDATE_PRIORITY.NORMAL
Returns

The id of tickers.

<T>(components, keyframes, options?, priority?) => string | undefined


backRequestsCount

Get Signature

> get static backRequestsCount(): number

Defined in: src/core/GameUnifier.ts:317

This function is called to get the number of pending back requests. Returns the negation of navigationRequestsCount:

  • Positive value (absolute value of navigationRequestsCount) when navigationRequestsCount is negative (back requests pending)
  • Negative value when navigationRequestsCount is positive (continue requests pending)
  • Zero when navigationRequestsCount is zero (no requests pending) If it is > 0, after the stepsRunning is 0, the previous step will be executed.
Returns

number


continueRequestsCount

Get Signature

> get static continueRequestsCount(): number

Defined in: src/core/GameUnifier.ts:296

This function is called to get the number of pending continue requests. Returns a positive count of pending continue requests when navigationRequestsCount is positive. If it is > 0, after the stepsRunning is 0, the next step will be executed.

Returns

number


currentGameStepState

Get Signature

> get static currentGameStepState(): GameStepState

Defined in: src/core/GameUnifier.ts:215

Returns the current state of the game step.

Throws

when Game.init() has not been called yet.

Returns

GameStepState


getCharacter

Get Signature

> get static getCharacter(): (id) => CharacterInterface | undefined

Defined in: src/core/GameUnifier.ts:481

This function returns the character by its id.

Returns

The character or undefined if it does not exist.

(id) => CharacterInterface | undefined


getFlag

Get Signature

> get static getFlag(): (name) => boolean

Defined in: src/core/GameUnifier.ts:417

This function returns the value of a flag.

Returns

(name) => boolean


getVariable

Get Signature

> get static getVariable(): <T>(prefix, key) => T | undefined

Defined in: src/core/GameUnifier.ts:373

This function returns the value of a variable.

Returns

The value of the variable.

<T>(prefix, key) => T | undefined


navigate

Get Signature

> get static navigate(): (path) => void | Promise<void>

Defined in: src/core/GameUnifier.ts:170

The navigate function.

Returns

(path) => void | Promise<void>

Set Signature

> set static navigate(value): void

Defined in: src/core/GameUnifier.ts:173

Parameters
value

(path) => void | Promise<void>

Returns

void


onLabelClosing

Get Signature

> get static onLabelClosing(): (openedLabelsNumber) => void

Defined in: src/core/GameUnifier.ts:441

This function is called after the narration.continue() method is executed It can be used to clear old temporary variables.

Returns

(openedLabelsNumber) => void


onPreContinue

Get Signature

> get static onPreContinue(): () => Promise<void>

Defined in: src/core/GameUnifier.ts:277

This function is called immediately before a narration "continue" operation.

Returns

() => Promise<void>


openedLabels

Get Signature

> get static openedLabels(): number

Defined in: src/core/GameUnifier.ts:247

Returns the number of opened labels.

Throws

when Game.init() has not been called yet.

Returns

number


removeVariable

Get Signature

> get static removeVariable(): (prefix, key) => void

Defined in: src/core/GameUnifier.ts:403

This function removes a variable.

Returns

(prefix, key) => void


restoreGameStepState

Get Signature

> get static restoreGameStepState(): (state, navigate) => Promise<void>

Defined in: src/core/GameUnifier.ts:233

Restores the game step state.

Returns

(state, navigate) => Promise<void>


setFlag

Get Signature

> get static setFlag(): (name, value) => void

Defined in: src/core/GameUnifier.ts:432

This function sets the value of a flag.

Returns

(name, value) => void


setVariable

Get Signature

> get static setVariable(): (prefix, key, value) => void

Defined in: src/core/GameUnifier.ts:389

This function sets the value of a variable.

Returns

(prefix, key, value) => void


stepCounter

Get Signature

> get static stepCounter(): number

Defined in: src/core/GameUnifier.ts:194

Returns the current step counter. This counter corresponds to the total number of steps that have been executed so far.

Throws

when Game.init() has not been called yet.

Returns

number

Set Signature

> set static stepCounter(value): void

Defined in: src/core/GameUnifier.ts:201

Returns the current state of the game step.

Throws

when Game.init() has not been called yet.

Parameters
value

number

Returns

void

Methods

addOnError()

> static addOnError(handler): () => void

Defined in: src/core/GameUnifier.ts:491

Parameters

handler

OnErrorHandler

Returns

() => void


addOnPreContinue()

> static addOnPreContinue(handler): void

Defined in: src/core/GameUnifier.ts:256

Register a handler to run immediately before a narration "continue" operation. Handlers are executed in registration order and may be async. Use {@link addOnPreContinue} / {@link removeOnPreContinue} to manage them programmatically.

Parameters

handler

() => void | Promise<void>

Returns

void


clearOnErrorHandlers()

> static clearOnErrorHandlers(): void

Defined in: src/core/GameUnifier.ts:500

Returns

void


clearOnPreContinueHandlers()

> static clearOnPreContinueHandlers(): void

Defined in: src/core/GameUnifier.ts:264

Returns

void


increaseBackRequest()

> static increaseBackRequest(amount?): void

Defined in: src/core/GameUnifier.ts:327

This function is called to increase the number of pending back requests. Note: While the decrement operation itself is atomic, the overall navigation processing uses a lock in processNavigationRequests to ensure atomicity of read-modify-write operations across async boundaries.

Parameters

amount?

number = 1

The number of steps to increase. Default is 1.

Returns

void


increaseContinueRequest()

> static increaseContinueRequest(amount?): void

Defined in: src/core/GameUnifier.ts:306

This function is called to increase the number of pending continue requests. Note: While the increment operation itself is atomic, the overall navigation processing uses a lock in processNavigationRequests to ensure atomicity of read-modify-write operations across async boundaries.

Parameters

amount?

number = 1

The number of steps to increase. Default is 1.

Returns

void


init()

> static init(options): void

Defined in: src/core/GameUnifier.ts:15

Parameters

options
animate

<T>(components, keyframes, options?, priority?) => string | undefined

This function is called to animate a component.

Default

UPDATE_PRIORITY.NORMAL
getCharacter

(id) => CharacterInterface | undefined

This function returns the character by its id.

getCurrentGameStepState

() => GameStepState

This function returns the current state of the game step.

If your game engine does not have a history of steps, you can return an empty object.

getFlag

(name) => boolean

This function returns the value of a flag.

getOpenedLabels

() => number

This function returns the number of opened labels.

If your game engine does not have a narration system, you can return 0.

getStepCounter

() => number

This function returns the current step counter. This counter corresponds to the total number of steps that have been executed so far.

If your game engine does not have a history of steps, you can return 0.

getVariable

<T>(prefix, key) => T | undefined

This function returns the value of a variable.

navigate?

(path) => void | Promise<void>

The navigate function.

onLabelClosing?

(openedLabelsNumber) => void

This function is called after the narration.continue() method is executed.

It can be used to clear old temporary variables.

processNavigationRequests

(navigationRequestsCount, props) => object

This function is called to process the pending navigation requests (continue/back).

removeVariable

(prefix, key) => void

This function removes a variable.

restoreGameStepState

(state, navigate) => Promise<void>

This function restores the game step state.

If your game engine does not have a history of steps, you can return a resolved promise.

setFlag

(name, value) => void

This function sets the value of a flag.

setStepCounter

(value) => void

This function sets the current step counter.

If your game engine does not have a history of steps, you can not set the step counter.

setVariable

(prefix, key, value) => void

This function sets the value of a variable.

addHistoryItem

Returns

void


processNavigationRequests()

> static processNavigationRequests(props): Promise<StepLabelResultType>

Defined in: src/core/GameUnifier.ts:347

This function processes the pending navigation requests (continue/back).

Parameters

props

any

Returns

Promise<StepLabelResultType>

Throws

when Game.init() has not been called yet.


removeOnError()

> static removeOnError(handler): void

Defined in: src/core/GameUnifier.ts:496

Parameters

handler

OnErrorHandler

Returns

void


removeOnPreContinue()

> static removeOnPreContinue(handler): void

Defined in: src/core/GameUnifier.ts:259

Parameters

handler

() => void | Promise<void>

Returns

void


runOnError()

> static runOnError(error, props): Promise<void>

Defined in: src/core/GameUnifier.ts:504

Parameters

error

unknown

props

any

Returns

Promise<void>