CPBaseContext
Base type for various scene-related context classes.
Attributes
- See also
- Source
- CPBaseContext.scala
- Graph
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- Supertypes
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class Objecttrait Matchableclass Any
- Known subtypes
Members list
Value members
Abstract methods
Gets global frame count for the game. Global frame count spans all scenes.
Gets global frame count for the game. Global frame count spans all scenes.
Attributes
- Source
- CPBaseContext.scala
Gets the timestamp in milliseconds for the current frame.
Gets the timestamp in milliseconds for the current frame.
This value will be the same for all objects across all callbacks for the entirety of the current frame processing. It is used to provide the time simultaneity
across all scene objects at a given frame.
Attributes
- Source
- CPBaseContext.scala
Gets game-wide cache. Game-wide cache can be used to share data across scenes.
Gets game-wide cache. Game-wide cache can be used to share data across scenes.
A cache is a map-like type that is used for game-wide and scene-wide user-data containers. The instances of this class are created and managed by the game engine. Scene and game caches can be used to exchange and store user-defined data between frames of the same scene or between scenes of the game. Note that by default these caches are in-memory only and not persistent between game executions. One could, however, add persistence using one of the lifecycle methods available through CPLifecycle type that is extended by both CPSceneObject and CPScene types.
Attributes
- See also
- Source
- CPBaseContext.scala
Gets log instance.
Gets scene-wide cache. Scene-wide cache gets cleared when scene changes.
Gets scene-wide cache. Scene-wide cache gets cleared when scene changes.
A cache is a map-like type that is used for game-wide and scene-wide user-data containers. The instances of this class are created and managed by the game engine. Scene and game caches can be used to exchange and store user-defined data between frames of the same scene or between scenes of the game. Note that by default these caches are in-memory only and not persistent between game executions. One could, however, add persistence using one of the lifecycle methods available through CPLifecycle type that is extended by both CPSceneObject and CPScene types.
Attributes
- See also
- Source
- CPBaseContext.scala
Gets frame count since the beginning of the current scene. If the same scene gets deactivated and activated again its frame count will reset to zero.
Gets frame count since the beginning of the current scene. If the same scene gets deactivated and activated again its frame count will reset to zero.
Attributes
- Source
- CPBaseContext.scala
Gets the timestamp in milliseconds of the game start.
Gets the timestamp in milliseconds of the current scene start.
Gets the timestamp in milliseconds of the current scene start.
Attributes
- Source
- CPBaseContext.scala