scene¶
- class scene
A high level scene structure used that integrates object hierarchy, rendering, input, physics and serialisation to simplify and streamline games and simulations
- main: scene¶
Sets the main Codea scene, which will be automatically drawn, updated and handle touch events
function setup() scene.main = scene.default3d() end
- static default3d([name])¶
Creates the default 3D scene containing a perspective camera, directional light and HDR environment, with an optional name
- Return type:
scene
- static default2d([name])¶
Creates the default 2D scene containing an orthographic camera, with an optional name
- Return type:
scene
- static read(key)¶
Loads and returns a scene with the supplied asset key
- Return type:
scene
- static save(key, scene)¶
Saves the supplied scene at the given asset key location
- name: string¶
Gets or sets a name for this scene
- world2d: physics2d.world¶
Gets the scene’s 2D physics world, providing access to various physics functions and properties such as
physics2d.world.applyForce()
- world3d: physics3d.world¶
Gets the scene’s 3D physics world, providing access to various physics functions and properties such as
physics3d.world.applyForce()
- sky: None¶
Sets the sky visuals, which will depend on the type used:
asset.key- Use an image pointed to by a given asset keyimage- Use an image directly (assumed to be a cube image)color- Use a solid color
- skyBlur: number¶
The blur strength of the skybox
- skyExposure: number¶
The brightness of the skybox
- pixelsPerUnit: number¶
The amount of pixels that are in a grid unit
- entities([activeOnly = true])¶
Returns a table containing all root entities
- Parameters:
activeOnly – When set, returns only active root entities
- Return type:
- index(name) [metamethod]
Returns the root entity with the given name (if it exists)
- Return type:
- draw()¶
Immediately draws the scene to the current context. When autoUpdate is enabled,
update(dt)will be called as wellIf set as
scene.mainthis will be called automatically right before the globaldraw()function
- update(deltaTime)¶
Updates the scene, called automatically when
draw()is called but can also be called manutally if needed