Options
All
  • Public
  • Public/Protected
  • All
Menu

Full game flow iterator. Contains not just a current position in the flow but a visit set and current branches

Hierarchy

Index

Properties

branches

branches: FlowBranch[]

Cache of branches available at this juncture

id

id: null | string

Id of the current node

last

last: null | string

Last node. Needed for FlowFragments to decide which internal pin to follow.

mergePages

mergePages: { id: string; last: string }[]

A subset of pages that were added via the mergeGameFlowState. This is used only internally to make refreshBranches work properly with mergeGameFlowState

pages

pages: string[]

Normally, just a list containing the current id. If you use the CreatePage stop type or mergeGameFlowState, you'll get additional pages here.

Optional shadowing

shadowing: boolean

If true, we're in shadow mode. Don't commit any permenant changes to game state.

terminalBranch

terminalBranch: undefined | FlowBranch

This is the "terminal branch" executed when completeFlow is called. It is the first branch of available nodes that does NOT lead to a stopping node. An example might be a series of instruction nodes after the last dialogue fragment in a flow.

turn

turn: number

Turn counter. Not sure what it represents but it goes up.

variables

variables: VariableStore

Current value of all variables

visits

visits: VisitSet

All nodes visited so far.

Legend

  • Constructor
  • Property
  • Method
  • Inherited constructor
  • Inherited property
  • Inherited method
  • Property
  • Method

Generated using TypeDoc