A game that is more than one scene needs a way from one to the next, so the graph can load one (#39)
game-maker / suite (push) Failing after 11m6s
game-maker / suite (push) Failing after 11m6s
Load scene sets a flag on the World like Stop and Restart do; the swap happens after the tick, and the last wish of a tick wins. Exactly one thing crosses over: the SharedState, so global variables and global machines keep what they know while everything local is built anew. Loading the scene that is already running rebuilds it, which is what "reset the level" means when the score must survive. A run starts either from the start scene (a new project field, set from the asset panel and marked with an arrow in the list) or from whatever scene is open. The toggle next to Play says which question is asked and remembers the answer in localStorage: it is a way of working, not part of the game. Sounds no longer end because a scene ends. A voice belongs to the behavior that started it and stops right after On destroy, so the scene swap is no longer a special case at all. For the enemy that plays its explosion and destroys itself in the same breath there is now a detached input on Play sound. The scene selector stays usable while a run plays, because a double click in the asset panel already did the same thing unguarded. It moves what the editor looks at, not what the run plays.
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@@ -39,6 +39,12 @@ export class World {
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stopRequested = false;
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/** Set by a behavior (Restart game node); the editor restarts the scene on the next tick. */
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restartRequested = false;
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/**
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* Set by a behavior (Load scene node): the scene to swap to once this tick is over, `''` for
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* none asked. Asked twice in a tick, the last one wins – a flag, not a queue, because loading
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* two scenes in a row is not a thing anyone means.
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*/
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loadSceneRequested = '';
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/**
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* Mouse state in world units, fed by the game view (the only place with the camera
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* transform). `pressed`/`released` last for one tick, like the keyboard edges.
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