Skip to main content

Game

TicksPerSecond

TicksPerSecond -> number

Returns 60, the number of ticks per second.

AfterPhysics

await AfterPhysics(interval?)

Sleeps for interval ticks, then wakes up at the beginning of the next AfterPhysics phase.

  • interval (Number): The number of ticks to sleep.

AfterReap

await AfterReap(interval?)

Sleeps for interval ticks, then wakes up at the beginning of the next AfterReap phase.

  • interval (Number): The number of ticks to sleep.

AfterTick

await AfterTick(interval?)

Sleeps for interval ticks, then wakes up at the beginning of the next AfterTick phase.

  • interval (Number): The number of ticks to sleep.

BeforePhysics

await BeforePhysics(interval?)

Sleeps for interval ticks, then wakes up at the beginning of the next BeforePhysics phase.

  • interval (Number): The number of ticks to sleep.

BeforeReap

await BeforeReap(interval?)

Sleeps for interval ticks, then wakes up at the beginning of the next BeforeReap phase.

  • interval (Number): The number of ticks to sleep.

BeforeTick

await BeforeTick(interval?)

Sleeps for interval ticks, then wakes up at the beginning of the next BeforeTick phase.

  • interval (Number): The number of ticks to sleep.

ChatEnabledDropdown

ChatEnabledDropdown(width?=, [ui])

Creates a dropdown in the user interface that allows the current player to change whether or not they can see the chat controls when in-game.

  • width (Number): the width of the chat editor in em units.
  • ui (UI): the slot in the user interface to insert the dropdown element.

ChatEnabledIntent

ChatEnabledIntent(enabled) -> intent

Returns an intent to change whether chat is enabled or disabled. Attach the intent to a button Button to trigger it.

  • enabled (Boolean): Whether to enable or disable chat.

ChatEnabledToggle

ChatEnabledToggle([ui=]) |use ui:whenOn, use ui:whenOff| { }

Creates an element in the user interface that allows the player to toggle the chat panel on or off.

  • ui (UI): The slot in the user interface where the element will be inserted.

Subblock: The subblock will be called immediately to populate the element's content. The subblock is optional as there are defaults for both the on and off states. Use the %ui:whenOn { ... } syntax to populate one of the slots, see UI for more information.

  • ui:whenOn (UI): populate this slot with the content that should be displayed when the chat is enabled. If left empty, will display a default button that will toggle the chat to off.
  • ui:whenOff (UI): populate this slot with the content that should be displayed when the chat is disabled If left empty, will display a default button that will toggle the chat to on.

InPageMode

InPageMode -> boolean

Returns true if the entrypoint function was a page fn, or false if it was a game fn.

Paint

await Paint(interval?)

Sleeps for interval ticks, then wakes up at the beginning of the next Paint phase.

  • interval (Number): The number of ticks to sleep.

PartyIntent

PartyIntent -> intent

Returns an intent to go to the party interface for your game. The party interface allows people to create a private instace of the game and invite friends to play. Intents can be triggered by a button Button press.

PerformanceDialogToggle

PerformanceDialogToggle([ui=]) |use ui:whenShowing, use ui:whenHidden| { }

Creates an element in the user interface that allows the player to toggle the performance dialog on or off. This dialog allows the player to view and modify their input latency settings.

  • ui (UI): The slot in the user interface where the element will be inserted.

Subblock: The subblock will be called immediately to populate the element's content. The subblock is optional and is only needed if you want to override the default toggle button styling. Use the %ui:whenShowing { ... } syntax to populate one of the slots, see UI for more information.

  • ui:whenShowing (UI): populate this slot with the content that should be displayed when the performance dialog is showing. If left empty, will display a default button that will toggle the performance dialog to hidden.
  • ui:whenHidden (UI): populate this slot with the content that should be displayed when the performance dialog is hidden. If left empty, will display a default button that will toggle the performance dialog to showing.

ProjectName

ProjectName -> string

Returns the name of the project, according to its easel.toml file.

RemixIntent

RemixIntent -> intent

Returns an intent to take the user to the game editor where they can create their own version of this game. Intents can be triggered by a button Button press.

Remixing is an essential part of the Easel culture - it is easier for people to learn to code when they can tinker with a game they already know and love.

Tick

await Tick(interval?)

Sleeps for interval ticks, then wakes up at the beginning of the next Tick phase.

  • interval (Number): The number of ticks to sleep.
Tick -> number

Returns the current tick number.