Table of Contents
EasyRPG implements the scene code using a stack machine. The scene on the top of the stack is executed and the others are suspended.
The runtime loop is implemented by the function
Scene::MainFunction(). This function calls different functions on the top scene depending on if the last activity was a push or a pop:
Calls on new Scene after Push
Start(): This function is executed while the screen is faded out. All objects needed for the scene should be created here.
TransitionIn(): This should fade in the scene. The default implementation does a normal fadein.
Resume(): This function is executed after the fade in.
After these function it will enter the Update-Loop by calling
Update() every frame. It's recommended to overwrite at least the Update-Function in a new scene implementation. The default implementation will return to the previous one when [ENTER] is pressed.
Calls on the a Scene when it is resumed
When a scene is popped from the stack the new stack top will be executed by calling the following functions:
The only difference is the missing Start()-Call.
Calls on the current Scene when a new one was pushed
The scene will leave the Update-Loop and execute the following functions:
Suspend(): This function is executed when the scene is going to be changed.
TransitionOut(): This should fade out the scene. The default implementation does a normal fade out.
The runtime loop will take care about saving and restoring the graphic state.
Calls on the current Scene when it was popped
A pop is nearly the same as a push but an extra function is called:
Terminate(): All objects allocated in
Start()should be deleted here.