API reference
Every public class, method, and event in @codexo/exojs. Generated from source.
classSceneManager
Single-active-scene controller owned by Application. Holds at most one active Scene (the current "screen"); SceneManager.setScene switches to a new scene — unloading the previous one — with an optional fade transition. There is no scene stack: overlays, HUDs and pause menus belong on Scene.ui (the screen-fixed UI layer), and "freeze the game but keep drawing it" is `scene.paused = true` (skips the scene's `update` + systems while it keeps rendering).
import { SceneManager } from '@codexo/exojs' Single-active-scene controller owned by Application. Holds at most one active Scene (the current "screen"); SceneManager.setScene switches to a new scene — unloading the previous one — with an optional fade transition.
There is no scene stack: overlays, HUDs and pause menus belong on Scene.ui (the screen-fixed UI layer), and "freeze the game but keep drawing it" is `scene.paused = true` (skips the scene's `update` + systems while it keeps rendering).
new(app: Application): SceneManager destroy(): void fixedUpdate(delta: Time): this setScene(scene: Scene | null, options: SetSceneOptions): Promise<SceneManager> update(delta: Time): this currentScene: Scene | null onChangeScene: Signal<[Scene | null]> onStartScene: Signal<[Scene]> onStopScene: Signal<[Scene]> onUpdateScene: Signal<[Scene]>