Attention: Here be dragons (unstable version)
This is the latest
(unstable) version of this documentation, which may document features
not available in or compatible with released stable versions of Redot.
Checking the stable version of the documentation...
HTML5 shell class reference
Projects exported for the Web expose the Engine()
class to the JavaScript environment, that allows
fine control over the engine's start-up process.
This API is built in an asynchronous manner and requires basic understanding of Promises.
Engine
The Engine
class provides methods for loading and starting exported projects on the Web. For default export
settings, this is already part of the exported HTML page. To understand practical use of the Engine
class,
see Custom HTML page for Web export.
Static Methods
Promise |
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void |
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boolean |
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Instance Methods
Promise |
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Promise |
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Promise |
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Promise |
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void |
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void |
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- class Engine(initConfig)
Create a new Engine instance with the given configuration.
- Arguments:
initConfig (
EngineConfig()
) -- The initial config for this instance.
Static Methods
- Engine.load(basePath)
Load the engine from the specified base path.
- Arguments:
basePath (
string()
) -- Base path of the engine to load.
- Returns:
A Promise that resolves once the engine is loaded.
- Return type:
Promise
- Engine.unload()
Unload the engine to free memory.
This method will be called automatically depending on the configuration. See
unloadAfterInit
.
- Engine.isWebGLAvailable([majorVersion=1])
Check whether WebGL is available. Optionally, specify a particular version of WebGL to check for.
- Arguments:
majorVersion (
number()
) -- The major WebGL version to check for.
- Returns:
If the given major version of WebGL is available.
- Return type:
boolean
Instance Methods
- Engine.prototype.init([basePath])
Initialize the engine instance. Optionally, pass the base path to the engine to load it, if it hasn't been loaded yet. See
Engine.load()
.- Arguments:
basePath (
string()
) -- Base path of the engine to load.
- Returns:
A
Promise
that resolves once the engine is loaded and initialized.- Return type:
Promise
- Engine.prototype.preloadFile(file[, path])
Load a file so it is available in the instance's file system once it runs. Must be called before starting the instance.
If not provided, the
path
is derived from the URL of the loaded file.- Arguments:
file (
string|ArrayBuffer()
) --The file to preload.
If a
string
the file will be loaded from that path.If an
ArrayBuffer
or a view on one, the buffer will used as the content of the file.path (
string()
) -- Path by which the file will be accessible. Required, iffile
is not a string.
- Returns:
A Promise that resolves once the file is loaded.
- Return type:
Promise
- Engine.prototype.start(override)
Start the engine instance using the given override configuration (if any).
startGame
can be used in typical cases instead.This will initialize the instance if it is not initialized. For manual initialization, see
init
. The engine must be loaded beforehand.Fails if a canvas cannot be found on the page, or not specified in the configuration.
- Arguments:
override (
EngineConfig()
) -- An optional configuration override.
- Returns:
Promise that resolves once the engine started.
- Return type:
Promise
- Engine.prototype.startGame(override)
Start the game instance using the given configuration override (if any).
This will initialize the instance if it is not initialized. For manual initialization, see
init
.This will load the engine if it is not loaded, and preload the main pck.
This method expects the initial config (or the override) to have both the
executable
andmainPack
properties set (normally done by the editor during export).- Arguments:
override (
EngineConfig()
) -- An optional configuration override.
- Returns:
Promise that resolves once the game started.
- Return type:
Promise
- Engine.prototype.copyToFS(path, buffer)
Create a file at the specified
path
with the passed asbuffer
in the instance's file system.- Arguments:
path (
string()
) -- The location where the file will be created.buffer (
ArrayBuffer()
) -- The content of the file.
- Engine.prototype.requestQuit()
Request that the current instance quit.
This is akin the user pressing the close button in the window manager, and will have no effect if the engine has crashed, or is stuck in a loop.
Engine configuration
An object used to configure the Engine instance based on redot export options, and to override those in custom HTML templates if needed.
Properties
type |
name |
boolean |
|
HTMLCanvasElement |
|
string |
|
string |
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string |
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number |
|
Array.<string> |
|
function |
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function |
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function |
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function |
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function |
- EngineConfig
The Engine configuration object. This is just a typedef, create it like a regular object, e.g.:
const MyConfig = { executable: 'godot', unloadAfterInit: false }
Property Descriptions
- unloadAfterInit
Whether the unload the engine automatically after the instance is initialized.
- Type:
boolean
- Value:
true
- canvas
The HTML DOM Canvas object to use.
By default, the first canvas element in the document will be used is none is specified.
- Type:
HTMLCanvasElement
- Value:
null
- executable
The name of the WASM file without the extension. (Set by Redot Editor export process).
- Type:
string
- Value:
""
- mainPack
An alternative name for the game pck to load. The executable name is used otherwise.
- Type:
string
- Value:
null
- locale
Specify a language code to select the proper localization for the game.
The browser locale will be used if none is specified. See complete list of supported locales.
- Type:
string
- Value:
null
- canvasResizePolicy
The canvas resize policy determines how the canvas should be resized by Redot.
0
means Redot won't do any resizing. This is useful if you want to control the canvas size from javascript code in your template.1
means Redot will resize the canvas on start, and when changing window size via engine functions.2
means Redot will adapt the canvas size to match the whole browser window.- Type:
number
- Value:
2
- args
The arguments to be passed as command line arguments on startup.
Note:
startGame
will always add the--main-pack
argument.- Type:
Array.<string>
- Value:
[]
- onExecute(path, args)
A callback function for handling Redot's
OS.execute
calls.This is for example used in the Web Editor template to switch between Project Manager and editor, and for running the game.
- Arguments:
path (
string()
) -- The path that Redot's wants executed.args (
Array.
) -- The arguments of the "command" to execute.
- onExit(status_code)
A callback function for being notified when the Redot instance quits.
Note: This function will not be called if the engine crashes or become unresponsive.
- Arguments:
status_code (
number()
) -- The status code returned by Redot on exit.
- onProgress(current, total)
A callback function for displaying download progress.
The function is called once per frame while downloading files, so the usage of
requestAnimationFrame()
is not necessary.If the callback function receives a total amount of bytes as 0, this means that it is impossible to calculate. Possible reasons include:
Files are delivered with server-side chunked compression
Files are delivered with server-side compression on Chromium
Not all file downloads have started yet (usually on servers without multi-threading)
- Arguments:
current (
number()
) -- The current amount of downloaded bytes so far.total (
number()
) -- The total amount of bytes to be downloaded.
- onPrint([...var_args])
A callback function for handling the standard output stream. This method should usually only be used in debug pages.
By default,
console.log()
is used.- Arguments:
var_args (
*()
) -- A variadic number of arguments to be printed.
- onPrintError([...var_args])
A callback function for handling the standard error stream. This method should usually only be used in debug pages.
By default,
console.error()
is used.- Arguments:
var_args (
*()
) -- A variadic number of arguments to be printed as errors.