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Class: Game

Defined in: game.ts:52

Central orchestrator for the text game engine.

The Game class manages all core game functionality including:

  • Entity registration and proxying with Valtio for reactive state
  • Passage registration and navigation
  • State serialization and persistence
  • Auto-save to session storage with debouncing

All entities and passages are automatically registered through their constructors, and the Game provides static methods for navigation and state management.

Example

// Create entities and passages (auto-registered)
const player = new Player();
const intro = newStory('intro', () => [...]);

// Navigate
Game.jumpTo('intro');

// Save/Load
const state = Game.getState();
Game.setState(state);

// Auto-save
Game.enableAutoSave();
Game.loadFromSessionStorage();

Constructors

Constructor

new Game(): Game

Returns

Game

Accessors

currentPassage

Get Signature

get static currentPassage(): Passage | null

Defined in: game.ts:144

Retrieves the current passage from the passage registry based on the current passage ID in the game state. If the current passage ID is null or the passage cannot be found, returns null.

Throws

Error if Game.init() has not been called

Returns

Passage | null

The current passage object or null if not available.


options

Get Signature

get static options(): Options

Defined in: game.ts:551

Gets the game options.

Throws

Error if Game.init() has not been called

Returns

Options

The current game options


registeredPassages

Get Signature

get static registeredPassages(): IterableIterator<Passage>

Defined in: game.ts:133

Retrieves all registered passages from the passage registry.

Throws

Error if Game.init() has not been called

Returns

IterableIterator<Passage>

An iterator containing all the Passage objects.


selfState

Get Signature

get static selfState(): object

Defined in: game.ts:245

Provides access to the internal game state for reactive hooks.

Throws

Error if Game.init() has not been called

Returns

object

The game's internal reactive state

currentPassageId

currentPassageId: string | null

Methods

_getAllProxiedObjects()

static _getAllProxiedObjects(): BaseGameObject<InitVarsType>[]

Defined in: game.ts:235

Internal

Retrieves all proxied objects from the object registry.

  • Used for batch operations during save/load

Returns

BaseGameObject<InitVarsType>[]

An array of BaseGameObject instances stored in the object registry


_getProxiedObject()

static _getProxiedObject<T>(object): T

Defined in: game.ts:225

Internal

Retrieves the proxied object from the object registry based on its ID. If the object is not found in the registry, the original object is returned.

  • Used by hooks for reactive state management

Type Parameters

T

T extends BaseGameObject<InitVarsType>

Parameters

object

T

The original object to find in the registry

Returns

T

The proxied object from the registry if present, otherwise the original object


_resetForTesting()

static _resetForTesting(): void

Defined in: game.ts:577

Internal

Resets the game state for testing purposes.

Clears all entity and passage registries, disables auto-save, and resets initialization state. This method is intended for use in test environments only.

Returns

void


clearAutoSave()

static clearAutoSave(): void

Defined in: game.ts:476

Clears the auto-saved state from session storage.

Returns

void

Throws

Error if Game.init() has not been called

Example

Game.clearAutoSave(); // Remove auto-save data

disableAutoSave()

static disableAutoSave(): void

Defined in: game.ts:408

Disables auto-save functionality and clears all subscriptions.

Cleans up all Valtio subscriptions and cancels any pending debounced saves.

Returns

void

Throws

Error if Game.init() has not been called


enableAutoSave()

static enableAutoSave(): void

Defined in: game.ts:374

Enables auto-save functionality.

Subscribes to all game state changes (Game state and all entity states) and automatically saves to session storage with 500ms debouncing.

Returns

void

Throws

Error if Game.init() has not been called

Example

Game.enableAutoSave();
// Now any state change will auto-save after 500ms
player.health = 50; // Will trigger auto-save

getAllPassages()

static getAllPassages(): Passage[]

Defined in: game.ts:171

Retrieves all the passages from the passages registry.

Returns

Passage[]

An array containing all the Passage objects.

Throws

Error if Game.init() has not been called


getPassageById()

static getPassageById(passageId): Passage | null

Defined in: game.ts:160

Retrieves a passage by its unique identifier.

Parameters

passageId

string

The unique ID of the passage to retrieve.

Returns

Passage | null

The passage object if found, or null if no passage exists with the given ID.

Throws

Error if Game.init() has not been called


getState()

static getState(_fromI): GameSaveState

Defined in: game.ts:302

Captures the complete game state including all entities and passages.

This method:

  1. Saves the Game's internal state (current passage)
  2. Saves all registered entity states
  3. Returns the complete state object

Parameters

_fromI

boolean = false

Returns

GameSaveState

The complete serializable game state

Throws

Error if Game.init() has not been called

Example

const savedState = Game.getState();
localStorage.setItem('save1', JSON.stringify(savedState));

init()

static init(opts): Promise<void>

Defined in: game.ts:503

Initializes the game engine with the provided options.

This method MUST be called before any other Game methods can be used. Calling this method marks the Game as initialized and allows access to all other functionality.

Optionally integrates with @react-text-game/saves package if installed.

Parameters

opts

NewOptions

Configuration options for the game

Returns

Promise<void>

Promise that resolves when initialization is complete

Example

await Game.init({
// your options here
});

// Now you can use other Game methods
Game.jumpTo('start');

jumpTo()

static jumpTo(passage): void

Defined in: game.ts:183

Navigates the game to a specified passage.

Parameters

passage

The passage object or identifier of the passage to jump to.

string | Passage

Returns

void

Does not return any value.

Throws

Throws an error if the specified passage is not found or if Game.init() has not been called


loadFromSessionStorage()

static loadFromSessionStorage(): boolean

Defined in: game.ts:446

Loads game state from session storage if available.

Returns

boolean

True if state was loaded successfully, false otherwise

Throws

Error if Game.init() has not been called

Example

if (Game.loadFromSessionStorage()) {
console.log('Game loaded from auto-save');
} else {
Game.jumpTo('start');
}

registerEntity()

static registerEntity(...objects): void

Defined in: game.ts:84

Registers and proxies the provided game objects for further use by adding them to the object registry.

Parameters

objects

...BaseGameObject<InitVarsType>[]

The array of BaseGameObject instances to be registered.

Returns

void

This method does not return a value.


registerPassage()

static registerPassage(...passages): void

Defined in: game.ts:105

Registers one or more passages into the passage registry. Each passage must have a unique identifier. Throws an error if a passage with the same id is already registered.

Parameters

passages

...Passage[]

The passages to be registered. Each passage should be an object containing an id property.

Returns

void

Does not return a value.

Throws

Error if Game.init() has not been called


setCurrent()

static setCurrent(passage): void

Defined in: game.ts:208

Sets the current passage in the game state.

Parameters

passage

The passage to be set as current. Can be either a Passage object or a string representing the passage ID.

string | Passage

Returns

void

This method does not return a value.

Throws

Error if Game.init() has not been called


setState()

static setState(state): void

Defined in: game.ts:331

Restores the complete game state including all entities and passages.

This method:

  1. Sets the Storage state
  2. Loads the Game's internal state (current passage)
  3. Loads all registered entity states

Parameters

state

GameSaveState

The game state to restore

Returns

void

Throws

Error if Game.init() has not been called

Example

const savedState = JSON.parse(localStorage.getItem('save1'));
Game.setState(savedState);

updateOptions()

static updateOptions(options): void

Defined in: game.ts:563

Updates the game options with the provided settings.

Parameters

options

NewOptions

The new options to update the game configuration.

Returns

void

No return value.