Expand description
Cutscene and timeline system — scripted sequences of engine events.
A Timeline is a sorted list of CuePoints, each holding a TimelineAction
that fires when the playhead reaches the cue’s time. TimelinePlayer drives
the playhead and dispatches actions to engine callbacks.
§Example
let mut tl = Timeline::new();
tl.at(0.0, TimelineAction::FadeIn { duration: 1.0 });
tl.at(2.0, TimelineAction::SpawnEntity { blueprint: "hero".into(), position: Vec3::ZERO });
tl.at(5.0, TimelineAction::Dialogue { speaker: "Hero".into(), text: "We must fight!".into() });
tl.at(10.0, TimelineAction::FadeOut { duration: 0.5 });
let mut player = TimelinePlayer::new(tl);
// Each frame: player.tick(dt, &mut ctx);Modules§
- dialogue
- Dialogue system — typewriter effect, choice trees, speaker portraits.
- script
- Script DSL for building timelines in a fluent, readable way.
Structs§
- CuePoint
- A timed entry in the timeline.
- Cutscene
Library - Manages a collection of named timelines.
- Cutscene
Templates - Factory methods for common cutscene patterns.
- Timeline
- An ordered sequence of timed cue points.
- Timeline
Player - Drives a Timeline forward in time and dispatches actions.
Enums§
- Playback
State - Timeline
Action - An action that fires at a specific time in the timeline.