Scene

Scene

The Scene Entity. Scenes represent the locations and settings which Actors will explore within the World.

Constructor

new Scene()

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Extends

Members

(static) config

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_view :Boolean

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Track whether the scene is the active view

Type:
  • Boolean

_viewPosition :Object

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Track the viewed position of each scene (while in memory only, not persisted) When switching back to a previously viewed scene, we can automatically pan to the previous position. Object with keys: x, y, scale

Type:
  • Object

active :boolean

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A convenience accessor for whether the Scene is currently active

Type:
  • boolean

apps :Object.<Application>

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A collection of Application instances which should be re-rendered whenever this Entity experiences an update to its data. The keys of this object are the application ids and the values are Application instances. Each Application in this object will have its render method called by Entity#render.

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compendium :Compendium|null

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The Entity may optionally belong to a parent Compendium pack. If so this attribute will contain a reference to that Compendium object. Otherwise null.

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data :Object

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The original source data for the object provided at initialization.

Type:
  • Object

folder :Folder|null

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Return a reference to the Folder which this Entity belongs to, if any.

Type:
Example

Entities may belong to Folders

let folder = game.folders.entities[0];
let actor = await Actor.create({name: "New Actor", folder: folder.id});
console.log(actor.data.folder); // folder.id;
console.log(actor.folder); // folder;

id :string

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A convenience accessor for the _id attribute of the Entity data object.

Type:
  • string

img :string

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A convenience accessor for the background image of the Scene

Type:
  • string

isView :boolean

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A convenience accessor for whether the Scene is currently viewed

Type:
  • boolean

journal

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A reference to the JournalEntry entity associated with this Scene, or null

limited :boolean

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A boolean indicator for whether the current game user has ONLY limited visibility for this Entity. Note that a GM user's perspective of an Entity is never limited.

Type:
  • boolean

name :string

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A convenience accessor for the name attribute of the Entity data object

Type:
  • string

options :Object

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The options object that was used to configure the Entity upon initialization.

Type:
  • Object

owner :boolean

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A boolean indicator for whether or not the current game User has ownership rights for this Entity. This property has a setter which allows for ownership rights to be temporarily overridden on a per-instance basis.

Type:
  • boolean

permission :Number

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Return the permission level that the current game User has over this Entity. See the CONST.ENTITY_PERMISSIONS object for an enumeration of these levels.

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Example
game.user.id; // "dkasjkkj23kjf"
entity.data.permission; // {default: 1, "dkasjkkj23kjf": 2};
entity.permission; // 2

playlist :Playlist|null

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A reference to the Playlist entity for this Scene, or null

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sheet :BaseEntitySheet

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A property which gets or creates a singleton instance of the sheet class used to render and edit data for this particular entity type.

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Example

A subclass of the Actor entity

let actor = game.entities.actors[0];
actor.sheet; // ActorSheet

uuid :string

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A Universally Unique Identifier (uuid) for this Entity instance

Type:
  • string

visible :boolean

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A boolean indicator for whether or not the current game User has at least limited visibility for this Entity.

Type:
  • boolean

Methods

(static) _handleCreateEmbeddedEntity()

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(static) _handleDeleteEmbeddedEntity()

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(static) _handleUpdateEmbeddedEntity()

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(async) activate() → {Promise}

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Set this scene as currently active

Returns:

A Promise which resolves to the current scene once it has been successfully activated

Type
Promise

(async) clone(createData, options) → {Promise.<Entity>}

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Clone an Entity, creating a new Entity using the current data as well as provided creation overrides.

Parameters:
Name Type Description
createData Object

Additional data which overrides current Entity data at the time of creation

options Object

Additional creation options passed to the Entity.create method

Returns:

A Promise which resolves to the created clone Entity

Type
Promise.<Entity>

(async) createEmbeddedEntity(embeddedName, data, options) → {Promise.<(Data|Array.<Data>)>}

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Create one or multiple EmbeddedEntities within this parent Entity. Data may be provided as a single Object to create one EmbeddedEntity or as an Array of Objects to create many. Entities may be temporary (unsaved to the database) by passing the temporary option as true.

Examples
const actor = game.actors.get("dfv934kj23lk6h9k");
const data = {name: "Magic Sword", type: "weapon", img: "path/to/icon.png"};
const created = await actor.createEmbeddedEntity("OwnedItem", data); // Returns one EmbeddedEntity, saved to the Actor
const temp = await actor.createEmbeddedEntity("OwnedItem", data, {temporary: true}); // Not saved to the Actor
const actor = game.actors.get("dfv934kj23lk6h9k");
const data = [{name: "Mace of Crushing", type: "weapon"}, {name: "Shield of Defense", type: "armor"}];
const created = await actor.createEmbeddedEntity("OwnedItem", data); // Returns an Array of EmbeddedEntities, saved to the Actor
const temp = await actor.createEmbeddedEntity("OwnedItem", data, {temporary: true}); // Not saved to the Actor
Parameters:
Name Type Description
embeddedName string

The name of the Embedded Entity class to create

data Data | Array.<Data>

A Data object or an Array of Data objects to create

options Options

Additional creation options which modify the request

Properties
Name Type Attributes Description
temporary boolean <optional>

Create a temporary entity which is not saved to the world database. Default is false.

renderSheet boolean <optional>

Display the sheet for each created Embedded Entities once created.

Returns:

A Promise which resolves to the created embedded Data once the creation request is successful

Type
Promise.<(Data|Array.<Data>)>

(async) delete(options) → {Promise.<Entity>}

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Delete the current Entity.

Parameters:
Name Type Description
options Options

Options which customize the deletion workflow

Returns:

The deleted Entity

Type
Promise.<Entity>

(async) deleteEmbeddedEntity(embeddedName, data, options) → {Promise.<(Data|Array.<Data>)>}

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Delete one or multiple existing EmbeddedEntity objects using provided input data. Data may be provided as a single id to delete one object or as an Array of string ids.

Examples
const actor = game.actors.get("dfv934kj23lk6h9k");
const item = actor.data.items.find(i => i.name === "Magic Sword");
const deleted = await actor.deleteEmbeddedEntity("OwnedItem", item._id); // Deletes one EmbeddedEntity
const actor = game.actors.get("dfv934kj23lk6h9k");
const weapons = actor.data.items.filter(i => i.type === "weapon");
const deletions = weapons.map(i => i._id);
const updated = await actor.deleteEmbeddedEntity("OwnedItem", deletions); // Deletes multiple EmbeddedEntity objects
Parameters:
Name Type Description
embeddedName string

The name of the Embedded Entity class to create

data string | Array.<string>

A Data object or array of Data. Each element must contain the _id of an existing Entity.

options Options

Additional options which customize the update workflow

Returns:

The deleted Embedded Entities

Type
Promise.<(Data|Array.<Data>)>

exportToJSON()

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Export entity data to a JSON file which can be saved by the client and later imported into a different session

getEmbeddedCollection(embeddedName) → {Array}

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Obtain a reference to the Array of source data within the data object for a certain Embedded Entity name

Parameters:
Name Type Description
embeddedName string

The name of the Embedded Entity type

Returns:

The Array of source data where Embedded Entities of this type are stored

Type
Array

getEmbeddedEntity(embeddedName, id, strict) → {Object|null}

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Get an Embedded Entity by it's id from a named collection in the parent Entity.

Parameters:
Name Type Description
embeddedName string

The name of the Embedded Entity type to retrieve

id string

The numeric ID of the child to retrieve

strict boolean

Throw an Error if the requested id does not exist, otherwise return null. Default false.

Returns:

Retrieved data for the requested child, or null

Type
Object | null

getFlag(scope, key) → {*}

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Get the value of a "flag" for this Entity See the setFlag method for more details on flags

Parameters:
Name Type Description
scope String

The flag scope which namespaces the key

key String

The flag key

Returns:

The flag value

Type
*

hasPerm(user, permission, exact) → {boolean}

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Test whether a provided User a specific permission level (or greater) over the Entity instance

Example

Test whether a specific user has a certain permission

// These two are equivalent
entity.hasPerm(game.user, "OWNER");
entity.owner;
// These two are also equivalent
entity.hasPerm(game.user, "LIMITED", true);
entity.limited;
Parameters:
Name Type Default Description
user User

The user to test for permission

permission string | number

The permission level or level name to test

exact boolean false

Tests for an exact permission level match, by default this method tests for an equal or greater permission level.

Returns:

Whether or not the user has the permission for this Entity.

Type
boolean

(async) importFromJSON(json) → {Promise.<Entity>}

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Import data and update this entity

Parameters:
Name Type Description
json String

JSON data string

Returns:

The updated Entity

Type
Promise.<Entity>

(async) importFromJSONDialog() → {Promise.<void>}

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Render an import dialog for updating the data related to this Entity through an exported JSON file

Returns:
Type
Promise.<void>

initialize()

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Initialize data structure for the Entity. First initialize any Embedded Entities and prepare their data. Next prepare data for the Entity itself, which may depend on Embedded Entities.

prepareData()

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Prepare data for the Entity whenever the instance is first created or later updated. This method can be used to derive any internal attributes which are computed in a formulaic manner. For example, in a d20 system - computing an ability modifier based on the value of that ability score.

prepareEmbeddedEntities()

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Prepare Embedded Entities which exist within this parent Entity. For example, in the case of an Actor, this method is responsible for preparing the Owned Items the Actor contains.

render(force, context)

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Render all of the Application instances which are connected to this Entity by calling their respective Application#render methods.

Parameters:
Name Type Description
force boolean

Force rendering

context Options

Optional context

(async) setFlag(scope, key, value) → {Promise.<Entity>}

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Assign a "flag" to this Entity. Flags represent key-value type data which can be used to store flexible or arbitrary data required by either the core software, game systems, or user-created modules.

Each flag should be set using a scope which provides a namespace for the flag to help prevent collisions.

Flags set by the core software use the "core" scope. Flags set by game systems or modules should use the canonical name attribute for the module Flags set by an individual world should "world" as the scope.

Flag values can assume almost any data type. Setting a flag value to null will delete that flag.

Parameters:
Name Type Description
scope String

The flag scope which namespaces the key

key String

The flag key

value *

The flag value

Returns:

A Promise resolving to the updated Entity

Type
Promise.<Entity>

(async) sortRelative()

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Sort this Entity relative a target by providing the target, an Array of siblings and other options. If the Entity has an rendered sheet, record the sort change as part of a form submission See SortingHelper.performIntegerSort for more details

(async) toCompendium() → {Object}

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Transform the Entity data to be stored in a Compendium pack. Remove any features of the data which are world-specific. This function is asynchronous in case any complex operations are required prior to exporting.

Returns:

A data object of cleaned data ready for compendium import

Type
Object

toJSON() → {Object}

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Serializing an Entity should simply serialize it's inner data, not the entire instance

Returns:
Type
Object

(async) unsetFlag(scope, key) → {Promise}

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Remove a flag assigned to the Entity

Parameters:
Name Type Description
scope string

The flag scope which namespaces the key

key string

The flag key

Returns:

A Promise resolving to the updated Entity

Type
Promise

(async) update(data, options) → {Promise.<Entity>}

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Update the current Entity using provided input data. Data must be provided as a single object which updates the Entity data.

Parameters:
Name Type Description
data Data

A Data object which updates the Entity

options Options

Additional options which customize the update workflow

Returns:

The updated Entity

Type
Promise.<Entity>

(async) updateEmbeddedEntity(embeddedName, data, options) → {Promise.<(Entity|Array.<Entity>)>}

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Update one or multiple existing entities using provided input data. Data may be provided as a single object to update one Entity, or as an Array of Objects.

Examples
const actor = game.actors.get("dfv934kj23lk6h9k");
const item = actor.data.items.find(i => i.name === "Magic Sword");
const update = {_id: item._id, name: "Magic Sword +1"};
const updated = await actor.updateEmbeddedEntity("OwnedItem", update); // Updates one EmbeddedEntity
const actor = game.actors.get("dfv934kj23lk6h9k");
const weapons = actor.data.items.filter(i => i.type === "weapon");
const updates = weapons.map(i => {
  return {_id: i._id, name: i.name + "+1"};
}
const updated = await actor.createEmbeddedEntity("OwnedItem", updates); // Updates multiple EmbeddedEntity objects
Parameters:
Name Type Description
embeddedName string

The name of the Embedded Entity class to create

data Data | Array.<Data>

A Data object or array of Data. Each element must contain the _id of an existing Entity.

options Options

Additional options which customize the update workflow

Properties
Name Type Attributes Description
diff boolean <optional>

Difference the provided data against the current to eliminate unnecessary changes.

Returns:

The updated Entity or array of Entities

Type
Promise.<(Entity|Array.<Entity>)>

(async) view()

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Set this scene as the current view