Properties Private #changed#changed: boolean = false
Private #flags#flags: any = ...
Static FLAGSFLAGS: { initializeLighting: { propagate: string [] ; reset: any [] } ; refreshLighting: { propagate: string [] ; reset: any [] } ; refreshLightSources: { propagate: any [] ; reset: any [] } ; refreshVisionSources: { propagate: any [] ; reset: any [] } ; refreshPrimary: { propagate: any [] ; reset: any [] } ; initializeVision: { propagate: string [] ; reset: any [] } ; refreshVision: { propagate: string [] ; reset: any [] } ; initializeSounds: { propagate: string [] ; reset: any [] } ; refreshSounds: { propagate: any [] ; reset: any [] } ; refreshTiles: { propagate: string [] ; reset: any [] } ; soundFadeDuration: { propagate: any [] ; reset: any [] } ; forceUpdateFog: { propagate: any [] ; reset: any [] } } = ...
Type declaration initializeLighting: { propagate: string [] ; reset: any [] } propagate: string [] reset: any [] refreshLighting: { propagate: string [] ; reset: any [] } propagate: string [] reset: any [] refreshLightSources: { propagate: any [] ; reset: any [] } propagate: any [] reset: any [] refreshVisionSources: { propagate: any [] ; reset: any [] } propagate: any [] reset: any [] refreshPrimary: { propagate: any [] ; reset: any [] } propagate: any [] reset: any [] initializeVision: { propagate: string [] ; reset: any [] } propagate: string [] reset: any [] refreshVision: { propagate: string [] ; reset: any [] } propagate: string [] reset: any [] initializeSounds: { propagate: string [] ; reset: any [] } propagate: string [] reset: any [] refreshSounds: { propagate: any [] ; reset: any [] } propagate: any [] reset: any [] refreshTiles: { propagate: string [] ; reset: any [] } propagate: string [] reset: any [] soundFadeDuration: { propagate: any [] ; reset: any [] } propagate: any [] reset: any [] forceUpdateFog: { propagate: any [] ; reset: any [] } propagate: any [] reset: any [] Static COMPATIBILITY_MAPPING COMPATIBILITY_MAPPING: { lighting.initialize: string ; lighting.refresh: string ; sight.initialize: string ; sight.refresh: string ; sight.forceUpdateFog: string ; sounds.initialize: string ; sounds.refresh: string ; sounds.fade: string ; foreground.refresh: string } = ...
Type declaration lighting.initialize: string lighting.refresh: string sight.initialize: string sight.refresh: string sight.forceUpdateFog: string sounds.initialize: string sounds.refresh: string sounds.fade: string foreground.refresh: string
A helper class which manages the refresh workflow for perception layers on the canvas. This controls the logic which batches multiple requested updates to minimize the amount of work required. A singleton instance is available as canvas#perception.
{Canvas#perception}