# new RezEvent()
Represents a game event response in the Rez game engine. Events are used to communicate the results of user interactions and specify what actions should be taken (scene changes, card plays, flash messages, etc.). Supports method chaining for building complex event responses.
Example
// Create an event that plays a card and shows a message
return RezEvent.playCard("next_card").flash("Moving forward!").render();
Methods
# after(callback) → {RezEvent}
Adds a callback to be run after event processing is finished
Parameters:
| Name | Type | Description |
|---|---|---|
callback |
function
|
a parameterless callback the runs after processing |
this event for method chaining
# cardId() → {string|null}
ID of the card to play, or null if no card action
string
|
null
# error(message) → {RezEvent}
Sets this event as an error with the specified message
Parameters:
| Name | Type | Description |
|---|---|---|
message |
string
|
error message |
this event for method chaining
# errorMessage() → {string|null}
error message if this is an error event, or null
string
|
null
# flash(message, kind) → {RezEvent}
Adds a flash message to be displayed to the user
Parameters:
| Name | Type | Description |
|---|---|---|
message |
string
|
message to display as a flash |
kind |
string
|
optional notification kind (default: "") |
this event for method chaining
# flashMessages() → {Array.<string>}
array of flash messages to display
Array.<string>
# hasFlash() → {boolean}
true if this event has flash messages to display
boolean
# noop() → {RezEvent}
No-operation method for method chaining when no action is needed
this event for method chaining
# params() → {object}
the parameters object associated with this event
object
# playCard(cardId) → {RezEvent}
Sets this event to play the specified card
Parameters:
| Name | Type | Description |
|---|---|---|
cardId |
string
|
ID of the card to play |
this event for method chaining
# renderEvent() → {boolean}
true if this event should trigger a view render
boolean
# sceneChange(sceneId) → {RezEvent}
Sets this event to change to the specified scene
Parameters:
| Name | Type | Description |
|---|---|---|
sceneId |
string
|
ID of the scene to change to |
this event for method chaining
# sceneChangeEvent() → {boolean}
true if this event should trigger a scene change
boolean
# sceneId() → {string|null}
ID of the scene for scene transition, or null if no scene action
string
|
null
# sceneInterlude(sceneId) → {RezEvent}
Sets this event to start an interlude with the specified scene
Parameters:
| Name | Type | Description |
|---|---|---|
sceneId |
string
|
ID of the scene to interlude with |
this event for method chaining
# sceneInterludeEvent() → {boolean}
true if this event should trigger a scene interlude
boolean
# sceneResume() → {RezEvent}
Sets this event to resume the previous scene from the scene stack
this event for method chaining
# sceneResumeEvent() → {boolean}
true if this event should resume the previous scene
boolean
# setParam(name, value) → {RezEvent}
Sets a single parameter on this event
Parameters:
| Name | Type | Description |
|---|---|---|
name |
string
|
parameter name |
value |
*
|
parameter value |
this event for method chaining
# setParams(params) → {RezEvent}
Replaces the entire parameters object for this event
Parameters:
| Name | Type | Description |
|---|---|---|
params |
object
|
parameters object to set |
this event for method chaining
# shouldChangeScene() → {boolean}
true if this event should change to a new scene
boolean
# shouldInterludeScene() → {boolean}
true if this event should start a scene interlude
boolean
# shouldPlayCard() → {boolean}
true if this event should play a card
boolean
# shouldRender() → {boolean}
true if this event should trigger a view render
boolean
# shouldResumeScene() → {boolean}
true if this event should resume the previous scene
boolean
# static after(callback) → {RezEvent}
Creates a new event that runs the specified callback after being processed
Parameters:
| Name | Type | Description |
|---|---|---|
callback |
function
|
a parameterless callback the runs after processing |
a new event that will run the callback after processing
# static error(message) → {RezEvent}
Creates a new event that represents an error
Parameters:
| Name | Type | Description |
|---|---|---|
message |
string
|
error message |
a new error event
# static flash(message) → {RezEvent}
Creates a new event that displays a flash message
Parameters:
| Name | Type | Description |
|---|---|---|
message |
string
|
flash message to display |
a new event with the flash message
# static playCard(cardId) → {RezEvent}
Creates a new event that plays the specified card
Parameters:
| Name | Type | Description |
|---|---|---|
cardId |
string
|
ID of the card to play |
a new event that plays the specified card
# static render() → {RezEvent}
Creates a new event that triggers a view render
a new event that triggers a render
# static sceneChange(sceneId) → {RezEvent}
Creates a new event that changes to the specified scene
Parameters:
| Name | Type | Description |
|---|---|---|
sceneId |
string
|
ID of the scene to change to |
a new event that changes to the specified scene
# static sceneInterlude(sceneId) → {RezEvent}
Creates a new event that starts an interlude with the specified scene
Parameters:
| Name | Type | Description |
|---|---|---|
sceneId |
string
|
ID of the scene to interlude with |
a new event that starts an interlude
# static sceneResume() → {RezEvent}
Creates a new event that resumes the previous scene from the stack
a new event that resumes the previous scene