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Hmm, I am not sure -- FXGL certainly expects only one main stage to be active at any given moment, though there are things that can work, depending on what the goal is. Here's a quick example of having multiple stages that have some objects accessible on a per-stage level, resulting in multiple instances. Effectively, it looks like we are splitting FXGL into two (1. as an engine) which maintains its own "main" stage, while other aspects (2. as a game) exist somewhat independently. So calls to things like
Not sure this is of help in any way, but if you provide more details, more than happy to help. |
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Is there any (reasonable) way to run multiple FXGL stages? I have a current system that works, but only works once and I was wondering if there was any trickery I could pull off to make it so that I have access to the various necessary objects on a per-stage level so that multiple instances of my stage could work.
EDIT actually, it doesn't entirely work: the scene/viewport dimensions aren't bound to the stage dimensions.
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