Work in progress
The content of this page was not yet updated for Godot 4.2
and may be outdated. If you know how to improve this page or you can confirm that it’s up to date, feel free to open a pull request.
HTML5 shell class reference
Projects exported for the Web expose the Engine() class to the JavaScript environment, that allows fine control over the engine’s start-up process.
This API is built in an asynchronous manner and requires basic understanding of Promises.
Engine
The Engine
class provides methods for loading and starting exported projects on the Web. For default export settings, this is already part of the exported HTML page. To understand practical use of the Engine
class, see Custom HTML page for Web export.
Static Methods
Promise | load ( string basePath ) |
void | unload ( ) |
boolean | isWebGLAvailable ( [ number majorVersion=1 ] ) |
Instance Methods
Promise | init ( [ string basePath ] ) |
Promise | preloadFile ( string|ArrayBuffer file [, string path ] ) |
Promise | start ( EngineConfig override ) |
Promise | startGame ( EngineConfig override ) |
void | copyToFS ( string path, ArrayBuffer buffer ) |
void | requestQuit ( ) |
class Engine(initConfig)
Create a new Engine instance with the given configuration.
Arguments
- initConfig (EngineConfig()) — The initial config for this instance.
Static Methods
Engine.load(basePath)
Load the engine from the specified base path.
Arguments
- basePath (
string()
) — Base path of the engine to load.
Returns
A Promise that resolves once the engine is loaded.
Return type
Promise
- basePath (
Engine.unload()
Unload the engine to free memory.
This method will be called automatically depending on the configuration. See unloadAfterInit.
Engine.isWebGLAvailable([majorVersion=1])
Check whether WebGL is available. Optionally, specify a particular version of WebGL to check for.
Arguments
- majorVersion (
number()
) — The major WebGL version to check for.
Returns
If the given major version of WebGL is available.
Return type
boolean
- majorVersion (
Instance Methods
Engine.prototype.init([basePath])
Initialize the engine instance. Optionally, pass the base path to the engine to load it, if it hasn’t been loaded yet. See Engine.load().
Arguments
- basePath (
string()
) — Base path of the engine to load.
Returns
A
Promise
that resolves once the engine is loaded and initialized.Return type
Promise
- basePath (
Engine.prototype.preloadFile(file[, path])
Load a file so it is available in the instance’s file system once it runs. Must be called before starting the instance.
If not provided, the
path
is derived from the URL of the loaded file.Arguments
file (
string|ArrayBuffer()
) —The file to preload.
If a
string
the file will be loaded from that path.If an
ArrayBuffer
or a view on one, the buffer will used as the content of the file.path (
string()
) — Path by which the file will be accessible. Required, iffile
is not a string.
Returns
A Promise that resolves once the file is loaded.
Return type
Promise
Engine.prototype.start(override)
Start the engine instance using the given override configuration (if any). startGame can be used in typical cases instead.
This will initialize the instance if it is not initialized. For manual initialization, see init. The engine must be loaded beforehand.
Fails if a canvas cannot be found on the page, or not specified in the configuration.
Arguments
- override (EngineConfig()) — An optional configuration override.
Returns
Promise that resolves once the engine started.
Return type
Promise
Engine.prototype.startGame(override)
Start the game instance using the given configuration override (if any).
This will initialize the instance if it is not initialized. For manual initialization, see init.
This will load the engine if it is not loaded, and preload the main pck.
This method expects the initial config (or the override) to have both the executable and mainPack properties set (normally done by the editor during export).
Arguments
- override (EngineConfig()) — An optional configuration override.
Returns
Promise that resolves once the game started.
Return type
Promise
Engine.prototype.copyToFS(path, buffer)
Create a file at the specified
path
with the passed asbuffer
in the instance’s file system.Arguments
path (
string()
) — The location where the file will be created.buffer (
ArrayBuffer()
) — The content of the file.
Engine.prototype.requestQuit()
Request that the current instance quit.
This is akin the user pressing the close button in the window manager, and will have no effect if the engine has crashed, or is stuck in a loop.
Engine configuration
An object used to configure the Engine instance based on godot export options, and to override those in custom HTML templates if needed.
Properties
type | name |
boolean | |
HTMLCanvasElement | |
string | |
string | |
string | |
number | |
Array.<string> | |
function | |
function | |
function | |
function | |
function |
EngineConfig
The Engine configuration object. This is just a typedef, create it like a regular object, e.g.:
const MyConfig = { executable: 'godot', unloadAfterInit: false }
Property Descriptions
unloadAfterInit
Whether the unload the engine automatically after the instance is initialized.
Type
boolean
Value
true
canvas
The HTML DOM Canvas object to use.
By default, the first canvas element in the document will be used is none is specified.
Type
HTMLCanvasElement
Value
null
executable
The name of the WASM file without the extension. (Set by Godot Editor export process).
Type
string
Value
""
mainPack
An alternative name for the game pck to load. The executable name is used otherwise.
Type
string
Value
null
locale
Specify a language code to select the proper localization for the game.
The browser locale will be used if none is specified. See complete list of supported locales.
Type
string
Value
null
canvasResizePolicy
The canvas resize policy determines how the canvas should be resized by Godot.
0
means Godot won’t do any resizing. This is useful if you want to control the canvas size from javascript code in your template.1
means Godot will resize the canvas on start, and when changing window size via engine functions.2
means Godot will adapt the canvas size to match the whole browser window.Type
number
Value
2
args
The arguments to be passed as command line arguments on startup.
Note: startGame will always add the
--main-pack
argument.Type
Array.<string>
Value
[]
onExecute(path, args)
A callback function for handling Godot’s
OS.execute
calls.This is for example used in the Web Editor template to switch between Project Manager and editor, and for running the game.
Arguments
path (
string()
) — The path that Godot’s wants executed.args (
Array.
) — The arguments of the “command” to execute.
onExit(status_code)
A callback function for being notified when the Godot instance quits.
Note: This function will not be called if the engine crashes or become unresponsive.
Arguments
- status_code (
number()
) — The status code returned by Godot on exit.
- status_code (
onProgress(current, total)
A callback function for displaying download progress.
The function is called once per frame while downloading files, so the usage of
requestAnimationFrame()
is not necessary.If the callback function receives a total amount of bytes as 0, this means that it is impossible to calculate. Possible reasons include:
Files are delivered with server-side chunked compression
Files are delivered with server-side compression on Chromium
Not all file downloads have started yet (usually on servers without multi-threading)
Arguments
current (
number()
) — The current amount of downloaded bytes so far.total (
number()
) — The total amount of bytes to be downloaded.
onPrint([…var_args])
A callback function for handling the standard output stream. This method should usually only be used in debug pages.
By default,
console.log()
is used.Arguments
- var_args (
*()
) — A variadic number of arguments to be printed.
- var_args (
onPrintError([…var_args])
A callback function for handling the standard error stream. This method should usually only be used in debug pages.
By default,
console.error()
is used.Arguments
- var_args (
*()
) — A variadic number of arguments to be printed as errors.
- var_args (
© Copyright 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0). Revision 53e837c6
.
Built with Sphinx using a theme provided by Read the Docs.