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    Splash/Developer docs

    Class: SplashAPI

    Legacy documentation

    Defined in: api.ts:64

    new SplashAPI(): SplashAPI

    SplashAPI

    get registeredActions(): RegisteredType[]

    Defined in: api.ts:191

    RegisteredType[]


    get registeredAnimations(): RegisteredType[]

    Defined in: api.ts:183

    RegisteredType[]


    get registeredEffects(): RegisteredType[]

    Defined in: api.ts:187

    RegisteredType[]


    get registeredTriggers(): TriggerDefinition[]

    Defined in: api.ts:200

    TriggerDefinition[]

    applySplashState(uuid, snapshot): Promise<void>

    Defined in: api.ts:279

    Apply a runtime snapshot to an open splash on this client, mirroring another client’s state.

    string

    RuntimeSnapshot

    Promise<void>


    bindingsForSplash(splashUuid): TriggerBinding[]

    Defined in: api.ts:208

    string

    TriggerBinding[]


    buildAnimation(animation, sprite, app): Promise<void>

    Defined in: api.ts:110

    any

    DisplayObject

    Application

    Promise<void>


    buildEffect(app, effect): Promise<any>

    Defined in: api.ts:155

    Application

    any

    Promise<any>


    buildSprite(sprite, state, context): Promise<any>

    Defined in: api.ts:132

    any

    InitializedData

    SpriteContext

    Promise<any>


    close(__namedParameters?): Promise<void>

    Defined in: api.ts:315

    Close the active splash locally; global (GM only) kills it for the whole table.

    boolean = false

    Promise<void>


    closeSpectator(uuid): Promise<void>

    Defined in: api.ts:307

    Close a spectator mirror opened with openSpectator.

    string

    Promise<void>


    getSplashState(uuid): Promise<RuntimeSnapshot | null>

    Defined in: api.ts:273

    The current runtime snapshot of an open splash on this client, or null if it isn’t open.

    string

    Promise<RuntimeSnapshot | null>


    getTrigger(type): TriggerDefinition | undefined

    Defined in: api.ts:204

    string

    TriggerDefinition | undefined


    launch(uuid, __namedParameters?): Promise<void>

    Defined in: api.ts:242

    Launch using the splash’s stored layer. handout opens a windowed app; scene/hud/full open a fullscreen overlay.

    string

    boolean = false

    string

    Promise<void>


    openHandout(uuid): Promise<void>

    Defined in: api.ts:261

    string

    Promise<void>


    openSpectator(uuid): Promise<void>

    Defined in: api.ts:285

    Open a splash on this client as a passive spectator mirror: no input, no presence, driven by applySplashState.

    string

    Promise<void>


    processAction(action): Promise<void>

    Defined in: api.ts:125

    any

    Promise<void>


    registerAction<A>(type, name, processor, meta?): void

    Defined in: api.ts:90

    A extends any

    A["type"]

    string

    ActionProcessor<A>

    EditorMeta = {}

    void


    registerAnimation<A>(type, name, builder, meta?): void

    Defined in: api.ts:79

    A extends any

    A["type"]

    string

    AnimationBuilder<A>

    EditorMeta = {}

    void


    registerEffect<E>(type, name, builder, meta?): void

    Defined in: api.ts:144

    E extends any

    E["type"]

    string

    EffectBuilder<E>

    EditorMeta = {}

    void


    registerSprite<S>(type, name, builder): void

    Defined in: api.ts:101

    S extends any

    S["type"]

    string

    SpriteBuilder<S>

    void


    registerTrigger(type, label, options): void

    Defined in: api.ts:196

    First-party triggers (door, region) register through this same API.

    string

    string

    TriggerOptions

    void


    show(uuid, __namedParameters?): Promise<void>

    Defined in: api.ts:213

    Show a splash at a layer. global (GM) shows it table-wide and persists; targetUser shows it transiently to one player; otherwise local.

    string

    boolean = false

    SplashLayer = 'full'

    string

    Promise<void>


    static getInstance(): SplashAPI

    Defined in: api.ts:326

    SplashAPI