Leaving one room and entering another, in GameMaker's order:
- leaving: every instance's room end event; then every instance that is not persistent runs its clean-up event and is removed
- entering: each instance the room places, in the room's order, is created — its pre-create and create events — and runs its own creation code; an instance whose id is already present (a persistent one) is not placed again
- in the game's first room, every instance's game start event
- the room's creation code
An instance a GameMaker Studio 2 room places on an instance layer takes that layer's
depth, and is marked as on it (room_layer).
- every instance's room start event
Summary
Functions
The world in room room.
Functions
@spec enter(Cauldron2D.GameMaker.World.t(), non_neg_integer()) :: Cauldron2D.GameMaker.World.t()
The world in room room.