LSDE Dialog Engine / BlueprintScene
Interface: BlueprintScene
Defined in: types.ts:451
A scene — an independent dialogue subgraph with its own entry point.
Remarks
A scene is the unit of execution in the engine. Call engine.scene(uuid) to obtain a SceneHandle, then handle.start() to begin traversing from entryBlockId.
The blocks array contains all blocks in this scene. The connections array defines the directed edges between blocks (output port → input port). Together they form a directed graph that the engine traverses at runtime.
Multiple scenes can run concurrently — each gets its own SceneHandle with independent state, visited blocks, and async tracks.
Example
const sceneId = blueprint.scenes[0].uuid;
const handle = engine.scene(sceneId);
handle.onDialog(({ block, next }) => { next(); });
handle.start();See
- SceneHandle for runtime scene control
- BlueprintConnection for edge structure
- BlueprintBlock for block types
Properties
blocks
blocks:
BlueprintBlock[]
Defined in: types.ts:463
All blocks contained within this scene.
connections
connections:
BlueprintConnection[]
Defined in: types.ts:465
All connections defining the dialogue flow in this scene.
date
date:
string
Defined in: types.ts:461
Scene creation or last modification date.
entryBlockId?
optionalentryBlockId?:string
Defined in: types.ts:459
UUID of the entry block for this scene.
label
label:
string
Defined in: types.ts:455
Scene name assigned by the designer.
note?
optionalnote?:string
Defined in: types.ts:457
Scene-level designer notes.
uuid
uuid:
string
Defined in: types.ts:453
Unique scene identifier.
