Constructs a new MultiScene.
The Babylon.js engine.
The input handler for this scene.
Index of the currently active camera.
Protected
engineThe Babylon.js engine instance.
Protected
inputHandles user input for the scene.
Protected
sceneThe Babylon.js scene instance.
Static
Readonly
MaxMaximum number of players in a multiplayer game.
Adds a new action/power to the player's inventory.
Adds a networked object, assigning local or remote authority based on ownerId.
Protected
addInitializes Havok physics for the scene with high gravity and a fixed timestep. Should be called asynchronously.
Disposes the HUD and cleans up UI.
Initializes the game scene, inventory, input actions, and physics.
Disposes an object and removes it from its container.
Cleans up after object drop selection is complete.
Enables the Babylon.js debug layer for scene inspection.
Returns the number of remote players still alive.
Returns the parent node for rotating objects.
Returns the Babylon.js scene.
Returns the subcube index for a given position.
Checks if a position is within the player's subcube.
Kills the local player.
Handles collision with the bottom of the cube (player death).
Handles contact/collision for a remote object.
Plays a sound by name if loaded.
The sound name.
Removes the local player from the scene.
Removes a remote object from the scene.
Removes a remote player and their objects from the scene.
Renders the current scene state.
Restarts the scene by disposing and recreating it.
Rotates the parent node (cube) along the given axis.
Allows the player to select a platform or object for dropping an enemy/power.
Callback to execute when selection is made.
Sets up the main and follow cameras for gameplay.
Sets up collision callbacks for all game objects.
Sets up cameras for spectator mode after player death.
Initializes the multiplayer HUD and loads sounds.
Updates the score display.
Spawns coins on platforms at intervals.
Switches to the next available camera (wide/follow).
Switches to the next available camera in spectator mode.
Main update loop for the scene state.
Updates the local player and sends a report to the network.
Updates a remote player's state.
Updates the camera position during object selection.
Updates the HUD with current score and HP.
Static
createStatic factory to create and initialize a new MultiScene.
MultiScene handles the multiplayer game logic, player management, UI, cameras, object synchronization, and network communication for Nocturna's multiplayer mode.