DebugConfig
Defined in: DebugPlugin.ts:36
Configuration for the DebugPlugin.
Properties
Section titled “Properties”deterministicSeed?
Section titled “deterministicSeed?”
optionaldeterministicSeed?:number
Defined in: DebugPlugin.ts:54
If set, every scene’s RNG is initialized with this seed instead of an unspecified default. Use for deterministic E2E runs. Leave undefined for normal debug builds so randomness behaves the same as in production.
flags?
Section titled “flags?”
optionalflags?:Record<string,boolean>
Defined in: DebugPlugin.ts:48
Initial flag overrides, keyed by “contributorName.flagName”.
maxGraphics?
Section titled “maxGraphics?”
optionalmaxGraphics?:number
Defined in: DebugPlugin.ts:42
Max pooled Graphics objects. Default: 256
maxHudLines?
Section titled “maxHudLines?”
optionalmaxHudLines?:number
Defined in: DebugPlugin.ts:44
Max HUD text lines. Default: 32
startEnabled?
Section titled “startEnabled?”
optionalstartEnabled?:boolean
Defined in: DebugPlugin.ts:46
Whether the overlay starts enabled. Default: false
startFrozen?
Section titled “startFrozen?”
optionalstartFrozen?:boolean
Defined in: DebugPlugin.ts:65
If true, the engine boots with a paused Pixi ticker so no auto-frames
tick before user code can intervene — equivalent to calling
inspector.time.freeze() at frame zero, but applied during plugin
install() (before loop.start()). Use for deterministic E2E runs:
any later engine.scenes.push(...) resolves under frozen time, so
snapshots taken right after only depend on the explicit time.step()
calls — not on how many auto-frames slipped in between
await engine.start() and the test’s first freeze().
stepKey?
Section titled “stepKey?”
optionalstepKey?:string
Defined in: DebugPlugin.ts:40
Key code to advance one fixed-timestep frame while the debug clock is frozen. Default: “Period”
toggleKey?
Section titled “toggleKey?”
optionaltoggleKey?:string
Defined in: DebugPlugin.ts:38
Key code to toggle debug overlay. Default: “Backquote”