ReadonlycurrentThis is a read-only property that always returns -1. It is only added for compatibility with renderers. (And it is only used in the initialization code of renderers.)
ReadonlygameAn object containing the game state information. Returns null if game is not active.
ReadonlymaxThe maximum frame number in the replay file.
ReadonlystateAn object containing all information about the current room state.
Releases the resources that are used by this object.
void.
Extrapolates the current room state and sets the ext variables inside
original objects to their newly calculated extrapolated states. Normally
designed to be used in renderers.
The time to extrapolate the state for in milliseconds.
The extrapolated room state.
Returns the current frame number.
The current frame number.
Returns the current speed coefficient of this replay reader object.
The current speed coefficient of this replay reader object.
Returns the current time.
The current time in milliseconds.
Returns the length of replay content.
The length of replay content in milliseconds.
OptionalonCalled when the destination time or frame number has been reached, which only happens some time after
a call to setTime(destinationTime) or setCurrentFrameNo(destinationFrameNo).
void.
OptionalonCalled when the end of replay data has been reached.
void.
Plays the replay until the destinationFrameNo or end of replay is reached. Note that it may take some time to reach the
destination frame number(especially if you are trying to rewind time), because the game state data is generated on the fly
and not stored in memory. (It would probably use huge amounts of RAM.)
The desired frame number.
void.
Changes the speed coefficient of this replay reader object.
The desired speed coefficient. Must be a real number >=0. Meaning of possible value ranges is as follows:
void.
Plays the replay until the destinationTime or end of replay is reached. Note that it may take some time to reach the
destination time(especially if you are trying to rewind time), because the game state data is generated on the fly and
not stored in memory. (It would probably use huge amounts of RAM.)
The desired time in milliseconds.
void.
This is a special structure that is returned from the function
Replay.read.